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Designing PairBuddy—A Conversational Agent for Pair Programming 设计成对编程的对话代理
Pub Date : 2022-05-05 DOI: 10.1145/3498326
Peter Robe, S. Kuttal
From automated customer support to virtual assistants, conversational agents have transformed everyday interactions, yet despite phenomenal progress, no agent exists for programming tasks. To understand the design space of such an agent, we prototyped PairBuddy—an interactive pair programming partner—based on research from conversational agents, software engineering, education, human-robot interactions, psychology, and artificial intelligence. We iterated PairBuddy’s design using a series of Wizard-of-Oz studies. Our pilot study of six programmers showed promising results and provided insights toward PairBuddy’s interface design. Our second study of 14 programmers was positively praised across all skill levels. PairBuddy’s active application of soft skills—adaptability, motivation, and social presence—as a navigator increased participants’ confidence and trust, while its technical skills—code contributions, just-in-time feedback, and creativity support—as a driver helped participants realize their own solutions. PairBuddy takes the first step towards an Alexa-like programming partner.
从自动化客户支持到虚拟助理,会话代理已经改变了日常交互,然而,尽管取得了惊人的进步,但还没有用于编程任务的代理。为了理解这样一个代理的设计空间,我们基于会话代理、软件工程、教育、人机交互、心理学和人工智能的研究,对pairbuddy——一个交互式结对编程伙伴进行了原型设计。我们使用一系列《绿野仙踪》研究迭代了PairBuddy的设计。我们对六名程序员的初步研究显示了有希望的结果,并为PairBuddy的界面设计提供了见解。我们对14名程序员的第二项研究在所有技能水平上都得到了积极的赞扬。作为领航员,PairBuddy积极运用软技能——适应性、积极性和社会存在感——增加了参与者的信心和信任,而其技术技能——代码贡献、及时反馈和创造力支持——作为驾驶员,帮助参与者实现自己的解决方案。PairBuddy向类似alexa的编程伙伴迈出了第一步。
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引用次数: 9
Iteratively Designing Gesture Vocabularies: A Survey and Analysis of Best Practices in the HCI Literature 迭代设计手势词汇:HCI文献中最佳实践的调查和分析
Pub Date : 2022-05-05 DOI: 10.1145/3503537
Haijun Xia, Michael Glueck, M. Annett, Michael Wang, Daniel J. Wigdor
Gestural interaction has evolved from a set of novel interaction techniques developed in research labs, to a dominant interaction modality used by millions of users everyday. Despite its widespread adoption, the design of appropriate gesture vocabularies remains a challenging task for developers and designers. Existing research has largely used Expert-Led, User-Led, or Computationally-Based methodologies to design gesture vocabularies. These methodologies leverage the expertise, experience, and capabilities of experts, users, and systems to fulfill different requirements. In practice, however, none of these methodologies provide designers with a complete, multi-faceted perspective of the many factors that influence the design of gesture vocabularies, largely because a singular set of factors has yet to be established. Additionally, these methodologies do not identify or emphasize the subset of factors that are crucial to consider when designing for a given use case. Therefore, this work reports on the findings from an exhaustive literature review that identified 13 factors crucial to gesture vocabulary design and examines the evaluation methods and interaction techniques commonly associated with each factor. The identified factors also enable a holistic examination of existing gesture design methodologies from a factor-oriented viewpoint and highlighting the strengths and weaknesses of each methodology. This work closes with proposals of future research directions of developing an iterative user-centered and factor-centric gesture design approach as well as establishing an evolving ecosystem of factors that are crucial to gesture design.
手势交互已经从实验室中开发的一套新颖的交互技术发展成为数百万用户每天使用的主要交互方式。尽管被广泛采用,但设计合适的手势词汇表对于开发人员和设计人员来说仍然是一项具有挑战性的任务。现有的研究主要使用专家主导、用户主导或基于计算的方法来设计手势词汇表。这些方法利用专家、用户和系统的专业知识、经验和能力来满足不同的需求。然而,在实践中,这些方法都没有为设计师提供一个完整的、多方面的视角,以了解影响手势词汇表设计的许多因素,这主要是因为一组单一的因素尚未建立。此外,这些方法没有识别或强调在为给定用例设计时需要考虑的关键因素子集。因此,本研究报告了详尽的文献综述,确定了手势词汇设计的13个关键因素,并研究了与每个因素相关的评估方法和交互技术。所确定的因素还可以从面向因素的角度全面检查现有的手势设计方法,并突出每种方法的优缺点。这项工作最后提出了未来的研究方向,即开发以用户为中心和以因素为中心的迭代手势设计方法,以及建立一个对手势设计至关重要的因素的不断发展的生态系统。
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引用次数: 16
Understanding HCI Practices and Challenges of Experiment Reporting with Brain Signals: Towards Reproducibility and Reuse 理解脑信号实验报告的HCI实践和挑战:迈向可重复性和重用性
Pub Date : 2022-03-31 DOI: 10.1145/3490554
F. Putze, Susanne Putze, Merle Sagehorn, C. Micek, E. Solovey
In human-computer interaction (HCI), there has been a push towards open science, but to date, this has not happened consistently for HCI research utilizing brain signals due to unclear guidelines to support reuse and reproduction. To understand existing practices in the field, this paper examines 110 publications, exploring domains, applications, modalities, mental states and processes, and more. This analysis reveals variance in how authors report experiments, which creates challenges to understand, reproduce, and build on that research. It then describes an overarching experiment model that provides a formal structure for reporting HCI research with brain signals, including definitions, terminology, categories, and examples for each aspect. Multiple distinct reporting styles were identified through factor analysis and tied to different types of research. The paper concludes with recommendations and discusses future challenges. This creates actionable items from the abstract model and empirical observations to make HCI research with brain signals more reproducible and reusable.
在人机交互(HCI)中,一直有向开放科学的推动,但到目前为止,由于支持重用和复制的指导方针不明确,利用大脑信号的HCI研究并没有始终如一地发生这种情况。为了了解该领域的现有实践,本文审查了110份出版物,探索了领域、应用、模式、精神状态和过程等等。这一分析揭示了作者报告实验的差异,这给理解、再现和建立研究带来了挑战。然后描述了一个总体实验模型,该模型为报告脑信号HCI研究提供了一个正式的结构,包括定义、术语、类别和每个方面的示例。通过因素分析确定了多种不同的报告风格,并将其与不同类型的研究联系起来。文章最后提出了建议,并讨论了未来的挑战。这从抽象模型和经验观察中创造了可操作的项目,使大脑信号的HCI研究更具可重复性和可重用性。
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引用次数: 8
Towards Individuated Reading Experiences: Different Fonts Increase Reading Speed for Different Individuals 迈向个性化阅读体验:不同字体提高不同个体的阅读速度
Pub Date : 2022-03-31 DOI: 10.1145/3502222
S. Wallace, Z. Bylinskii, Jonathan Dobres, Bernard Kerr, Sam Berlow, Rick Treitman, N. Kumawat, Kathleen Arpin, Dave B. Miller, Jeff Huang, B. Sawyer
In our age of ubiquitous digital displays, adults often read in short, opportunistic interludes. In this context of Interlude Reading, we consider if manipulating font choice can improve adult readers’ reading outcomes. Our studies normalize font size by human perception and use hundreds of crowdsourced participants to provide a foundation for understanding, which fonts people prefer and which fonts make them more effective readers. Participants’ reading speeds (measured in words-per-minute (WPM)) increased by 35% when comparing fastest and slowest fonts without affecting reading comprehension. High WPM variability across fonts suggests that one font does not fit all. We provide font recommendations related to higher reading speed and discuss the need for individuation, allowing digital devices to match their readers’ needs in the moment. We provide recommendations from one of the most significant online reading efforts to date. To complement this, we release our materials and tools with this article.
在我们这个数字显示器无处不在的时代,成年人经常在短暂的、偶然的间歇中阅读。在这个插曲阅读的背景下,我们考虑是否操纵字体选择可以改善成人读者的阅读结果。我们的研究通过人类感知规范字体大小,并使用数百名众包参与者来提供理解的基础,即人们喜欢哪些字体,哪些字体使他们更有效地阅读。在不影响阅读理解的情况下,比较最快和最慢的字体,参与者的阅读速度(以每分钟字数(WPM)衡量)提高了35%。不同字体的高WPM可变性表明一种字体不适合所有字体。我们提供与更高阅读速度相关的字体建议,并讨论个性化的需求,使数字设备能够满足读者的需求。我们提供了迄今为止最重要的在线阅读工作之一的建议。为了补充这一点,我们在这篇文章中发布了我们的材料和工具。
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引用次数: 19
Sense of Agency and User Experience: Is There a Link? 代理感和用户体验:有联系吗?
Pub Date : 2022-03-31 DOI: 10.1145/3490493
Joanna Bergström, Jarrod Knibbe, Henning Pohl, K. Hornbæk
Sense of control is increasingly used as a measure of quality in human-computer interaction. Control has been investigated mainly at a high level, using subjective questionnaire data, but also at a low level, using objective data on participants’ sense of agency. However, it remains unclear how differences in higher level, experienced control reflect lower level sense of control. We study that link in two experiments. In the first one we measure the low-level sense of agency with button, touchpad, and on-skin input. The results show a higher sense of agency with on-skin input. In the second experiment, participants played a simple game controlled with the same three inputs. We find that on-skin input results in both increased sense and experience of control compared to touchpad input. However, the corresponding difference is not found between on-skin and button input, whereas the button performed better in the experiment task. These results suggest that other factors of user experience spill over to the experienced control at rates that overcome differences in the sense of control. We discuss the implications for using subjective measures about the sense of control in evaluating qualities of interaction.
控制感越来越多地被用作人机交互质量的衡量标准。控制主要在高水平上进行调查,使用主观问卷数据,但也在低水平上使用参与者代理感的客观数据。然而,尚不清楚高水平、有经验的控制感的差异是如何反映低水平控制感的。我们通过两个实验来研究这种联系。在第一个实验中,我们通过按钮、触摸板和皮肤输入来测量低级的代理感。结果显示,皮肤上的输入有更高的代理感。在第二个实验中,参与者玩了一个简单的游戏,由同样的三个输入控制。我们发现,与触摸板输入相比,皮肤上的输入增加了控制的感觉和体验。然而,在皮肤输入和按钮输入之间没有相应的差异,而按钮在实验任务中表现更好。这些结果表明,用户体验的其他因素以克服控制感差异的速度溢出到有经验的控制中。我们讨论了在评价互动质量时使用主观测量的意义。
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引用次数: 6
It’s Complicated: The Relationship between User Trust, Model Accuracy and Explanations in AI 复杂:人工智能中用户信任、模型准确性和解释之间的关系
Pub Date : 2022-03-31 DOI: 10.1145/3495013
A. Papenmeier, Dagmar Kern, G. Englebienne, C. Seifert
Automated decision-making systems become increasingly powerful due to higher model complexity. While powerful in prediction accuracy, Deep Learning models are black boxes by nature, preventing users from making informed judgments about the correctness and fairness of such an automated system. Explanations have been proposed as a general remedy to the black box problem. However, it remains unclear if effects of explanations on user trust generalise over varying accuracy levels. In an online user study with 959 participants, we examined the practical consequences of adding explanations for user trust: We evaluated trust for three explanation types on three classifiers of varying accuracy. We find that the influence of our explanations on trust differs depending on the classifier’s accuracy. Thus, the interplay between trust and explanations is more complex than previously reported. Our findings also reveal discrepancies between self-reported and behavioural trust, showing that the choice of trust measure impacts the results.
由于模型复杂性的提高,自动化决策系统变得越来越强大。虽然深度学习模型在预测准确性方面很强大,但它本质上是黑盒子,阻止用户对这种自动化系统的正确性和公平性做出明智的判断。解释已被提出作为对黑匣子问题的一般补救措施。然而,目前尚不清楚解释对用户信任的影响是否会在不同的准确性水平上普遍化。在一项有959名参与者的在线用户研究中,我们检查了为用户信任添加解释的实际后果:我们在三个不同精度的分类器上评估了三种解释类型的信任。我们发现,我们的解释对信任的影响取决于分类器的准确性。因此,信任和解释之间的相互作用比之前报道的更为复杂。我们的研究结果还揭示了自我报告和行为信任之间的差异,表明信任措施的选择影响了结果。
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引用次数: 27
Iterative Design and Prototyping of Computer Vision Mediated Remote Sighted Assistance 计算机视觉介导的远视辅助的迭代设计与原型设计
Pub Date : 2022-03-31 DOI: 10.1145/3501298
Jingyi Xie, Madison Reddie, Sooyeon Lee, Syed Masum Billah, Zihan Zhou, Chun-Hua Tsai, John M. Carroll
Remote sighted assistance (RSA) is an emerging navigational aid for people with visual impairments (PVI). Using scenario-based design to illustrate our ideas, we developed a prototype showcasing potential applications for computer vision to support RSA interactions. We reviewed the prototype demonstrating real-world navigation scenarios with an RSA expert, and then iteratively refined the prototype based on feedback. We reviewed the refined prototype with 12 RSA professionals to evaluate the desirability and feasibility of the prototyped computer vision concepts. The RSA expert and professionals were engaged by, and reacted insightfully and constructively to the proposed design ideas. We discuss what we learned about key resources, goals, and challenges of the RSA prosthetic practice through our iterative prototype review, as well as implications for the design of RSA systems and the integration of computer vision technologies into RSA.
遥视辅助(RSA)是一种新兴的视觉障碍(PVI)导航辅助设备。使用基于场景的设计来说明我们的想法,我们开发了一个原型,展示了计算机视觉支持RSA交互的潜在应用。我们与RSA专家一起回顾了演示真实世界导航场景的原型,然后根据反馈迭代地改进了原型。我们与12名RSA专业人员一起审查了改进的原型,以评估原型计算机视觉概念的可取性和可行性。RSA专家和专业人士参与其中,并对提出的设计理念作出了有见地和建设性的反应。通过我们的迭代原型回顾,我们讨论了我们所学到的RSA假肢实践的关键资源、目标和挑战,以及RSA系统设计和计算机视觉技术集成到RSA中的含义。
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引用次数: 9
A Decade of International Migration Research in HCI: Overview, Challenges, Ethics, Impact, and Future Directions HCI国际移民研究的十年:概述、挑战、伦理、影响和未来方向
Pub Date : 2022-03-31 DOI: 10.1145/3490555
Dina Sabie, Cansu Ekmekcioglu, Syed Ishtiaque Ahmed
This article presents a thorough discussion of the trajectories of international migration research in HCI. We begin by reporting our survey findings of 282 HCI-related publications about migration from nine digital libraries between 2010–2019, summarizing how this research stream has evolved, the geographies and populations it encompasses, and the methodologies it utilizes. We then augment these findings with data from interviews with 11 skilled researchers who reflect on their working experience in this area. Our analysis reveals how the domain has evolved from the European migrant crisis to a more global agenda of migration and points towards a shifting focus from addressing immediate needs to acknowledging more complex political and emotional aspects of mobility. We also uncover the critical role of academic, local, and international politics in migration research in HCI. We discuss these findings to explore future opportunities in this area and advance HCI research discourse with the marginalized populace.
本文对人力资本国际的国际移民研究轨迹进行了深入的讨论。首先,我们报告了2010年至2019年期间9个数字图书馆关于移民的282份hci相关出版物的调查结果,总结了这一研究流的演变、所涵盖的地理和人口以及所使用的方法。然后,我们通过对11名熟练的研究人员的访谈数据来增强这些发现,这些研究人员反映了他们在该领域的工作经验。我们的分析揭示了这一领域是如何从欧洲移民危机演变为一个更全球性的移民议程的,并指出了从解决当前需求到承认流动性更复杂的政治和情感方面的重点转变。我们还揭示了学术、地方和国际政治在HCI移民研究中的关键作用。我们将讨论这些发现,以探索这一领域未来的机会,并与边缘化人群一起推进HCI研究话语。
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引用次数: 10
Understanding, Addressing, and Analysing Digital Eye Strain in Virtual Reality Head-Mounted Displays 虚拟现实头戴式显示器中数字眼疲劳的理解、寻址和分析
Pub Date : 2022-03-31 DOI: 10.1145/3492802
Teresa Hirzle, Fabian Fischbach, Julian Karlbauer, Pascal Jansen, Jan Gugenheimer, E. Rukzio, A. Bulling
Digital eye strain (DES), caused by prolonged exposure to digital screens, stresses the visual system and negatively affects users’ well-being and productivity. While DES is well-studied in computer displays, its impact on users of virtual reality (VR) head-mounted displays (HMDs) is largely unexplored—despite that some of their key properties (e.g., the vergence-accommodation conflict) make VR-HMDs particularly prone. This work provides the first comprehensive investigation into DES in VR HMDs. We present results from a survey with 68 experienced users to understand DES symptoms in VR-HMDs. To help address DES, we investigate eye exercises resulting from survey answers and blue light filtering in three user studies (N = 71). Results demonstrate that eye exercises, but not blue light filtering, can effectively reduce DES. We conclude with an extensive analysis of the user studies and condense our findings in 10 key challenges that guide future work in this emerging research area.
由于长时间接触数字屏幕而引起的数字眼疲劳(DES)给视觉系统带来压力,并对用户的健康和工作效率产生负面影响。虽然DES在计算机显示器上得到了很好的研究,但它对虚拟现实(VR)头戴式显示器(hmd)用户的影响在很大程度上还没有被探索——尽管它们的一些关键特性(例如,收敛调节冲突)使VR- hmd特别容易发生。这项工作提供了第一个全面的调查DES在VR头显。我们对68名有经验的用户进行了调查,以了解vr - hmd患者的DES症状。为了帮助解决DES问题,我们在三个用户研究(N = 71)中调查了由调查答案和蓝光过滤引起的眼保健操。结果表明,眼保健操,而不是蓝光过滤,可以有效地减少DES。最后,我们对用户研究进行了广泛的分析,并将我们的发现浓缩为指导这一新兴研究领域未来工作的10个关键挑战。
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引用次数: 9
Touching Our Breathing through Shape-Change: Monster, Organic Other, or Twisted Mirror 通过变形触摸我们的呼吸:怪物、有机异物或扭曲的镜子
Pub Date : 2022-02-10 DOI: 10.1145/3490498
Pavel Karpashevich, Pedro Sanches, Rachael Garrett, Yoav Luft, Kelsey Cotton, Vasiliki Tsaknaki, K. Höök
We report on a soma design process, where we designed a novel shape-changing garment—the Soma Corset. The corset integrates sensing and actuation around the torso in tight interaction loops. The design process revealed how boundaries between the garment and the wearer can become blurred, leading to three flavours of cyborg relations. First, through the lens of the monster, we articulate how the wearer can adopt or reject the garment, resulting in either harmonious or disconcerting experiences of touch. Second, it can be experienced as an organic “other”-with its own agency-resulting in uncanny experiences of touch. Through mirroring the wearer’s breathing, the garment can also be experienced as a twisted version of one’s own body. We suggest that a gradual sensitisation of designers-through soma design and reflection on the emerging human-technology relations-may serve as a pathway for uncovering and articulating novel, machine-like, digital touch experiences.
我们报告了一个soma设计过程,在那里我们设计了一种新颖的变形服装——soma紧身胸衣。紧身胸衣将躯干周围的传感和驱动集成在紧密的交互环中。设计过程揭示了服装和穿着者之间的界限是如何变得模糊的,从而产生了三种电子人关系。首先,通过怪物的镜头,我们阐明了穿着者如何接受或拒绝这件衣服,从而产生和谐或不安的触摸体验。其次,它可以作为一个有机的“他者”来体验——有它自己的代理——从而产生不可思议的触摸体验。通过模仿穿着者的呼吸,这种衣服也可以被体验为自己身体的扭曲版本。我们建议,通过躯体设计和对新兴的人与技术关系的反思,设计师逐渐变得敏感,这可能是发现和阐明新颖的、类似机器的数字触摸体验的途径。
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引用次数: 14
期刊
ACM Transactions on Computer-Human Interaction (TOCHI)
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