Featherweight Multimedia For Information Dissemination

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Featherweight Multimedia forInformation DisseminationGerry Chu, Sambit Satpathy, Kentaro Toyama, Rikin Gandhi, Ravin Balakrishnan, S. Raghu MenonAbstract— Featherweight multimedia devices combine audiowith non-electronic visual displays (e.g., paper). Because of theirlow cost, customizability, durability, storage capacity, and energyefficiency, they are well-suited for education and informationdissemination among illiterate and semi-literate people. Wepresent a taxonomy of featherweight multimedia devices and alsoderive design recommendations from our experiences deployingfeatherweight multimedia in the agriculture and health domainsin India. We found that with some initial guidance, illiterateusers can quickly learn to use and enjoy the device, especially ifthey are taught by peers.Index Terms—Audio, illiteracy, information disseminationAI. INTRODUCTIONmajor thrust towards bringing information andcommunication technologies to underserved populationsis the development of low-cost computational devices such asthe XO laptop from OLPC [1], Classmate PC [2], and even apotential 12 laptop [3]. While these initiatives and otherfactors such as increased penetration of mobile phones willundoubtedly have tremendous impact in providing the globalpoor with better communication tools and access toinformation, the cost of these devices remain prohibitive to the2 billion people worldwide who live on less than 2 per day.Beyond monetary cost, illiteracy remains a major hurdle.Conservative estimates of illiteracy suggest that there are overone billion illiterate people worldwide [4] for whom even afree, connected computer is useless given that some level ofliteracy and basic education is typically required to operatethem; recent attempts at text-free interfaces [5] hold thepromise of partial accessibility to computing by the illiterate,but still don’t address the complexity of the device.While it is certainly worthwhile trying to grapple with thecost and literacy constraints of “full-fledged” technology formany applications, there are other applications that may onlyrequire a little bit of technology in order to add significantvalue. One such broad application area is the informationdissemination that government and non-profit organizationsdo to improve the education and health of people. In thesepopulations, traditional information dissemination methodsManuscript received September 22, 2008.G. Chu, S. Satpathy, and R. Balakrishnan were with Microsoft ResearchIndia (email: gerrychu ravin @dgp.toronto.edu, sambit407@gmail.com).K. Toyama, R. Gandhi, and S. Raghu Menon are with Microsoft ResearchIndia, “Scientia”, 196/36 2nd Main, Sadashivnagar, Bangalore, 560 080, India(phone: 91 (80) 6658-6000; email: kentoy riking t-raghum@microsoft.com).R. Gandhi is additionally with Digital GreenR. Balakrishnan is with the University of Torontoinclude printed material, radio and television public serviceannouncements (PSAs), and verbal instruction. These methodsare certainly viable, but suffer from several shortcomings,such as requiring literacy to comprehend textual printedmaterial, the relatively high cost of producing, distributing andconsuming radio and television PSAs, and the arguably highercost of verbal instruction by humans who might not evendeliver a consistent message over time. Of these, only verbalinstruction provides the possibility of interactive exchangewith the consumer.In this paper, we explore the notion of featherweightmultimedia” – various combinations of electronic audiodevices with non-electronic visual displays – for interactivemultimedia information dissemination (Fig. 1). Featherweightmultimedia devices require minimal power, are more rugged,and are dramatically cheaper than low-cost computers orfeature-rich mobile phones. Yet, they integrate many of thebest elements of traditional techniques with the enhancementof interactivity. Our contribution is not in the technology perse, but rather in 1) mapping out the design space offeatherweight multimedia, 2) exploring factors affecting theiruse for information dissemination to illiterate or semi-literatepopulations using our experiences deploying them, and 3)reporting the reactions of the target population to initial usageof several featherweight multimedia variants. Our preliminaryexperiments suggest that non-literate users with little formaleducation can quickly understand how to use featherweightmultimedia, but that social support is required to maximizeeffectiveness.Fig. 1. Village residents using a talking bookII. RELATED WORKRecently, there have been several initiatives adaptingspecific featherweight multimedia devices to the development

field. These evolved from devices that were originally createdfor the developed world. In addition, featherweight devicescan trace their design histories to other multimedia initiativesthat use audio and video in development.A. Existing featherweight multimedia devices in developmentBooks of Hope is an organization that creates talking booksin South Africa [6]. Each 16-page book is held within anelectronic device that has 16 buttons. The user turns to a page,each of which has an icon. The user presses the button labeledwith the same icon, triggering the appropriate caption to playaloud. Each book holds 5 minutes of audio, and with twoAAA batteries, 200-500 plays can be achieved [7]. In anevaluation [8], a control group of grade 7 students attended aworkshop about mental health, while an experimental groupreceived talking books. Pre- and post-tests determined thatboth groups learned the same amount but a large percentage ofstudents who received the talking books showed them to otherstudents (80%), to their families (80%) and to churchmembers (43%), pointing to possible viral disseminationbenefits of cheap portable featherweight multimedia.Talking books such as LeapPad [9], WhizKid [10], andPowerTouch [11] are educational toys for children. They areoperated by overlaying a piece of paper or workbook onto atouch or pen-sensitive screen. The device can identify thecurrent page, so that when elements on the page are pressed,the device plays a recorded caption. There was an announcedinitiative in 2004 to deploy the LeapPad in Afghanistan [12],but nothing has been published about the deployment since.However, the PicTalk device, which uses LeapPadtechnology, is being used to teach Indian schoolchildren [13].Students using PicTalk to learn English performed 40% betteron post-tests than a control group learning using a traditionalcurriculum.The Literacy Bridge project has created an interactivedigital audio player/recorder costing roughly US 5- 12 andare deploying it in Ghana [14]. Although they call it a“Talking Book” the focus is on the audio and not on the paperbook component.B. Devices similar to featherweight multimediaAudio guides (e.g., [15]) are widely used in museums andgalleries. They play an audio clip when a numeric code istyped in. An interesting element of these sorts of audiointerfaces is the spatial decoupling of the visual printed mediafrom the audio unication aides are used by people with developmentaldisabilities who cannot communicate verbally [16].More advanced and expensive audio/paper devices such asthe Audio Notebook [17] and the Pulse SmartPen [18] recordaudio as the user writes in a notebook. Tapping on a wordplays the audio that was recorded when the word was written.The Daisy Consortium is the publisher of a file format fortalking books meant for the blind or those with learningdisabilities [19]. The Dolphin company creates players andauthoring tools for talking books in the Daisy format [20].Public advertising on billboards, as well as research onmore interactive public ambient displays have demonstrateddesigns intended to engage casual bystanders in informationexchange [21][22]. A featherweight multimedia instantiationof this concept might involve billboards with phone numbersthat passersby can call for additional prerecorded information,or paper posters with an audio player, a design that we explorelater in this paper.C. Related work in developmentThere have been two notable audio interfaces fordeveloping countries. Tamil Market uses a spoken dialogsystem that allows illiterate people to query the system byvoice to hear crop prices spoken aloud [23]. Similarly,Pakistani community health workers can call HealthLine, askit verbally for information, and hear medical information overtheir mobile phone [24]. Both require backend computers toprovide speech recognition, hence imposing a fairlysignificant computational and cost requirement.A system using visual codes and mobile phone cameras,such as that explored by Parikh et al. [25] could also be usedto trigger audio playback.Work on text-free user interfaces [5] has focused onreplacing text in computing interfaces with audio prompts thatare played when the user mouses over a graphical interfaceelement. The focus of this work has been on makingconventional computers accessible to the illiterate population,and hence the usual cost and power requirements of standardcomputation remains. Featherweight multimedia can becharacterized as being text-free user interfaces without anelectronic visual display.The concept of integrating paper and audio is supported bywork by Medhi et al. [26]. They tested five differentrepresentations (video, photo, animation, static drawing, andtext) of medical conditions with and without audio captions onIndian slum residents. They found that users best understooddrawings that are combined with audio.Video might be considered as the “heavyweight” version offeatherweight multimedia. Like featherweight multimedia, ithas both audio and visual electronic displays. Video has beenused to teach Indian schoolchildren [27] and has also beenshown to be effective in teaching illiterate users to use a jobsearch computer application [28]. The Digital Green projectuses video to teach sustainable agricultural techniques toIndian farmers [29]. It has been shown to be six times moreeffective than conventional agricultural extension workers.Despite these successful examples of video for informationdissemination in developing countries, video requires anexpensive television and DVD player that depend on electricalpower that can be unreliable in many development settings.III. DESIGN SPACEAt first glance, our definition of featherweight multimedia –the combination of an electronic audio device with some nonelectronic visual display – connotes a relatively simple rangeof possible instantiations. On closer investigation, however,we find a rich design space worthy of careful delineation.

TABLE 1. COMPARISON OF ELECTRONIC AUDIO PLAYERSLOW-ENDSMARTPHONECD PLAYERMOBILEPHONEDEVICE COSTCONTENTCUSTOMIZABILTIYCAPACITYAUDIO USTOMEMBEDDEDELECTRONICSGREETING-CARDAUDIO CHIPS 10-50High 200-500High 10- 50Medium 10- 200High 15- 50High 0.05- 100 Medium HighLowLowMediumLowLowMediumLowLowA. Electronic audio playerThe audio component of featherweight multimedia can besourced from various readily available technologies includingCD players, portable MP3 players, mobile phones, museumaudio guides, and embedded audio devices, including audiochips (as can be found in audio greeting cards [30]), embeddedMP3 players, and other custom audio electronics. These varyalong several interesting dimensions, summarized in Table 1:Device cost. This can vary considerably, ranging from just afew dollars at wholesale prices to several hundred dollars forstate-of-the-art equipment. An embedded audio chip of thesort found in greeting cards cost just several cents, and onecould embed many of these chips into a single featherweightmultimedia device. At the other end of the spectrum, museumaudio guides can cost thousands of dollars.Content customizability. CD/DVDs cost just a few cents tomanufacture with content, while content on MP3 players caneasily be uploaded from a computer. However, the distributioncosts of getting those CD/DVDs to the user or providing ageographically distributed user base with access to a contentserving computer to update their MP3 players needs to beaccounted for. Mobile phones offer the highly flexible solutionof wireless access to content that may not even be stored onthe phone itself, although costs for such access can varyconsiderably across regions. Many embedded devices onlyallow for a one-time write of the content; where they do allowupdating of content, the costs are roughly similar to that ofupdating an MP3 player although updating an embeddedsystem typically requires more specialized and complex toolsthan the mainstream ones available for MP3 players.Capacity. Capacity ranges from 5 seconds for someembedded electronics to days with MP3 players.Audio quality. This ranges from high-quality audio in CDand MP3 players to somewhat lower quality audio on mobilephones to tinny audio in greeting card style embedded devices.Volume also varies from personal levels in embedded devicesto sharable levels in MP3 players with external speakers.Durability. With the possible exception of CD/DVD mediathat is prone to scratching, the remaining options tend to relyon solid-state memory and electronics that are roughlyequivalently robust. However, the housing for the electronicscould make a difference, with greeting-card style embeddeddevices being relatively fragile compared to an MP3 player.Power. Most of the devices surveyed have low powerconsumption requirements. However, they vary considerablyin the types of batteries used and whether or not they can berecharged and/or replaced easily. Some devices use readilyavailable replaceable batteries, some are more specialized andcan only be replaced by a technician, while others can only berecharged by plugging into mains power. Depending on theusage locale, the type of battery might be a crucial decidingfactor in choice of a featherweight multimedia device.Usability. Given the focus on information dissemination inlow-education target audience, usability is arguably even morecrucial than in more mainstream technology. For example,many cheap audio players have surprisingly complexinterfaces that require the user to decipher instructions on atiny LCD screen, thus negating the positive value of theirinexpensive cost. We believe that for most usage scenarios,ultra-simple interfaces with just a few buttons (start, stop,rewind) or with one button per audio caption are generallybest. A numeric keypad can added if random access to contentis provided through numeric codes.Ubiquity. Mobile phones have staggering penetration inmany parts of the developing world. In contrast, morespecialized embedded systems might be cheaper but mightultimately not be viable given their specialized nature.Sensors. Smart phones and custom embedded devices mighthave cameras, RFID readers, and other sensors that can enableautomatic access to the appropriate audio clip depending onthe visual content, whereas simpler sensor-free devices wouldrely on the user to select audio clips for a given visual display.B. Non-electronic visual displayThis can be considered along several key dimensions:Physical form factor and portability. The display can rangefrom small and highly portable to larger fixed installations.Example form factors include sheets of paper, greeting cards,brochures, books, posters, and even billboards.Cost. This can range from essentially free (e.g., handscribbled content on a sheet of paper), to a few cents (printedpaper), to a few dollars (printed books), to thousands ofdollars (billboards). The high cost of a billboard seeminglydetracts from our goal of ultra-low cost informationdissemination, but the display’s cost can be amortized over thenumber of people that might use it. Indeed, a printed sheet ofpaper priced at just a few cents that is only used once by oneperson could cost more in aggregate than an expensivebillboard that disseminates information to thousands of peopleover a longer period of time.

Electronic integration. Normal visual displays forfeatherweight multimedia are non-electronic. However, moresophisticated versions might be inexpensively tagged to enabletighter integration with the associated electronic audio player.For example, RFID or optical tags might enable a talking bookto determine which page is currently active, or optical codeson a poster could be used to index into auditory content on acamera-equipped audio player.IV. USAGE EXPLORATIONSWe explored the viability of several forms of featherweightmultimedia via usage explorations in different field settings.These were not intended to be formal experiments or extensivedeployments, but rather initial forays. We experimented withtwo different domains (agriculture extension and healthcare),five device configurations, and five qualitatively differentpreliminary investigations. The investigations were intendedto shed light on several questions we felt were critical todetermine the overall promise of featherweight multimedia:Q1. User literacy and education requirements: A majormotivation for featherweight multimedia is that it relies onaudio rather than text for communication. As such, we expectthe technology to be usable by low-literacy populations. Is thisin fact the case? Are there other cognitive barriers to use?Q2. User engagement: In contrast to more full-fledgedmultimedia systems that provide a rich set of highly engaginginteractive content, will the simpler and minimally interactivecontent provided by featherweight multimedia be sufficientlyengaging that users will actually feel compelled to accessinformation through such devices?Q3. Social support requirements: Ideally, the device isusable by low-literacy populations on their own without anymediation from trained helpers or support from peers, but inreality, it is highly likely that some amount of social supportwill be required. To what extent is social support required forfeatherweight multimedia to be effective?V. EXPLORATIONS IN AGRICULTURE EXTENSIONOur first exploration of featherweight multimedia was in theagriculture extension domain. We partnered with the DigitalGreen project [29], which seeks to teach targeted sustainableagricultural techniques to small and marginal farmers in Indiausing video clips of their peers learning those sametechniques. Their human-mediated video approach has shownhigher adoption rates of the agricultural techniques ascompared to traditional methods of dissemination such aspaper posters or extension officers conducting 1-on-1 lessons.The requirement of a TV and DVD player, however, poseschallenges in terms of cost, portability, and electrical power.Interestingly, Digital Green’s own assessments show that aversion of their system where a poster is used in place of theTV/DVD can achieve much of the gains, though at a lowercost-effectiveness rate.Instead of the TV/DVD, we experimented with severalkinds of featherweight multimedia, and also with the devicesin mediated and non-mediated contexts. In all cases, the audiowas copied from video clips used by Digital Green, while thevideo was replaced with a paper poster that illustrates theagricultural technique (Digital Green staff assured us that theaudio was understandable without the original video). Sincevideo is more visually engaging, we wanted to observe howfeatherweight multimedia fares in comparison.Our explorations were conducted in a village in the state ofTamil Nadu, India. Attendance at the mediated meetings (Fig.2), which take place in the evenings at a private home threetimes a week, stayed relatively constant at approximately 20village residents throughout the meetings that we directlyobserv

B. Devices similar to featherweight multimedia Audio guides (e.g., [15]) are widely used in museums and galleries. They play an audio clip when a numeric code is typed in. An interesting element of these sorts of audio interfaces is the spatial decoupling of the visual printed media from the audio device. .

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