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Citizen Needs – To Be Considered 公民需要——被考虑
Q1 Social Sciences Pub Date : 2021-08-01 DOI: 10.1515/icom-2021-0013
Franzisca Maas, S. Wolf, A. Hohm, J. Hurtienne
Abstract In this paper, we argue for and present an empirical study of putting citizens into focus during the early stages of designing tools for civic participation in a mid-sized German town. Drawing on Contextual and Participatory Design, we involved 105 participants by conducting interviews, using Photovoice and participating in a local neighbourhood meeting. Together with citizens, we built an Affinity Diagram, consolidated the data and identified key insights. As a result, we present and discuss different participation identities such as Motivated Activists, Convenience Participants or Companions and a collection of citizen needs for local civic participation, e. g., personal contact is irreplaceable for motivation, trust and mutual understanding, and some citizens preferred to “stumble across” information rather than actively searching for it. We use existing participation tools to demonstrate how individual needs could be addressed. Finally, we apply our insights to an example in our local context. We conclude that if we want to build digital tools that go beyond tokenistic, top-down ways of civic participation and that treat citizens as one homogeneous group, citizens need to be part of the design process right from the start. Supplemental material can be retrieved from https://osf.io/rxd7h/.
在本文中,我们主张并提出了一项实证研究,即在设计一个中型德国城镇的公民参与工具的早期阶段将公民置于重点位置。我们利用情境和参与式设计,通过访谈、使用Photovoice和参加当地社区会议,让105名参与者参与其中。我们与市民一起建立了一个关联图,整合了数据并确定了关键的见解。因此,我们提出并讨论了不同的参与身份,如积极分子、便利参与者或同伴,以及当地公民参与的公民需求集合,如:在美国,个人接触对于激励、信任和相互理解是不可替代的,一些公民宁愿“偶然发现”信息,也不愿主动寻找信息。我们使用现有的参与工具来展示如何解决个人需求。最后,我们将我们的见解应用到我们当地的一个例子中。我们的结论是,如果我们想要建立数字工具,超越象征性的,自上而下的公民参与方式,并将公民视为一个同质群体,公民需要从一开始就成为设计过程的一部分。补充材料可从https://osf.io/rxd7h/检索。
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引用次数: 2
Frontmatter
Q1 Social Sciences Pub Date : 2021-08-01 DOI: 10.1515/icom-2021-frontmatter2
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引用次数: 0
I Don’t Know, Is AI Also Used in Airbags? 我不知道,人工智能也被用于安全气囊吗?
Q1 Social Sciences Pub Date : 2021-04-01 DOI: 10.1515/icom-2021-0009
F. Alizadeh, G. Stevens, Margarita Esau
Abstract In 1991, researchers at the center for the Learning Sciences of Carnegie Mellon University were confronted with the confusing question of “where is AI?” from users, who were interacting with artificial intelligence (AI) but did not realize it. After three decades of research, we are still facing the same issue with the unclear understanding of AI among people. The lack of mutual understanding and expectations among AI users and designers and the ineffective interactions with AI that result raises the question of “how AI is generally perceived today?” To address this gap, we conducted 50 semi-structured interviews on perception and expectations of AI. Our results revealed that for most, AI is a dazzling concept that ranges from a simple automated device up to a full controlling agent and a self-learning superpower. We explain how these folk concepts shape users’ expectations when interacting with AI and envisioning its current and future state.
1991年,卡内基梅隆大学学习科学中心的研究人员面临着一个令人困惑的问题:“人工智能在哪里?”,这些用户正在与人工智能(AI)互动,但没有意识到这一点。经过三十年的研究,我们仍然面临着同样的问题,即人们对人工智能的理解不明确。人工智能用户和设计师之间缺乏相互理解和期望,以及由此导致的与人工智能的无效互动,引发了一个问题:“今天人们普遍如何看待人工智能?”为了解决这一差距,我们对人工智能的感知和期望进行了50次半结构化访谈。我们的研究结果表明,对大多数人来说,人工智能是一个令人眼花缭乱的概念,从简单的自动化设备到完全控制的代理和自我学习的超能力。我们解释了这些民间概念如何在与人工智能交互并设想其当前和未来状态时塑造用户的期望。
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引用次数: 5
A User-Centered Approach to Gamify the Manual Creation of Training Data for Machine Learning 以用户为中心的人工创建机器学习训练数据的方法
Q1 Social Sciences Pub Date : 2021-04-01 DOI: 10.1515/icom-2020-0030
Sarah Alaghbari, A. Mitschick, Gregor Blichmann, M. Voigt, Raimund Dachselt
Abstract The development of artificial intelligence, e. g. for Computer Vision, through supervised learning requires the input of large amounts of annotated or labeled data objects as training data. Usually, the creation of high-quality training data is done manually which can be repetitive and tiring. Gamification, the use of game elements in a non-game context, is one method to make such tedious tasks more interesting. We propose a multi-step process for gamifying the manual creation of training data for machine learning purposes. In this article, we give an overview of related concepts and existing implementations and present a user-centered approach for a real-life use case. Based on a survey within the target user group we identified annotation use cases and dominant player characteristics. The results served as a foundation for designing the gamification concepts which were then discussed with the participants. The final concept includes levels of increasing difficulty, tutorials, progress indicators and a narrative built around a robot character which at the same time is a user assistant. The implemented prototype is an extension of an existing annotation tool at an AI product company and serves as a basis for further observations.
人工智能的发展,如。对于计算机视觉,通过监督学习需要输入大量带注释或标记的数据对象作为训练数据。通常,高质量训练数据的创建是手动完成的,这可能是重复和累人的。游戏化,即在非游戏环境中使用游戏元素,是让乏味任务变得更有趣的一种方法。我们提出了一个多步骤的过程,用于游戏化人工创建用于机器学习的训练数据。在本文中,我们概述了相关概念和现有实现,并为现实生活中的用例提供了以用户为中心的方法。基于对目标用户群体的调查,我们确定了注释用例和主要玩家特征。这些结果作为设计游戏化概念的基础,然后与参与者进行讨论。最后的概念包括不断增加的难度、教程、进度指标和围绕机器人角色(同时也是用户助手)的叙述。实现的原型是AI产品公司现有注释工具的扩展,并作为进一步观察的基础。
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引用次数: 2
Evaluation of an Augmented Reality Instruction for a Complex Assembly Task 针对复杂装配任务的增强现实指令评估
Q1 Social Sciences Pub Date : 2021-04-01 DOI: 10.1515/icom-2021-0005
Johannes Funk, L. Schmidt
Abstract This study compares the use of a marker-based AR instruction with a paper instruction commonly used in manual assembly. Hypotheses were tested as to whether the instruction type affects assembly time, number of errors, usability, and employee strain. Instead of student participants and artificial assembly tasks (e. g. Lego assemblies), the study was conducted with 16 trainees in a real workplace for the assembly of emergency door release handles in rail vehicles. Five assembly runs were performed. Assembly times and assembly errors were determined from recorded videos. Usability (SUS) and strain (NASA-TLX) were recorded with questionnaires. After a slower assembly at the beginning, the AR group assembled significantly faster in the fifth run. The comparable number of errors, usability and strain make marker-based AR applications interesting for knowledge transfer in manual assembly, especially due to the easy entrance and low costs.
摘要本研究比较了基于标记的AR指令与手工装配中常用的纸质指令的使用。假设测试的指令类型是否影响汇编时间,错误数量,可用性,和员工紧张。代替学生参与和人工组装任务(例如:(乐高组件),这项研究是在一个真实的工作场所与16名学员一起进行的,目的是组装轨道车辆的紧急门把手。进行了五次装配。根据录制的视频确定装配时间和装配误差。通过问卷调查记录可用性(SUS)和应变(NASA-TLX)。在开始较慢的组装后,AR组在第五次运行时组装速度明显加快。可比较的错误数量、可用性和应变使得基于标记的AR应用程序对手工组装中的知识转移很感兴趣,特别是由于易于入门和低成本。
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引用次数: 2
Virtual Reality in Healthcare Skills Training: The Effects of Presence on Acceptance and Increase of Knowledge 虚拟现实在医疗技能培训中的应用:存在对知识接受和增加的影响
Q1 Social Sciences Pub Date : 2021-04-01 DOI: 10.1515/icom-2021-0008
Christian Plotzky, Ulrike Lindwedel, Alexander Bejan, P. König, C. Kunze
Abstract With an ever-increasing need of skilled healthcare workers, efficient learning methods like Virtual Reality (VR) are becoming increasingly important. We developed and tested a VR simulation for endotracheal suctioning. The aim of this pilot study was to examine the VR simulation’s acceptance and increase of knowledge among participants. Furthermore, the effects of presence on acceptance and increase of knowledge were investigated. A total of 51 students participated in the pilot study, using a quasi-experimental pre-post-test design. A modified Unified Theory of Acceptance and Use of Technology (UTAUT) and the Igroup Presence Questionnaire (IPQ) were used. Correlation and regression analyses were performed. Pre- and post-tests showed a significant increase of knowledge (p < 0.001). The correlation between presence and behavioural intention was highly positive (r = 0.52, p < 0.001). Performance and effort expectancy are dominant effects on behavioural intention of using the VR simulation as an educational tool. The results indicate that a simulation which conveys a higher sense of presence is more likely to be accepted by learners. Regarding outcomes of presence on increase of knowledge, we found no significant correlation. Based on our study, we propose a design for a future mixed reality simulation with haptic elements and a plan on how to assess skills improvement.
随着对熟练医护人员的需求不断增加,像虚拟现实(VR)这样的高效学习方法变得越来越重要。我们开发并测试了一个用于气管内吸引的虚拟现实模拟。本初步研究的目的是检验参与者对虚拟现实模拟的接受程度和知识的增加程度。此外,研究了存在对知识接受度和知识增长的影响。共有51名学生参加了试点研究,采用准实验前-后测试设计。采用改进的技术接受与使用统一理论(UTAUT)和iggroup Presence Questionnaire (IPQ)。进行相关分析和回归分析。前后测试显示知识显著增加(p < 0.001)。存在感与行为意向呈高度正相关(r = 0.52, p < 0.001)。表现和努力预期是影响虚拟现实模拟作为教育工具的行为意向的主要因素。结果表明,具有较高存在感的模拟更容易被学习者接受。关于存在与知识增长的结果,我们没有发现显著的相关性。基于我们的研究,我们提出了一个未来的混合现实模拟的设计与触觉元素和一个计划如何评估技能的提高。
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引用次数: 7
Growth Marketing Considered Harmful 成长型营销被认为有害
Q1 Social Sciences Pub Date : 2021-04-01 DOI: 10.1515/icom-2020-0016
Maximilian Speicher
Abstract In today’s e-commerce industry, conversion rate optimization is often considered essentially the same as user experience optimization. In addition, there is a strong focus on quantitative experimentation, which some deem a jack-of-all-trades solution, often at the expense of qualitative user experience research. Both are worrying developments. This essay elaborates on why it is harmful to consider conversion rate optimization and user experience optimization to be the same thing in the context of growth marketing, and how the three concepts are interrelated.
在当今的电子商务行业中,转化率优化通常被认为与用户体验优化本质上是一样的。此外,定量实验也非常受关注,有些人认为这是一种万能的解决方案,通常以牺牲定性用户体验研究为代价。两者都是令人担忧的事态发展。这篇文章详细阐述了为什么在成长型营销的背景下,把转化率优化和用户体验优化混为一谈是有害的,以及这三个概念是如何相互关联的。
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引用次数: 1
The SmARtphone Controller 智能手机控制器
Q1 Social Sciences Pub Date : 2021-04-01 DOI: 10.1515/icom-2021-0003
Pascal Knierim, Dimitri Hein, A. Schmidt, T. Kosch
Abstract Current interaction modalities for mobile Augmented Reality (AR) are tedious and lack expressiveness. To overcome these prevalent limitations, we developed and evaluated a multimodal interaction concept by pairing a smartphone as an input and output modality for mobile AR. In a user study (n = 24), we investigated the effects on interaction speed, accuracy, and task load for (1) virtual object manipulation as well as (2) interaction with established graphical user interfaces (GUIs). Our findings show that a smartphone-based AR controller results in significantly faster and more accurate object manipulation with reduced task load than state-of-art mid-air gestures. Our results also indicate a significant enhancement for using the physical touchscreen as a modality compared to mid-air gestures for GUI interaction. We conclude that interaction in mobile AR environments can be improved by utilizing a smartphone as an omnipresent controller. Additionally, we discuss how future AR systems can benefit from tangible touchscreens as an additional and complementary interaction modality.
当前移动增强现实(AR)的交互方式繁琐且缺乏表现力。为了克服这些普遍存在的限制,我们通过将智能手机配对为移动AR的输入和输出模式,开发并评估了多模式交互概念。在一项用户研究(n = 24)中,我们调查了(1)虚拟对象操作对交互速度、准确性和任务负载的影响,以及(2)与已建立的图形用户界面(gui)的交互。我们的研究结果表明,与最先进的空中手势相比,基于智能手机的AR控制器可以更快、更准确地操纵物体,同时减少任务负荷。我们的研究结果还表明,与GUI交互的空中手势相比,使用物理触摸屏作为一种模式有显著的增强。我们得出的结论是,通过利用智能手机作为无处不在的控制器,可以改善移动AR环境中的交互。此外,我们还讨论了未来的AR系统如何受益于有形触摸屏作为一种额外的和互补的交互方式。
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引用次数: 13
UX at the Right Level 用户体验处于合适的水平
Q1 Social Sciences Pub Date : 2021-04-01 DOI: 10.1515/icom-2020-0029
D. Gilbert, Holger Fischer, Dirk Röder
Abstract Usability and user experience maturity models are used to evaluate the capabilities of an organization in order to provide an assessment of their ability to develop usable products. But, as the main focus of such models is on an all-encompassing organizational level, they are difficult to implement in more complex organizations with a wide range of diverse and interlinked projects. This paper presents a project related UX maturity model, which was developed at DB Systel to address this issue: the PUXMM. It takes into account the nested internal customer relationships between departments and subcontractors and applies a human-centered design approach. There are two practical application scenarios for the PUXMM. It can be used to determine the UX maturity level of an ongoing project and as checklist to align a project to a desired maturity level from the outset.
可用性和用户体验成熟度模型用于评估组织的能力,以提供对其开发可用产品的能力的评估。但是,由于这些模型的主要焦点是在一个包涵一切的组织层面上,它们很难在具有广泛的不同和相互关联的项目的更复杂的组织中实现。本文介绍了一个与项目相关的用户体验成熟度模型,它是由DB systeml开发的,用于解决这个问题:PUXMM。它考虑到部门和分包商之间嵌套的内部客户关系,并应用以人为中心的设计方法。PUXMM有两种实际应用场景。它可以用于确定正在进行的项目的用户体验成熟度级别,并作为检查清单,从一开始就将项目与期望的成熟度级别保持一致。
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引用次数: 1
“Let’s Talk about Gender” – Development of a Card Deck on (Gender) Sensitivity in HCI Research and Practice Based on a Contrasting Literature Review “让我们谈谈性别”——基于文献对比分析的HCI研究与实践中(性别)敏感性的牌组构建
Q1 Social Sciences Pub Date : 2021-04-01 DOI: 10.1515/icom-2021-0001
Sabrina Burtscher, Katta Spiel
Abstract Funding bodies in Western societies increasingly require researchers to address gender in their proposals – though often exclusively framed around binary notions. With oppressive power structures being prevalent and persuasive, these seep into current practices of Computer Science and Human-Computer Interaction (HCI) research. However, current curricula rarely provide actors in this space with grounded guidance on gender issues tied to their inquiries. Hence, developing an increased awareness of our societal responsibility towards equity can be challenging without an appropriate starting point. Drawing on a close reading of select literature discussing gender sensitivity in HCI research, we derived practical guidance in the form of recommendations for the design, proposal, conduct and presentation of research. Based on these recommendations, we then present the design of a card deck and initial tests thereof at ditact women’s IT summer university. Our analysis offers a starting point for HCI students and interested researchers to explore questions and issues around gender and to identify how gender relates to their research. This sensitisation may aid them in further reflecting on how they might better account for gendered implications of their work.
西方社会的资助机构越来越多地要求研究人员在他们的提案中解决性别问题——尽管往往完全围绕二元概念。随着压迫性权力结构的盛行和说服,这些渗透到当前计算机科学和人机交互(HCI)研究的实践中。然而,目前的课程很少为这一领域的行动者提供与他们的调查有关的关于性别问题的有根据的指导。因此,如果没有适当的起点,提高我们对公平的社会责任的认识可能是具有挑战性的。通过仔细阅读讨论HCI研究中性别敏感性的精选文献,我们以研究设计、提议、实施和展示的建议形式获得了实用指导。在这些建议的基础上,我们提出了一个卡组的设计和初步测试,其在独立女子IT夏季大学。我们的分析为HCI学生和感兴趣的研究人员提供了一个起点,可以探索有关性别的问题和问题,并确定性别与他们的研究之间的关系。这种敏感性可能有助于他们进一步思考如何更好地解释其工作的性别影响。
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引用次数: 2
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