Different adaptation error types in affective computing have different effects on user experience: A Wizard-of-Oz study

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS International Journal of Human-Computer Studies Pub Date : 2025-02-01 DOI:10.1016/j.ijhcs.2024.103440
Mohammad Sohorab Hossain , Alexandria Fong Sowers , Joshua Dean Clapp , Vesna Dominika Novak
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Abstract

In affective computing, classification algorithms are commonly used to recognize users’ psychological states and adapt the technology's behavior accordingly. The accuracy of such classification and adaptation is never perfect, although previous work has shown that user experience improves as the classification/adaptation accuracy increases. This study demonstrates that, apart from accuracy rate, user experience with affective computing technologies also depends on the type of errors made in classification/adaptation. Participants (N = 97) interacted with a modified Multi-Attribute Task Battery scenario whose difficulty level was adapted every 60 s based on participant preferences. Each participant experienced three difficulty adaptation accuracies (70 %, 80 %, 90 %) using a Wizard of Oz paradigm where the “affect-aware” adaptation deviated from the user's preference for a predefined percentage of the time. Participants were randomized into five groups corresponding to different adaptation error types (ranging from “small temporary difficulty change in a nonpreferred direction” to “immediate irreversible increase to overwhelming difficulty”). Self-report measures of user experience included the NASA Task Load Index, Intrinsic Motivation Inventory, and an ad-hoc relative liking scale. Results indicated significant effects of adaptation accuracy on multiple self-report outcomes as well as interaction effects between accuracy and error type on nearly all self-report outcomes. Participants disliked lower accuracies more if they experienced severe adaptation errors. User experience was also different when adaptation errors led to very low difficulty than when they led to very high difficulty. Finally, user experience questionnaires are not necessarily reliable if users do not have prior experience with affective computing technologies. Overall, the study emphasizes that affective computing researchers should not focus exclusively on classification accuracy rates obtained in offline analysis, and that behavioral studies of users actually interacting with affect-aware technologies are needed to fully understand the effects of different technology elements.
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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