Hana Habib, Yixin Zou, Yaxing Yao, A. Acquisti, L. Cranor, J. Reidenberg, N. Sadeh, F. Schaub
Increasingly, icons are being proposed to concisely convey privacy-related information and choices to users. However, complex privacy concepts can be difficult to communicate. We investigate which icons effectively signal the presence of privacy choices. In a series of user studies, we designed and evaluated icons and accompanying textual descriptions (link texts) conveying choice, opting-out, and sale of personal information — the latter an opt-out mandated by the California Consumer Privacy Act (CCPA). We identified icon-link text pairings that conveyed the presence of privacy choices without creating misconceptions, with a blue stylized toggle icon paired with “Privacy Options” performing best. The two CCPA-mandated link texts (“Do Not Sell My Personal Information” and “Do Not Sell My Info”) accurately communicated the presence of do-not-sell opt-outs with most icons. Our results provide insights for the design of privacy choice indicators and highlight the necessity of incorporating user testing into policy making.
{"title":"Toggles, Dollar Signs, and Triangles: How to (In)Effectively Convey Privacy Choices with Icons and Link Texts","authors":"Hana Habib, Yixin Zou, Yaxing Yao, A. Acquisti, L. Cranor, J. Reidenberg, N. Sadeh, F. Schaub","doi":"10.1145/3411764.3445387","DOIUrl":"https://doi.org/10.1145/3411764.3445387","url":null,"abstract":"Increasingly, icons are being proposed to concisely convey privacy-related information and choices to users. However, complex privacy concepts can be difficult to communicate. We investigate which icons effectively signal the presence of privacy choices. In a series of user studies, we designed and evaluated icons and accompanying textual descriptions (link texts) conveying choice, opting-out, and sale of personal information — the latter an opt-out mandated by the California Consumer Privacy Act (CCPA). We identified icon-link text pairings that conveyed the presence of privacy choices without creating misconceptions, with a blue stylized toggle icon paired with “Privacy Options” performing best. The two CCPA-mandated link texts (“Do Not Sell My Personal Information” and “Do Not Sell My Info”) accurately communicated the presence of do-not-sell opt-outs with most icons. Our results provide insights for the design of privacy choice indicators and highlight the necessity of incorporating user testing into policy making.","PeriodicalId":20451,"journal":{"name":"Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"88 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88120101","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mohammad Tahaei, Kami Vaniea, K. Beznosov, M. Wolters
Static analysis tools (SATs) have the potential to assist developers in finding and fixing vulnerabilities in the early stages of software development, requiring them to be able to understand and act on tools’ notifications. To understand how helpful such SAT guidance is to developers, we ran an online experiment (N=132) where participants were shown four vulnerable code samples (SQL injection, hard-coded credentials, encryption, and logging sensitive data) along with SAT guidance, and asked to indicate the appropriate fix. Participants had a positive attitude towards both SAT notifications and particularly liked the example solutions and vulnerable code. Seeing SAT notifications also led to more detailed open-ended answers and slightly improved code correction answers. Still, most SAT (SpotBugs 67%, SonarQube 86%) and Control (96%) participants answered at least one code-correction question incorrectly. Prior software development experience, perceived vulnerability severity, and answer confidence all positively impacted answer accuracy.
{"title":"Security Notifications in Static Analysis Tools: Developers’ Attitudes, Comprehension, and Ability to Act on Them","authors":"Mohammad Tahaei, Kami Vaniea, K. Beznosov, M. Wolters","doi":"10.1145/3411764.3445616","DOIUrl":"https://doi.org/10.1145/3411764.3445616","url":null,"abstract":"Static analysis tools (SATs) have the potential to assist developers in finding and fixing vulnerabilities in the early stages of software development, requiring them to be able to understand and act on tools’ notifications. To understand how helpful such SAT guidance is to developers, we ran an online experiment (N=132) where participants were shown four vulnerable code samples (SQL injection, hard-coded credentials, encryption, and logging sensitive data) along with SAT guidance, and asked to indicate the appropriate fix. Participants had a positive attitude towards both SAT notifications and particularly liked the example solutions and vulnerable code. Seeing SAT notifications also led to more detailed open-ended answers and slightly improved code correction answers. Still, most SAT (SpotBugs 67%, SonarQube 86%) and Control (96%) participants answered at least one code-correction question incorrectly. Prior software development experience, perceived vulnerability severity, and answer confidence all positively impacted answer accuracy.","PeriodicalId":20451,"journal":{"name":"Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"74 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86167009","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sultan A. Alharthi, Nicolas Lalone, H. Sharma, I. Dolgov, Z. Toups
Search and rescue (SAR), a disaster response activity performed to locate and save victims, primarily involves collective sensemaking and planning. SAR responders learn to search and navigate the environment, process information about buildings, and collaboratively plan with maps. We synthesize data from five sources, including field observations and interviews, to understand the informational components of SAR and how information is recorded and communicated. We apply activity theory, uncovering unforeseen factors that are relevant to the design of collaboration systems and training solutions. Through our analysis, we derive design implications to support collaborative information technology and training systems: mixing physical and digital mapping; mixing individual and collective mapping; building for different levels and sources of information; and building for different rules, roles, and activities.
{"title":"An Activity Theory Analysis of Search & Rescue Collective Sensemaking and Planning Practices","authors":"Sultan A. Alharthi, Nicolas Lalone, H. Sharma, I. Dolgov, Z. Toups","doi":"10.1145/3411764.3445272","DOIUrl":"https://doi.org/10.1145/3411764.3445272","url":null,"abstract":"Search and rescue (SAR), a disaster response activity performed to locate and save victims, primarily involves collective sensemaking and planning. SAR responders learn to search and navigate the environment, process information about buildings, and collaboratively plan with maps. We synthesize data from five sources, including field observations and interviews, to understand the informational components of SAR and how information is recorded and communicated. We apply activity theory, uncovering unforeseen factors that are relevant to the design of collaboration systems and training solutions. Through our analysis, we derive design implications to support collaborative information technology and training systems: mixing physical and digital mapping; mixing individual and collective mapping; building for different levels and sources of information; and building for different rules, roles, and activities.","PeriodicalId":20451,"journal":{"name":"Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86439477","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Guqin is a plucked seven-string traditional Chinese musical instrument that exists for over 3,000 years. However, as an Intangible World Cultural Heritage, the inheritance of Guqin and its culture in modern society is in deep danger. According to our study with 1,006 Chinese worldwide, Guqin as an instrument is not well-known and barely accessible. To better promote Guqin, we developed two interactive systems: VirGuqin and MRGuqin. VirGuqin was developed using a low-cost motion tracking device and was tested in a museum. 89% of 308 participants expressed an increase in interest in learning Guqin after using our system. MRGuqin was developed as a mixed reality learning environment to reduce the entry barrier to Guqin, and was tested by 16 participants, allowing them to learn Guqin significantly faster and perform better than the current practice. Our study demonstrates how technology can be used to help the inheritance of this dying art.
{"title":"We Can Do More to Save Guqin: Design and Evaluate Interactive Systems to Make Guqin More Accessible to the General Public","authors":"Minjing Yu, Meng Zhang, Chun Yu, Xiaoguang Ma, Xing-Dong Yang, Jiawan Zhang","doi":"10.1145/3411764.3445175","DOIUrl":"https://doi.org/10.1145/3411764.3445175","url":null,"abstract":"Guqin is a plucked seven-string traditional Chinese musical instrument that exists for over 3,000 years. However, as an Intangible World Cultural Heritage, the inheritance of Guqin and its culture in modern society is in deep danger. According to our study with 1,006 Chinese worldwide, Guqin as an instrument is not well-known and barely accessible. To better promote Guqin, we developed two interactive systems: VirGuqin and MRGuqin. VirGuqin was developed using a low-cost motion tracking device and was tested in a museum. 89% of 308 participants expressed an increase in interest in learning Guqin after using our system. MRGuqin was developed as a mixed reality learning environment to reduce the entry barrier to Guqin, and was tested by 16 participants, allowing them to learn Guqin significantly faster and perform better than the current practice. Our study demonstrates how technology can be used to help the inheritance of this dying art.","PeriodicalId":20451,"journal":{"name":"Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"27 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82644446","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Many journalists and newsrooms now incorporate audience contributions in their sourcing practices by leveraging user-generated content (UGC). However, their sourcing needs and practices as they seek information from UGCs are still not deeply understood by researchers or well-supported in tools. This paper first reports the results of a qualitative interview study with nine professional journalists about their UGC sourcing practices, detailing what journalists typically look for in UGCs and elaborating on two UGC sourcing approaches: deep reporting and wide reporting. These findings then inform a human-centered design approach to prototype a UGC sourcing tool for journalists, which enables journalists to interactively filter and rank UGCs based on users’ example content. We evaluate the prototype with nine professional journalists who source UGCs in their daily routines to understand how UGC sourcing practices are enabled and transformed, while also uncovering opportunities for future research and design to support journalistic sourcing practices and sensemaking processes.
{"title":"Journalistic Source Discovery: Supporting The Identification of News Sources in User Generated Content","authors":"Yixue Wang, N. Diakopoulos","doi":"10.1145/3411764.3445266","DOIUrl":"https://doi.org/10.1145/3411764.3445266","url":null,"abstract":"Many journalists and newsrooms now incorporate audience contributions in their sourcing practices by leveraging user-generated content (UGC). However, their sourcing needs and practices as they seek information from UGCs are still not deeply understood by researchers or well-supported in tools. This paper first reports the results of a qualitative interview study with nine professional journalists about their UGC sourcing practices, detailing what journalists typically look for in UGCs and elaborating on two UGC sourcing approaches: deep reporting and wide reporting. These findings then inform a human-centered design approach to prototype a UGC sourcing tool for journalists, which enables journalists to interactively filter and rank UGCs based on users’ example content. We evaluate the prototype with nine professional journalists who source UGCs in their daily routines to understand how UGC sourcing practices are enabled and transformed, while also uncovering opportunities for future research and design to support journalistic sourcing practices and sensemaking processes.","PeriodicalId":20451,"journal":{"name":"Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82731032","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Worlds-in-Miniature (WiMs) are interactive worlds within a world and combine the advantages of an input space, a cartographic map, and an overview+detail interface. They have been used across the extended virtuality spectrum for a variety of applications. Building on an analysis of examples of WiMs from the research literature we contribute a design space for WiMs based on seven design dimensions. Further, we expand upon existing definitions of WiMs to provide a definition that applies across the extended reality spectrum. We identify the design dimensions of size-scope-scale, abstraction, geometry, reference frame, links, multiples, and virtuality. Using our framework we describe existing Worlds-in-Miniature from the research literature and reveal unexplored research areas. Finally, we generate new examples of WiMs using our framework to fill some of these gaps. With our findings, we identify opportunities that can guide future research into WiMs.
{"title":"A Design Space Exploration of Worlds in Miniature","authors":"K. Danyluk, Barrett Ens, B. Jenny, Wesley Willett","doi":"10.1145/3411764.3445098","DOIUrl":"https://doi.org/10.1145/3411764.3445098","url":null,"abstract":"Worlds-in-Miniature (WiMs) are interactive worlds within a world and combine the advantages of an input space, a cartographic map, and an overview+detail interface. They have been used across the extended virtuality spectrum for a variety of applications. Building on an analysis of examples of WiMs from the research literature we contribute a design space for WiMs based on seven design dimensions. Further, we expand upon existing definitions of WiMs to provide a definition that applies across the extended reality spectrum. We identify the design dimensions of size-scope-scale, abstraction, geometry, reference frame, links, multiples, and virtuality. Using our framework we describe existing Worlds-in-Miniature from the research literature and reveal unexplored research areas. Finally, we generate new examples of WiMs using our framework to fill some of these gaps. With our findings, we identify opportunities that can guide future research into WiMs.","PeriodicalId":20451,"journal":{"name":"Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"49 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82734292","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jakob Tholander, Chiara Rossitto, A. Rostami, Yoshio Ishiguro, Takashi Miyaki, J. Rekimoto
This paper illustrates design work carried out to develop an interactive theater performance. HCI has started to address the challenges of designing interactive performances, as both audience and performers’ experiences are considered and a variety of professional expertise involved. Nevertheless, research has overlooked how such design unfolds in practice, and what role artists play in exploring both the creative opportunities and the challenges associated with interweaving digital technologies. A two-day workshop was conducted to tailor the use of the ChameleonMask, a telepresence technology, within a performance. The analysis highlights the artists’ work to make the mask work while framing, exploring and conceptualizing its use. The discussion outlines the artists’ skills and design expertise, and how they redefine the role of HCI in performance-led research.
{"title":"Design in Action: Unpacking the Artists’ Role in Performance-Led Research","authors":"Jakob Tholander, Chiara Rossitto, A. Rostami, Yoshio Ishiguro, Takashi Miyaki, J. Rekimoto","doi":"10.1145/3411764.3445056","DOIUrl":"https://doi.org/10.1145/3411764.3445056","url":null,"abstract":"This paper illustrates design work carried out to develop an interactive theater performance. HCI has started to address the challenges of designing interactive performances, as both audience and performers’ experiences are considered and a variety of professional expertise involved. Nevertheless, research has overlooked how such design unfolds in practice, and what role artists play in exploring both the creative opportunities and the challenges associated with interweaving digital technologies. A two-day workshop was conducted to tailor the use of the ChameleonMask, a telepresence technology, within a performance. The analysis highlights the artists’ work to make the mask work while framing, exploring and conceptualizing its use. The discussion outlines the artists’ skills and design expertise, and how they redefine the role of HCI in performance-led research.","PeriodicalId":20451,"journal":{"name":"Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"44 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86715150","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Maximilian Krüger, Anne Weibert, D. Leal, D. Randall, V. Wulf
Within Participatory- and Co-Design projects, the issue of sustainability and maintenance of the co-designed artefacts is a crucial yet largely unresolved issue. In this paper, we look back on four years of work on co-designing tools that assist refugees and migrants in their efforts to settle in Germany, the last of which the project has been independently maintained by our community collaborators. We reflect on the role of pre-existing care practices amongst our community collaborators, and a continued openness throughout the project, that allowed a complex constellation of actors to be involved in its ongoing maintenance and our own, often mundane activities which have contributed to the sustainability of the results. Situating our account within an HCI for Social Justice agenda, we thereby contribute to an ongoing discussion about the sustainability of such activities.
{"title":"It Takes More Than One Hand to Clap: On the Role of ‘Care’ in Maintaining Design Results.","authors":"Maximilian Krüger, Anne Weibert, D. Leal, D. Randall, V. Wulf","doi":"10.1145/3411764.3445389","DOIUrl":"https://doi.org/10.1145/3411764.3445389","url":null,"abstract":"Within Participatory- and Co-Design projects, the issue of sustainability and maintenance of the co-designed artefacts is a crucial yet largely unresolved issue. In this paper, we look back on four years of work on co-designing tools that assist refugees and migrants in their efforts to settle in Germany, the last of which the project has been independently maintained by our community collaborators. We reflect on the role of pre-existing care practices amongst our community collaborators, and a continued openness throughout the project, that allowed a complex constellation of actors to be involved in its ongoing maintenance and our own, often mundane activities which have contributed to the sustainability of the results. Situating our account within an HCI for Social Justice agenda, we thereby contribute to an ongoing discussion about the sustainability of such activities.","PeriodicalId":20451,"journal":{"name":"Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90046428","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Amanda Swearngin, Shamsi T. Iqbal, V. Poznanski, Mark J. Encarnación, Paul N. Bennett, J. Teevan
People often capture photos or notes from their phones to integrate later into a document. But current mobile capture tools can make this hard, with the captured information ending up fragmented and decontextualized. This paper explores how to help document authors capture, contextualize, and use document-related information. A survey of 66 information workers reveals that document-focused information capture differs from other types of mobile information capture, and that while people capture a broad range of information types while mobile, most document-related capture comes in the form of photos, notes, and bookmarks. Based on this survey we built Scraps, which consists of two parts: 1) a mobile app that makes it easy for people to capture and add context to information from their phone, and 2) a Word sidebar that helps them later link that information to a document on their desktop. In a field study with 11 information workers, we find that Scraps streamlined the process of capturing and using document-related information, and enabled people to focus on writing over integrating captured information.
{"title":"Scraps: Enabling Mobile Capture, Contextualization, and Use of Document Resources","authors":"Amanda Swearngin, Shamsi T. Iqbal, V. Poznanski, Mark J. Encarnación, Paul N. Bennett, J. Teevan","doi":"10.1145/3411764.3445185","DOIUrl":"https://doi.org/10.1145/3411764.3445185","url":null,"abstract":"People often capture photos or notes from their phones to integrate later into a document. But current mobile capture tools can make this hard, with the captured information ending up fragmented and decontextualized. This paper explores how to help document authors capture, contextualize, and use document-related information. A survey of 66 information workers reveals that document-focused information capture differs from other types of mobile information capture, and that while people capture a broad range of information types while mobile, most document-related capture comes in the form of photos, notes, and bookmarks. Based on this survey we built Scraps, which consists of two parts: 1) a mobile app that makes it easy for people to capture and add context to information from their phone, and 2) a Word sidebar that helps them later link that information to a document on their desktop. In a field study with 11 information workers, we find that Scraps streamlined the process of capturing and using document-related information, and enabled people to focus on writing over integrating captured information.","PeriodicalId":20451,"journal":{"name":"Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"22 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90149755","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pedagogical agents are theorized to increase humans’ effort to understand computerized instructions. Despite the pedagogical promises of VR, the usefulness of pedagogical agents in VR remains uncertain. Based on this gap, and inspired by global efforts to advance remote learning during the COVID-19 pandemic, we conducted an educational VR study in-the-wild (N = 161). With a 2 × 2 + 1 between subjects design, we manipulated the appearance and behavior of a virtual museum guide in an exhibition about viruses. Factual and conceptual learning outcomes as well as subjective learning experience measures were collected. In general, participants reported high enjoyment and had significant knowledge acquisition. We found that the agent’s appearance and behavior impacted factual knowledge gain. We also report an interaction effect between behavioral and visual realism for conceptual knowledge gain. Our findings nuance classical multimedia learning theories and provide directions for employing agents in immersive learning environments.
{"title":"Pedagogical Agents in Educational VR: An in the Wild Study","authors":"G. Petersen, Aske Mottelson, G. Makransky","doi":"10.1145/3411764.3445760","DOIUrl":"https://doi.org/10.1145/3411764.3445760","url":null,"abstract":"Pedagogical agents are theorized to increase humans’ effort to understand computerized instructions. Despite the pedagogical promises of VR, the usefulness of pedagogical agents in VR remains uncertain. Based on this gap, and inspired by global efforts to advance remote learning during the COVID-19 pandemic, we conducted an educational VR study in-the-wild (N = 161). With a 2 × 2 + 1 between subjects design, we manipulated the appearance and behavior of a virtual museum guide in an exhibition about viruses. Factual and conceptual learning outcomes as well as subjective learning experience measures were collected. In general, participants reported high enjoyment and had significant knowledge acquisition. We found that the agent’s appearance and behavior impacted factual knowledge gain. We also report an interaction effect between behavioral and visual realism for conceptual knowledge gain. Our findings nuance classical multimedia learning theories and provide directions for employing agents in immersive learning environments.","PeriodicalId":20451,"journal":{"name":"Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"2 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91385267","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}