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A I s c M a c A a f n tr A H A H G D I D a p o w u r F a f f m p th m f n w o P p n c o re C C ABSTRACT In this paper supports oppor context-sensitiv Multiple video ambiently on a collection of de After describin an experiment finding more negative impac raditional help Author Keywo Help, Learnabil ACM Classific H5.m. Informat General Terms Design, Human NTRODUCTIO Despite advan applications ea programs can s of commands o ways to comb unfamiliar area require assistan For most large an exhaustive features. These finding inform material on ho perform higher hese standard many people a found past help new version a working and at own [13]. Permission to mak personal or classro not made or distri copies bear this no otherwise, or repu equires prior speci CHI 2011, May 7– Copyright 2011 AC J we present A rtunistic learn ve learning re os and textual secondary dis esign considera ng our implem which shows helpful inform ct on the user’s p condition. rds lity, Understan ation Keyword tion interfaces s n Factors ON ncements in asier to operat still be a probl or functions to bine them into a of the prog nce [21]. applications, set of docum e references c mation about ow the comma r level tasks ar help systems h are reluctant t p systems inef chance, while ttempt to figur ke digital or hard c om use is granted ibuted for profit otice and the full ublish, to post on ific permission and 12, 2011, Vancouv CM 978-1-4503-0 Justin Mate 210 K {fir Ambient Help, ning by provi esources while help resource play. 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T ations where th as awareness o m a novice wo could be referr the user has l was somethin uch as Microso t been ambient not the user’s g and ineffectiv re of Ambien or on the left, ay on the right c present Ambien tic learning b arning resourc d textual help ndary display ed during natu metimes be mor 5]. Videos can tching anothe g there are ove “Adobe Tutor run the risk ot available w of their existen ps [20] show only available ow higher leve ers are still r ing up the toolt l” model whe an implicit “pu These systems he user didn’t e of unknown fu orkflow to a m red to as “unin learnt somethin ng they needed ft’s Clippy [26 t, requiring use , and as such ve. nt Help system dynamically u containing 5 vid nt Help, a sy by providing ces while a u resources are [Figure 1]. Op ural breaks in re valuable serve as a er person’s er 350,000 rial” alone. of being within the nce or have videos in for help at l taskflows required to tip. ere a user ush” model potentially even know unctionality more expert ntentional” ng without d to know. 6] and “Tip er input on have been m. Main updating deos and ystem that automatic, ser works. e presented pportunistic the user’s CHI 2011 • Session: Shortcuts Commands & Expertise May 7–12, 2011 • Vancouver, BC, Canada 2751
Transcript
Page 1: Ambient Help · tice and the full blish, to post on fic permission and 12, 2011, Vancouv M 978-1-4503-0 ustin Mate 210 K {fir mbient Help, ing by provi sources while help resource

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ABSTRACT In this paper supports opporcontext-sensitivMultiple videoambiently on a collection of deAfter describinan experiment finding more negative impacraditional help

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Permission to makpersonal or classronot made or districopies bear this nootherwise, or repuequires prior speci

CHI 2011, May 7–Copyright 2011 AC

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we present Artunistic learnve learning reos and textual

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ke digital or hard com use is granted ibuted for profit otice and the full ublish, to post onific permission and12, 2011, Vancouv

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CHI 2011 • Session: Shortcuts Commands & Expertise May 7–12, 2011 • Vancouver, BC, Canada

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workflow since the information is preloaded for convenient viewing. This design reduces the transaction cost traditionally associated with obtaining help information.

After reviewing related work, we discuss design considerations for an ambient help system, present our implementation, and report on a study that shows our system supports finding more useful information, while not having a negative impact on the user’s productivity, compared to a traditional help system.

RELATED WORK

Contextual and Video Based Help Since the outset of on-line help, there have been explorations into contextual [2,12,29] and video-based [5, 27,29] delivery, with less research exploring both [20,1]. Shneiderman [44] argues that graphical demonstrations can be the most direct way for novices to learn procedural knowledge. However, its implementation was expensive and time consuming when the ideas were first proposed in the early 90’s [27], and in general, on-line documentation was “crippled” by hardware and software limitations [15]. The evolution of CPU power and video hosting services has made video documentation a viable possibility [31].

In terms of publishing, it is often easier to record a 5 minute tutorial video than it is to take the necessary screenshots and write up an easy to follow and useful tutorial [39]. However, with text based help a quick glance might provide the needed assistance, where a video may require a longer viewing period to get the same information [16]. It has also been found that some users naturally prefer videos while other prefer text-based help [20].

Despite psychology research which exposes the benefits of contextual assistance [3], help systems are generally offered through completely separate components. This discontinuity can result in delayed, disruptive, inconsistent, and obtrusive help systems [2,30].

Previous research in animated assistance [23,38,1] has explored contextual demonstrations. One good example is Google Sketchup which has an “instructor” panel providing tool-based contextual animated assistance whose content changes as the user switches tools. While their assistance consists of very basic animations which only illustrate how the tools function, we use full motion videos which show how the tools can be used in a workflow.

Ambient Information Systems and Displays Ambient and peripheral displays [8,35,40,46] support the monitoring of noncritical information with the intent of not distracting or burdening the user. One typical example of an ambient display is Portholes [10] which periodically takes a video snapshot of members of a community and presents them as a grid of images for each user to view and have an awareness of who is in and available for communication.

Pousman and Stasko [41] describe four dimensions of consideration when designing an ambient display:

information capacity, notification level, representational fidelity, and aesthetic emphasis. In our approach, we wish to present contextual learning resources in an ambient display where the information capacity and representational fidelity is high and always available to be absorbed by the user during breaks of work activity. Also, we do not interrupt the user, so the notification level is low.

Evaluation of the usefulness of ambient displays is often challenging [24,33,35,43]. The evaluation criteria typically centers around noticeability, comprehension, relevance, division of attention, and engagement. While these are all important, we are particularly interested in increasing the temptation to learn something new, perhaps serendipitously. This is similar to over the shoulder learning [45] where users can see how other users work.

One concern with an information rich ambient display is that it may induce information overload [28]. While this could be true, the very nature of our ambient display is that it contains optional information that can be ignored during intense work or during high levels of information processing in the main display.

Buxton describes a framework for modeling systems which factor in not only human-human and human-computer interaction but a second dimension of foreground and background activity [7]. Here, foreground activities are in the “fore of human consciousness – intentional activities” such as typing in a computer. Background activities take place “in the periphery ‘behind’ those in the foreground” such as being aware of someone in the next office typing. Our intent is that Ambient Help easily transitions between background and foreground activity.

Interruptability and Notification A great deal of research has studied technology-mediated interruptions and notification of system or application events [1,17,22,36]. The concern is that interruptions can be an annoyance, adversely affect a user’s task completion time, and make them vulnerable to mistakes. Thus, researchers have explored ways to mitigate the problems by deferring interruption until users are more open to the information during their work. Attentive user interfaces attempt to recognize some basic user states (presence, head position, mouse activity) and act differently according to user behavior [14]. Our goal is not to interrupt the user, particularly during their intense work.

Transaction cost A key goal for our system is to reduce the transaction cost of a user accessing help and learning resources while working. Research has explored the dynamics of switching between work and help [4] and shown that small interaction improvements can cause categorical behavior changes that far exceed the benefits of decreased task times [6,18].

The Cocoa Buzz system [11] runs on a user’s extra display, or a large shared display, and automatically cycles through different information sources (such as news sites)

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customized by the user. About every minute it updates and generates a new information collage. Our system differs in that the learning resources are contextually retrieved.

Instead of a user explicitly entering in search terms, implicit and activity based web searching is being researched. Maekawa et al. [32] have explored query free web searching based on activity detected by sensors and internet-connected domestic appliances. For example, while washing a coffee maker, a web page is automatically retrieved on how to clean it using vinegar. Henzinger et al. [25] automatically select web pages that a user might want to see which are relevant to a TV program they are currently watching. This implicit style of searching system matches our approach but differs in that we focus on software learnability [21].

DESIGN CONSIDERATIONS In the following we look at a number of design goals we considered while creating the Ambient Help system to be as useful as possible, while not being disturbing or distracting.

Ambient Nature A primary consideration is for the help content to be displayed ambiently; that is, in an always-on display which does not require user input to function. In this way, the time-cost to access the help content is reduced since user interaction is not required to call up the information. Since the display is persistent, the user can look over for help information at any time, and it should be designed in a way so there is no cost associated with not using the display; i.e., it can be easily ignored. Similarly, to minimize distraction the system should never interrupt the user.

Relevance of Content For an ambient system to be useful, it must be able to find and display content which is relevant to the user. This is different from Tip of the Day where you have small pieces of help information, or standard help systems which give access to more content, neither of which use any knowledge of the user’s context. Besides attempting to show help content which is a good match for what the user is looking for, it is also useful to present generally useful or interesting content to enhance the variety of the system and provide the opportunity for exploration and serendipitous learning [34].

Transition Between Ambient and Interactive Ideally there should be no explicit switch required to move between ambient and interactive modes of operation. Users should be able to move between the main and help windows freely without concern for the state of the help system.

Multiple Forms of Information Traditionally, product support materials have been delivered in mostly text, with some diagrams mixed in. A limited number of help videos are now being published by the software manufacturers, but with the recent advancements in the ease of posting videos to the internet (YouTube, etc.) many individuals and small third-party companies have started posting their own tutorial videos.

Videos have the benefit of being able to demonstrate the concept being described. Textual resources on the other hand have the benefit of being more easily skimmed or consumed quickly. Besides official product documentation, there are also significant web-based textual resources such as discussion boards and tutorial web pages which many users turn to for information.

With their being benefits to both video and textual help information, we recommend supporting both.

Channels of Information Ambient display systems can range from displaying a single stream of information up to a great number simultaneously. By displaying only one channel, that single item takes up the entire information bandwidth of the display, and as such, when the user looks over they are assured to see it. With many channels on the same display, each individual channel must be of smaller size and possibly lower fidelity. With more channels the chances are greater that useful content will be displayed. However, if too many things are going on, that useful content might be missed. In the end, designers should ensure a balance between the extremes of too little and too much information.

Location An ambient help system could be implemented on a secondary monitor or within the primary monitor. In our experience we have found that users are quicker to dismiss items which take space away from their primary application. Instead of using a secondary display on the same computer, the system could also run on a secondary system, such as an Apple iPad or similar device.

Content Variance If the content of the ambient display never changes, users will stop looking over because they have already seen the information. On the other hand, if the content changes too often it could be a distraction, or relevant information could be swapped out while the user is trying to view it. As such, there should be a balance between updating too slowly leaving the information stagnant, and updating so frequently that the content doesn’t have time to be used.

SYSTEM DESCRIPTION

Overview Given these design considerations we now present our exploration into offering ambient help. The Ambient Help system is displayed on a secondary monitor placed beside the main monitor [Figure 1]. The user sits directly in front of the main application monitor with the secondary monitor angled off to the side, keeping the application in the center of focus while the ambient display is visible in the periphery. The system automatically presents help content relevant to the commands the user is working with.

Ambient and Interactive Modes On the left side of the screen are relevant help videos, and on the right side is a web page [Figure 2]. We display closed captioning information as an overlay for videos with

CHI 2011 • Session: Shortcuts Commands & Expertise May 7–12, 2011 • Vancouver, BC, Canada

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CHI 2011 • Session: Shortcuts Commands & Expertise May 7–12, 2011 • Vancouver, BC, Canada

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CHI 2011 • Session: Shortcuts Commands & Expertise May 7–12, 2011 • Vancouver, BC, Canada

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umentation we

see if users, structional valuwed us to look aditional help.

male, 4 femaluited through e the users weand were ask

m and how oftg from 4 to All participan

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CHI 2011 • Session: Shortcuts Commands & Expertise May 7–12, 2011 • Vancouver, BC, Canada

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twfththwtossua

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wo different wfound any infohem. They werhe content on

wanted to, and o let us know

study the exasecondary monuser to explain anything useful

Results Because the twwas performed

Useful Items FoTo assess the eproviding usefunumber of uscondition [Figuanalysis of var(F1,11 = 12.6, ambient and 1.2he intense task

0.17 for manusignificance (F

Figure 8. Aveof the four tasreport standa

With the cursorime the users

second monitonteresting to ntems while usask although thhe second disp

and 18.4%). TAmbient Help and they are abhan they would

mpact on PerfoAs a measure oat the number oFigure 10]. Th

8.63 for manuarespectively. Tdifference to bour belief that mpact when th

ways and we wformation that re encouraged

n the secondarif they found

w so we couldminer saw thnitor for 10 sewhat they wer

l.

wo tasks were for each of the

ound effectiveness oful informationseful or interure 8]. For the riance showed

p < .005) w25 items for mk the means weual. This diffeF1,11 = 2.83, p =

erage number osk/help system

ard error).

r tracking data spent on aver

or for each ote that users f

sing the Ambiehey spent abouplay for both hhis result is csystem to have

ble to do that wd in a tradition

ormance of performanceof cabinets comhe mean resulal with standar

The analysis obe significant

Ambient Helhe user is imme

would be lookinwas useful o

to “glance at, ry monitor” aanything usefu

d keep a recorhe participant econds, he wore looking at a

so different, se task condition

f the Ambient n to the user, wresting items

casual task, rea main effect

with means of manual, a 2.6 tiere 0.92 items

erence howeve .121).

of useful items conditions. (No

we can also lorage in AutoCcondition [Fi

found 2.6 timeent Help systeut the same amhelp system coonsistent withe users find mo

without spendinnal manual help

e in the intensempleted with elts were 7.88 rd deviations o

of variance did(F1,12 = 0.974lp would not ersed in an inte

ng to see if thor interesting or interact wit

as much as thful or interestinrd. If during th

looking at thould prompt thand if they foun

separate analysns.

Help system fwe looked at th

found in eaepeated measufor help syste3.25 items f

imes increase.for ambient an

er did not rea

found in each ote: Error bars

ook at how mucCAD and on thigure 9]. It s as many usef

em in the casumount of time oonditions (17.7

the goal of thore useful item

ng any more timp situation.

e task, we lookeach help systefor ambient anof 4.54 and 3.7d not show th, ns) supportinhave a negativ

ensive task.

ey to

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ure 9. Cursor icipants. Percen

h monitor.

ure 10. Number te: error bars re

each conditionstatements on

ree, and 7-Stroncontent of the eesults have beree (1, 2), Nety of users (8

m helpful in theound the manua

ure 11. Results helpful”.

pants were alsxtra monitor dl tasks, 3 of 12nt help system

movement for ntages show fra

of cabinets draeport standard

n the participn a Likert scangly Agree). Oextra monitor ween aggregateither (3, 4, 5)

8 of 12) said e casual task al system help

for “The conte

so asked if thedistracting”. I2 users agreed [Figure 12].

each conditioaction of time s

awn in the intenerror)

ants were askale (between

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ed into three ) and Agree (they found thcompared to oful.

ent of the extra

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on of all spent on

nse task.

ked to rate 1-Strongly

ements was Figure 11]. categories:

(6, 7). The he ambient only 1 user

monitor

content of ntense and case for the

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Wrasc

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B“[thimtrfewh

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Figure 12. Rewas distracting

While not a lorating of the diambient help insaid the interfcompared to on

Figure 13. Rewas distractinfirst vs. secon

With these resufind the interfac

Besides distrac“content of theFigure 14]. Feheir productivmportance in trying to be as

for this task essentially the when not in uhindrance to a u

Figure 14. Rehindered my p

Content SourceFor each of tpages), the nuhigher in the Figure 15]. Fo

ambient and mafor help pages t

esults for “Theg”.

ongitudinal stuistraction durinnterface compaface was distranly 1 during the

esults for “Theng” during thend task.

ults, we believce distracting g

ction, participe extra monitoew users felt thvity in eitherthe intense tas productive as

the ambientsame subjectiv

use, the ambiuser than a mo

esults for “Theproductivity”.

es the two conteumber of itemambient than

or videos the manual respectivthe means wer

e content of the

udy, if we lookng the first tasared with theiracting during e second task [

e content of the e ambient help

ve that many given time to g

pants were alsor hindered thehat either help r task. This isk where the ps possible. It it and manuave rating, suggent display isnitor showing

e content of the

nt sources (vms viewed wn the manual means were 4.vely (F1,11 = 5.re 4.83 and 2.8

extra monitor

k at each usersk they used thr second, 5 use

their first tas[Figure 13].

extra monitor

p condition in

users would nget used to it.

so asked if their productivitysystem hinderis of particul

participants wes promising th

al systems hagesting that evs no more of static content.

extra monitor

ideos, and hewas significant

help conditio.08 and 1.67 f.04, p < .05) an3 (F1,11 = 8.25,

r’s he ers sk,

not

he y” ed lar ere hat ad en

f a

elp tly on for nd , p

< .05).the parat the c

The nuambienpages (pagesthe rasignificvs. 0.1compa.05). Wvideos Severa20 seco“videoinformcompleto play

Figufounerror

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Figucould

DISCUOur ssignificinformobjectiintenseusers’ ouseful time anperformreactio

It is importanrticipant spent content, not tha

umber of usefunt help system(3.17 vs. 0.92)reached signif

atio of usefucantly higher 84: F1,11 = 7.5

ared to manualWe believe thi

since the statial times we sawonds and then

o was taking tomation from a v

ete tagging of y the video at th

ure 15. Numbernd useful in eachr bars report st

ll when users be useful, 7 obe useful com

one user duringo, my videos aould be really

ure 16. Results d be useful”.

USSION & FUTtudy has shocantly improve

mation during ively, or subjee tasks. A longown machine ito see how thend explore themance and lons users have

nt to note that hsome amount

at it was simply

ul items found wm for both vide), however onlyficance (F1,11 =

ul items founfor help page

56, p < .05) as help (0.425 vs

is ratio is higic pages are eaw participants

move on to thoo long”. The tvideo can hope

the video conhe point of the

r of videos and h of the help sytandard error)

were asked ifof 12 agreed th

mpared to 0 forg the manual are gone now. useful right no

for “A system l

TURE WORK own that the ed the ability o

casual workectively, hinderger term study, in their standarese results holde impact of thlearning. Give to new help

here “viewed” of time actual

y shown on the

was also higheeos (1.0 vs. 0.5y the difference= 7.44, p < .05nd to items es than for vid

well as for ams. 0.203: F1,11 =

gher for help pasier to consumlook at a videhe help page btime it takes tofully be reduce

ntent allowing relevant inform

help pages viewystem condition

f they felt eithhe Ambient Hr manual. [Figuhelp conditionI wish I had t

ow”.

like <Ambient/M

Ambient Heof the user to k, while genring performanor one perform

rd environmend over a longee system on hen the oftenp systems and

means that lly looking e screen.

er using the 5) and help e with help 5). Overall viewed is

deos (0.448 mbient help = 8.17, p < pages than me quickly. o for 10 to

because the o get useful ed by more the system mation.

wed and s. (Note:

her system elp system ure 16]. In

n remarked them back,

Manual>

elp system find useful

nerally not nce during med on the nt would be er period of higher-level n negative d interface

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designs, it would be interesting to see in what scenarios users would choose to keep the ambient display open.

We measured the number of useful or interesting items that the participants found with the system. It would be valuable to explore the relationship between information that is interesting to the user now and the potential it has to become useful in the future.

A potential concern with such an active help system is that it may be distracting to users. We found that after their second 15-minute exposure to our system most users did not find it distracting. However, we believe the system could be even less distracting if we choose not to animate the position changes of the videos from the bottom to the primary position while in the ambient mode. There may be other ideas such as pausing the videos completely while over the main application, or updating less frequently in general which would be interesting to explore.

We chose to show five videos and one web-based help page but a study to examine how many channels of information supports the best mix of providing information without the user becoming overloaded would be valuable. We suspect this might come to the finding that different users would like to see different volumes of information and would lead to the question of how to design the interface to support varying amounts of channels.

While we only used two sources of videos and one source of text-based help for this prototype, future work could explore using more sources and how to best integrate them into a single system. Along with more sources a more sophisticated algorithm could be developed for finding relevant content. Additional pieces of context which could be used to improve context matching include: which Ribbon tab is active, which dialogs are open, and the actual content of the document. Although not accessible through the public API, YouTube has the ability to automatically generate closed captioning data for their videos. This text might be a valuable resource for trying to automatically determine what is going on in each of the clips.

By virtue of being an always-on display, the transaction cost to access the help information is already very low. We could decrease the cost of interacting with the content by introducing keyboard shortcuts to perform some of the more common actions such as listening to a video. It would also be nice to reduce the amount of time required for a user to scan a video for useful content. We have thought of introducing some graphic overlays to the videos to more obviously show which commands are being used, and a longer selection of the closed captioning text to serve as a “glanceable summary” so they can be more quickly scanned for useful information.

CONCLUSION Design considerations for an ambient system that provides help content using a push rather than pull delivery model were discussed. The resulting Ambient Help system offers

the potential to increase the user’s learning in multiple ways: both “intentional” learning, where the user knew they needed help, and perhaps as importantly, “unintentional” learning, where the push model presents information the user wouldn’t even know to look for. In the casual task, which simulates what we envision to be the primary environment for using this type of system, Ambient Help led to 2.6 times as many useful insights as the control. Besides being helpful during casual tasks, users generally agreed that the system did not negatively impact their productivity during intense work and this result was supported by the quantitative data. Although implemented in AutoCAD, we believe Ambient Help is a general solution which could be made to work with almost any software application where learning is an important issue.

ACKNOWLEDGEMENTS We thank Ramtin Attar for designing the AutoCAD tasks.

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43. Shen, X., Moere, A. V., Eades, P., and Hong, S. (2008). The long-term evaluation of Fisherman in a partial-attention environment. In ACM Beyond Time and Errors: Novel Evaluation Methods For information Visualization, BELIV '08, 1-6.

44. Shneiderman, B. (1983). Direct Manipulation: A Step Beyond Programming Languages. Computer. 16(8):57-69.

45. Twidale, M. B. (2005). Over the Shoulder Learning: Supporting Brief Informal Learning. CSCW, 505-547.

46. Vogel, D. and Balakrishnan, R. (2004). Interactive public ambient displays: transitioning from implicit to explicit, public to personal, interaction with multiple users. ACM UIST 2004, 137-146.

47. Yeh, T., Chang, T., and Miller, R. C. (2009). Sikuli: using GUI screenshots for search and automation. ACM UIST. 183-192.

48. Zeleznik, R. C., Bragdon, A., Liu, C.-C. and Forsberg, A. (2008). Lineogrammer: creating diagrams by drawing. ACM UIST. 161-170.

CHI 2011 • Session: Shortcuts Commands & Expertise May 7–12, 2011 • Vancouver, BC, Canada

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