'Breaking AndyWall' is an interactive art installation in which participants can destroy various art pieces that are socially considered as 'great art'. As participants enter the site, they find Andy Warhol's Marilyn Monroe projected on a big painting canvas. Several wooden hammers are on the floor, and by smashing the canvas with the hammer, participants can gradually break down the art piece. When the image eventually becomes completely shattered into pixels, another piece of art will show up on the canvas. Through the same interaction, participants can destroy several famous art pieces in transgressive but playful ways. This project provides an experiential space to contribute to the discussion on the dynamic roles of users in art and design. By invoking an actual experience of destruction and reconfiguration of iconic art pieces, this project challenges the understandings around creativity and design. More information on this work can be found on the website(http://www.laewoo.com/breaking_andywall/).
{"title":"Breaking AndyWall: Transgressive and Playful Exploration on the Dynamic Role of Users in Art and Design","authors":"Laewoo Kang","doi":"10.1145/2851581.2891100","DOIUrl":"https://doi.org/10.1145/2851581.2891100","url":null,"abstract":"'Breaking AndyWall' is an interactive art installation in which participants can destroy various art pieces that are socially considered as 'great art'. As participants enter the site, they find Andy Warhol's Marilyn Monroe projected on a big painting canvas. Several wooden hammers are on the floor, and by smashing the canvas with the hammer, participants can gradually break down the art piece. When the image eventually becomes completely shattered into pixels, another piece of art will show up on the canvas. Through the same interaction, participants can destroy several famous art pieces in transgressive but playful ways. This project provides an experiential space to contribute to the discussion on the dynamic roles of users in art and design. By invoking an actual experience of destruction and reconfiguration of iconic art pieces, this project challenges the understandings around creativity and design. More information on this work can be found on the website(http://www.laewoo.com/breaking_andywall/).","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114645746","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}
M. Gillies, R. Fiebrink, Atau Tanaka, Jérémie Garcia, Frédéric Bevilacqua, A. Héloir, Fabrizio Nunnari, W. Mackay, S. Amershi, Bongshin Lee, N. D'Alessandro, J. Tilmanne, Todd Kulesza, Baptiste Caramiaux
Machine learning is one of the most important and successful techniques in contemporary computer science. It involves the statistical inference of models (such as classifiers) from data. It is often conceived in a very impersonal way, with algorithms working autonomously on passively collected data. However, this viewpoint hides considerable human work of tuning the algorithms, gathering the data, and even deciding what should be modeled in the first place. Examining machine learning from a human-centered perspective includes explicitly recognising this human work, as well as reframing machine learning workflows based on situated human working practices, and exploring the co-adaptation of humans and systems. A human-centered understanding of machine learning in human context can lead not only to more usable machine learning tools, but to new ways of framing learning computationally. This workshop will bring together researchers to discuss these issues and suggest future research questions aimed at creating a human-centered approach to machine learning.
{"title":"Human-Centred Machine Learning","authors":"M. Gillies, R. Fiebrink, Atau Tanaka, Jérémie Garcia, Frédéric Bevilacqua, A. Héloir, Fabrizio Nunnari, W. Mackay, S. Amershi, Bongshin Lee, N. D'Alessandro, J. Tilmanne, Todd Kulesza, Baptiste Caramiaux","doi":"10.1145/2851581.2856492","DOIUrl":"https://doi.org/10.1145/2851581.2856492","url":null,"abstract":"Machine learning is one of the most important and successful techniques in contemporary computer science. It involves the statistical inference of models (such as classifiers) from data. It is often conceived in a very impersonal way, with algorithms working autonomously on passively collected data. However, this viewpoint hides considerable human work of tuning the algorithms, gathering the data, and even deciding what should be modeled in the first place. Examining machine learning from a human-centered perspective includes explicitly recognising this human work, as well as reframing machine learning workflows based on situated human working practices, and exploring the co-adaptation of humans and systems. A human-centered understanding of machine learning in human context can lead not only to more usable machine learning tools, but to new ways of framing learning computationally. This workshop will bring together researchers to discuss these issues and suggest future research questions aimed at creating a human-centered approach to machine learning.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"121 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116933503","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}
Alessandro Murgia, Daan Janssens, S. Demeyer, Bogdan Vasilescu
With the rise of social media and advancements in AI technology, human-bot interaction will soon be commonplace. In this paper we explore human-bot interaction in STACK OVERFLOW, a question and answer website for developers. For this purpose, we built a bot emulating an ordinary user answering questions concerning the resolution of git error messages. In a first run this bot impersonated a human, while in a second run the same bot revealed its machine identity. Despite being functionally identical, the two bot variants elicited quite different reactions.
{"title":"Among the Machines: Human-Bot Interaction on Social Q&A Websites","authors":"Alessandro Murgia, Daan Janssens, S. Demeyer, Bogdan Vasilescu","doi":"10.1145/2851581.2892311","DOIUrl":"https://doi.org/10.1145/2851581.2892311","url":null,"abstract":"With the rise of social media and advancements in AI technology, human-bot interaction will soon be commonplace. In this paper we explore human-bot interaction in STACK OVERFLOW, a question and answer website for developers. For this purpose, we built a bot emulating an ordinary user answering questions concerning the resolution of git error messages. In a first run this bot impersonated a human, while in a second run the same bot revealed its machine identity. Despite being functionally identical, the two bot variants elicited quite different reactions.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117190320","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}
Physical interfaces with actuation capability enable the design of wearable devices that augment human physical capabilities. Extra machine joints integrated to our biological body may allow us to achieve additional skills through programmatic reconfiguration of the joints. To that end, we present a wearable multi-joint interface that offers "synergistic interactions" by providing additional fingers, structural supports, and physical user interfaces. Motions of the machine joints can be controlled via interfacing with our muscle signals, as a direct extension of our body. On the basis of implemented applications, we demonstrate a desirable human-machine synergy -- that enhances our innate capabilities, not replacing or obstructing, and also without enforcing the augmentation. Finally we describe technical details of our muscle-based control method and implementation of each application.
{"title":"Body Integrated Programmable Joints Interface","authors":"Sang-won Leigh, P. Maes","doi":"10.1145/2851581.2890255","DOIUrl":"https://doi.org/10.1145/2851581.2890255","url":null,"abstract":"Physical interfaces with actuation capability enable the design of wearable devices that augment human physical capabilities. Extra machine joints integrated to our biological body may allow us to achieve additional skills through programmatic reconfiguration of the joints. To that end, we present a wearable multi-joint interface that offers \"synergistic interactions\" by providing additional fingers, structural supports, and physical user interfaces. Motions of the machine joints can be controlled via interfacing with our muscle signals, as a direct extension of our body. On the basis of implemented applications, we demonstrate a desirable human-machine synergy -- that enhances our innate capabilities, not replacing or obstructing, and also without enforcing the augmentation. Finally we describe technical details of our muscle-based control method and implementation of each application.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127538245","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}
Syed Ali, Harris Durrani, Muhammad Naeem, Waleed Riaz, S. Shahid
This study identifies the core agricultural information needs of the farmers of central Punjab. A lean model is adopted to develop an image based touch application with minimal text to deliver information such as weather forecast, pesticides and fertilizer information. The usage of the application was then evaluated and results show that such an application is a viable option to deliver agro-information.
{"title":"Supporting Pakistani Farmers Through Digital Means: An Exploratory Study","authors":"Syed Ali, Harris Durrani, Muhammad Naeem, Waleed Riaz, S. Shahid","doi":"10.1145/2851581.2892527","DOIUrl":"https://doi.org/10.1145/2851581.2892527","url":null,"abstract":"This study identifies the core agricultural information needs of the farmers of central Punjab. A lean model is adopted to develop an image based touch application with minimal text to deliver information such as weather forecast, pesticides and fertilizer information. The usage of the application was then evaluated and results show that such an application is a viable option to deliver agro-information.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124910428","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}
Johanna Meurer, Dennis Lawo, Lukas Janßen, V. Wulf
This paper describes a design-case study for eliciting user feedback and investigating the requirements of a mobile app fostering the adoption of sustainable mobile behavior by elderly users. We report the main lessons learned based on an interview-study using low-mid fidelity prototyping design features for eco-feedback. These lessons currently inform our implementation work in the INNOLAB project and could be of interest for designers in the eco-sustainability field.
{"title":"Designing Mobility Eco-Feedback for Elderly Users","authors":"Johanna Meurer, Dennis Lawo, Lukas Janßen, V. Wulf","doi":"10.1145/2851581.2851599","DOIUrl":"https://doi.org/10.1145/2851581.2851599","url":null,"abstract":"This paper describes a design-case study for eliciting user feedback and investigating the requirements of a mobile app fostering the adoption of sustainable mobile behavior by elderly users. We report the main lessons learned based on an interview-study using low-mid fidelity prototyping design features for eco-feedback. These lessons currently inform our implementation work in the INNOLAB project and could be of interest for designers in the eco-sustainability field.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"85 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124980630","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}
K. Hagen, K. Chorianopoulos, Alf Inge Wang, M. L. Jaccheri, S. Weie
We designed and evaluated an exertion video game in order to overcome two challenges that are preventing exergames from becoming a viable sustained exercise alternative; insufficient physical exertion and player retention. This was achieved by implementing common features shared by the most popular video games and seamlessly merging them with the exertion found in exergames. A user study was performed where the exergame was played 132 times over three days by 8 participants. Compared to the control condition, a moderately paced walk, the exergame scored better on both subjective enjoyment and degree of physical activity. Further research could consider alternative versions of exergames, as well as different user groups.
{"title":"Gameplay as Exercise","authors":"K. Hagen, K. Chorianopoulos, Alf Inge Wang, M. L. Jaccheri, S. Weie","doi":"10.1145/2851581.2892515","DOIUrl":"https://doi.org/10.1145/2851581.2892515","url":null,"abstract":"We designed and evaluated an exertion video game in order to overcome two challenges that are preventing exergames from becoming a viable sustained exercise alternative; insufficient physical exertion and player retention. This was achieved by implementing common features shared by the most popular video games and seamlessly merging them with the exertion found in exergames. A user study was performed where the exergame was played 132 times over three days by 8 participants. Compared to the control condition, a moderately paced walk, the exergame scored better on both subjective enjoyment and degree of physical activity. Further research could consider alternative versions of exergames, as well as different user groups.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125094280","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}
Exergaming has been shown to motivate users to adhere to exercise, encourage greater physical effort during exercise, and improve the cognitive benefits of exercise. However the benefits of exergaming have been shown to reduce as the novelty of the game wears off. Standard commercial-off-the-shelf (COTS) digital games present a potential solution to this issue by offering a huge variety games. This paper reviews the current literature on the potential benefits of both standard digital games and exergaming in a fitness and healthcare context. The review also highlights a gap in the current literature, finding little research has explored the potential of combining standard COTS digital games and exergaming to provide a more engaging, motivating and enduring user experience.
{"title":"Applying Exergaming Input to Standard Commercial Digital Games","authors":"M. Hudson","doi":"10.1145/2851581.2892274","DOIUrl":"https://doi.org/10.1145/2851581.2892274","url":null,"abstract":"Exergaming has been shown to motivate users to adhere to exercise, encourage greater physical effort during exercise, and improve the cognitive benefits of exercise. However the benefits of exergaming have been shown to reduce as the novelty of the game wears off. Standard commercial-off-the-shelf (COTS) digital games present a potential solution to this issue by offering a huge variety games. This paper reviews the current literature on the potential benefits of both standard digital games and exergaming in a fitness and healthcare context. The review also highlights a gap in the current literature, finding little research has explored the potential of combining standard COTS digital games and exergaming to provide a more engaging, motivating and enduring user experience.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125111322","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}
Dan Conway, Fang Chen, Kun Yu, Jianlong Zhou, Richard Morris
Human-machine trust is a critical mitigating factor in many HCI instances. Lack of trust in a system can lead to system disuse whilst over-trust can lead to inappropriate use. Whilst human-machine trust has been examined extensively from within a technico-social framework, few efforts have been made to link the dynamics of trust within a steady-state operator-machine environment to the existing literature of the psychology of learning. We set out to recreate a commonly reported learning phenomenon within a trust acquisition environment: Users learning which algorithms can and cannot be trusted to reduce traffic in a city. We failed to replicate (after repeated efforts) the learning phenomena of "blocking", resulting in a finding that people consistently make a very specific error in trust assignment to cues in conditions of uncertainty. This error can be seen as a cognitive bias and has important implications for HCI.
{"title":"Misplaced Trust: A Bias in Human-Machine Trust Attribution -- In Contradiction to Learning Theory","authors":"Dan Conway, Fang Chen, Kun Yu, Jianlong Zhou, Richard Morris","doi":"10.1145/2851581.2892433","DOIUrl":"https://doi.org/10.1145/2851581.2892433","url":null,"abstract":"Human-machine trust is a critical mitigating factor in many HCI instances. Lack of trust in a system can lead to system disuse whilst over-trust can lead to inappropriate use. Whilst human-machine trust has been examined extensively from within a technico-social framework, few efforts have been made to link the dynamics of trust within a steady-state operator-machine environment to the existing literature of the psychology of learning. We set out to recreate a commonly reported learning phenomenon within a trust acquisition environment: Users learning which algorithms can and cannot be trusted to reduce traffic in a city. We failed to replicate (after repeated efforts) the learning phenomena of \"blocking\", resulting in a finding that people consistently make a very specific error in trust assignment to cues in conditions of uncertainty. This error can be seen as a cognitive bias and has important implications for HCI.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125931791","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}
Jules Françoise, O. Chapuis, S. Hanneton, Frédéric Bevilacqua
We introduce SoundGuides, a user adaptable tool for auditory feedback on movement. The system is based on a interactive machine learning approach, where both gestures and sounds are first conjointly designed and conjointly learned by the system. The system can then automatically adapt the auditory feedback to any new user, taking into account the particular way each user performs a given gesture. SoundGuides is suitable for the design of continuous auditory feedback aimed at guiding users' movements and helping them to perform a specific movement consistently over time. Applications span from movement-based interaction techniques to auditory-guided rehabilitation. We first describe our system and report a study that demonstrates a 'stabilizing effect' of our adaptive auditory feedback method.
{"title":"SoundGuides: Adapting Continuous Auditory Feedback to Users","authors":"Jules Françoise, O. Chapuis, S. Hanneton, Frédéric Bevilacqua","doi":"10.1145/2851581.2892420","DOIUrl":"https://doi.org/10.1145/2851581.2892420","url":null,"abstract":"We introduce SoundGuides, a user adaptable tool for auditory feedback on movement. The system is based on a interactive machine learning approach, where both gestures and sounds are first conjointly designed and conjointly learned by the system. The system can then automatically adapt the auditory feedback to any new user, taking into account the particular way each user performs a given gesture. SoundGuides is suitable for the design of continuous auditory feedback aimed at guiding users' movements and helping them to perform a specific movement consistently over time. Applications span from movement-based interaction techniques to auditory-guided rehabilitation. We first describe our system and report a study that demonstrates a 'stabilizing effect' of our adaptive auditory feedback method.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125934404","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}