The wide usage of voice intelligent assistants (VIAs), such as Siri, brings lots of convenience to our daily life. However, there are also kinds of issues related to VIAs displaying inappropriate contents to restricted users such as children. To address this problem, we developed a system that detects the inappropriate contents and rates them with defined ranks. In this manner, a threshold or suggestion could be given in order to avoid displaying inappropriate contents to restricted users. This evaluation system is called Voice Intelligent Aid Rating System (VIARS). With a developed VIARS prototype, we further tested its effectiveness with a designed experiment that consisted of several tasks. As a result, VIARS’s intelligent rating results were proven to be highly consistent with the experts’ manual rating results, indicating the reliability of the VIARS classification mechanism. It is also notable that when compared with experts’ manual rating, VIARS’s automatic rating mechanism showed significant advantages in response time.
{"title":"VIARS: An Intelligent Voice Agent to Prevent Inappropriate Content Display for Restricted Users","authors":"Rui Kang, P. Rau","doi":"10.1093/iwc/iwac019","DOIUrl":"https://doi.org/10.1093/iwc/iwac019","url":null,"abstract":"\u0000 The wide usage of voice intelligent assistants (VIAs), such as Siri, brings lots of convenience to our daily life. However, there are also kinds of issues related to VIAs displaying inappropriate contents to restricted users such as children. To address this problem, we developed a system that detects the inappropriate contents and rates them with defined ranks. In this manner, a threshold or suggestion could be given in order to avoid displaying inappropriate contents to restricted users. This evaluation system is called Voice Intelligent Aid Rating System (VIARS). With a developed VIARS prototype, we further tested its effectiveness with a designed experiment that consisted of several tasks. As a result, VIARS’s intelligent rating results were proven to be highly consistent with the experts’ manual rating results, indicating the reliability of the VIARS classification mechanism. It is also notable that when compared with experts’ manual rating, VIARS’s automatic rating mechanism showed significant advantages in response time.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"17 1","pages":"657-669"},"PeriodicalIF":1.3,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91160992","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Post-Pandemic HCI - Living Digitally: Well-Being-Driven Digital Technologies","authors":"E. Law, J. Abascal","doi":"10.1093/iwc/iwac021","DOIUrl":"https://doi.org/10.1093/iwc/iwac021","url":null,"abstract":"","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"56 1","pages":"331-334"},"PeriodicalIF":1.3,"publicationDate":"2022-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72482438","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
L. Goffe, S. Chivukula, Alex Bowyer, S. Bowen, Austin Toombs, Colin M. Gray
Online services have become increasingly centralized, drawing on notions of the ‘platform economy’ to focus on ecosystem value rather than user value. In parallel, there have been efforts by developers to augment these platforms, empowering platform users in the process. We explored a 12-month participatory-action project, focusing on redesigning portions of Just Eat, an online aggregator for takeaway food ordering, building upon theoretical perspectives from public health and Digital Civics. We document our experiences in identifying user behaviours and motivations across multiple design workshops, including the design of a web-augmentation–based template to disrupt platform provider behaviours, empower service users and increase individual agency. Through this case study, we identify opportunities and mechanisms for platform modification, linking augmentation to adversarial design with outcomes that have the potential to improve the well-being of platform users.
{"title":"Web Augmentation for Well-Being: the Human-Centred Design of a Takeaway Food Ordering Digital Platform","authors":"L. Goffe, S. Chivukula, Alex Bowyer, S. Bowen, Austin Toombs, Colin M. Gray","doi":"10.1093/iwc/iwac015","DOIUrl":"https://doi.org/10.1093/iwc/iwac015","url":null,"abstract":"\u0000 Online services have become increasingly centralized, drawing on notions of the ‘platform economy’ to focus on ecosystem value rather than user value. In parallel, there have been efforts by developers to augment these platforms, empowering platform users in the process. We explored a 12-month participatory-action project, focusing on redesigning portions of Just Eat, an online aggregator for takeaway food ordering, building upon theoretical perspectives from public health and Digital Civics. We document our experiences in identifying user behaviours and motivations across multiple design workshops, including the design of a web-augmentation–based template to disrupt platform provider behaviours, empower service users and increase individual agency. Through this case study, we identify opportunities and mechanisms for platform modification, linking augmentation to adversarial design with outcomes that have the potential to improve the well-being of platform users.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"67 1","pages":"335-352"},"PeriodicalIF":1.3,"publicationDate":"2022-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82665819","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. Prietch, P. Paim, Flabiéli Miranda, Camila Soncini Nogueira, Vanuza Leite
For researchers interested in analyzing participants’ self-reflection about their emotional experience during user studies, having an instrument designed for a specific target user can be seen to show empathy for providing socio-cultural elements that involved parties feel a connection with. In user studies, communication mediation between sign language users and non-signers may include a bias; therefore, direct communication between the involved parties is welcome to reduce this risk and expand sign language users’ autonomy. This paper presents the Emotion-Libras, a self-report instrument to collect emotional responses of sign language users after interacting with technology and report findings from a user study. We conducted a focus group with five sign language users to collect their perceptions regarding the three design alternatives of the instrument. As a result, participants selected the best-fitted design interface of the instrument and also found room for improvement in video quality, language choice, written labels and user control.
{"title":"User Interface Evaluation of Design Alternatives of the Emotion-Libras - An Emotional Self-Report Instrument for Sign Language Users","authors":"S. Prietch, P. Paim, Flabiéli Miranda, Camila Soncini Nogueira, Vanuza Leite","doi":"10.1093/iwc/iwac018","DOIUrl":"https://doi.org/10.1093/iwc/iwac018","url":null,"abstract":"\u0000 For researchers interested in analyzing participants’ self-reflection about their emotional experience during user studies, having an instrument designed for a specific target user can be seen to show empathy for providing socio-cultural elements that involved parties feel a connection with. In user studies, communication mediation between sign language users and non-signers may include a bias; therefore, direct communication between the involved parties is welcome to reduce this risk and expand sign language users’ autonomy. This paper presents the Emotion-Libras, a self-report instrument to collect emotional responses of sign language users after interacting with technology and report findings from a user study. We conducted a focus group with five sign language users to collect their perceptions regarding the three design alternatives of the instrument. As a result, participants selected the best-fitted design interface of the instrument and also found room for improvement in video quality, language choice, written labels and user control.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"32 1","pages":"142-152"},"PeriodicalIF":1.3,"publicationDate":"2022-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75378379","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
C. Power, P. Cairns, Mark C. Barlet, Greg Haynes, Jen Beeston, Triskal Dehaven
The profile of accessible design of digital games has increased rapidly in both research and practice. Whereas at one time accessibility was a niche area of interest, it is now a key feature promoted in commercial gaming. Typically, games achieve accessibility by offering a range of options, both in settings and gameplay, that players can customize to meet their individual needs and preferences. However, there is a distinct lack of systematic data regarding the accessibility options that players prefer, how options can be prioritized in design or how options can impact player experience. This paper presents a study that collects data about options preferred by players and uses it to expand and validate a design vocabulary for accessible design in games. Further, the results point to a need to prioritize particular types of options, specifically those relating to the player-feedback loop of games, before implementing options that modify the challenges encountered by players.
{"title":"Validation and Prioritization of Design Options for Accessible Player Experiences","authors":"C. Power, P. Cairns, Mark C. Barlet, Greg Haynes, Jen Beeston, Triskal Dehaven","doi":"10.1093/iwc/iwac017","DOIUrl":"https://doi.org/10.1093/iwc/iwac017","url":null,"abstract":"\u0000 The profile of accessible design of digital games has increased rapidly in both research and practice. Whereas at one time accessibility was a niche area of interest, it is now a key feature promoted in commercial gaming. Typically, games achieve accessibility by offering a range of options, both in settings and gameplay, that players can customize to meet their individual needs and preferences. However, there is a distinct lack of systematic data regarding the accessibility options that players prefer, how options can be prioritized in design or how options can impact player experience. This paper presents a study that collects data about options preferred by players and uses it to expand and validate a design vocabulary for accessible design in games. Further, the results point to a need to prioritize particular types of options, specifically those relating to the player-feedback loop of games, before implementing options that modify the challenges encountered by players.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"25 1","pages":"641-656"},"PeriodicalIF":1.3,"publicationDate":"2022-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87782570","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. D. Wit, Bram Willemsen, M. Haas, R. Berghe, P. Leseman, O. Oudgenoeg-Paz, Josje Verhagen, P. Vogt, E. Krahmer
In this paper, we examine the process of designing robot-performed iconic hand gestures in the context of a long-term study into second language tutoring with children of approximately 5 years old. We explore four factors that may relate to their efficacy in supporting second language tutoring: the age of participating children; differences between gestures for various semantic categories, e.g. measurement words, such as small, versus counting words, such as five; the quality (comprehensibility) of the robot’s gestures; and spontaneous reenactment or imitation of the gestures. Age was found to relate to children’s learning outcomes, with older children benefiting more from the robot’s iconic gestures than younger children, particularly for measurement words. We found no conclusive evidence that the quality of the gestures or spontaneous reenactment of said gestures related to learning outcomes. We further propose several improvements to the process of designing and implementing a robot’s iconic gesture repertoire.
{"title":"Designing and Evaluating Iconic Gestures for Child-Robot Second Language Learning","authors":"J. D. Wit, Bram Willemsen, M. Haas, R. Berghe, P. Leseman, O. Oudgenoeg-Paz, Josje Verhagen, P. Vogt, E. Krahmer","doi":"10.1093/iwc/iwac013","DOIUrl":"https://doi.org/10.1093/iwc/iwac013","url":null,"abstract":"\u0000 In this paper, we examine the process of designing robot-performed iconic hand gestures in the context of a long-term study into second language tutoring with children of approximately 5 years old. We explore four factors that may relate to their efficacy in supporting second language tutoring: the age of participating children; differences between gestures for various semantic categories, e.g. measurement words, such as small, versus counting words, such as five; the quality (comprehensibility) of the robot’s gestures; and spontaneous reenactment or imitation of the gestures. Age was found to relate to children’s learning outcomes, with older children benefiting more from the robot’s iconic gestures than younger children, particularly for measurement words. We found no conclusive evidence that the quality of the gestures or spontaneous reenactment of said gestures related to learning outcomes. We further propose several improvements to the process of designing and implementing a robot’s iconic gesture repertoire.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"12 1","pages":"596-626"},"PeriodicalIF":1.3,"publicationDate":"2022-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78879909","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We present and discuss the concept ‘narrating by doing’ as the process of creating narratives by performing different embodied actions with tangible interfaces for storytelling. We characterize it as a ‘bridging concept’ that can facilitate exchange between theory and design, informing research and design of TUIs for storytelling targeting young children. The concept builds on theories of cognition, learning and narration, specifically drawing upon the following perspectives: Constructionism, Socio-Constructivism, Embodied Cognition, Narratology and The Narrative Practice Hypothesis. Building upon these theoretical foundations, we identify and discuss four ‘design articulations’ (i.e. important parameters that express the qualities of the concept), namely communicative situation, narrative function of the tangible objects, collaborative and embodied actions and the narrator’s position. Finally, we add evidence to the concept and discuss its productiveness by presenting a set of considerations to inform the design of tangible interfaces for storytelling.
{"title":"Narrating by Doing: A Bridging Concept for Understanding and Informing the Design of Tangible Interfaces for Storytelling","authors":"C. Sylla, M. Gil, Íris Susana Pires Pereira","doi":"10.1093/iwc/iwac016","DOIUrl":"https://doi.org/10.1093/iwc/iwac016","url":null,"abstract":"We present and discuss the concept ‘narrating by doing’ as the process of creating narratives by performing different embodied actions with tangible interfaces for storytelling. We characterize it as a ‘bridging concept’ that can facilitate exchange between theory and design, informing research and design of TUIs for storytelling targeting young children. The concept builds on theories of cognition, learning and narration, specifically drawing upon the following perspectives: Constructionism, Socio-Constructivism, Embodied Cognition, Narratology and The Narrative Practice Hypothesis. Building upon these theoretical foundations, we identify and discuss four ‘design articulations’ (i.e. important parameters that express the qualities of the concept), namely communicative situation, narrative function of the tangible objects, collaborative and embodied actions and the narrator’s position. Finally, we add evidence to the concept and discuss its productiveness by presenting a set of considerations to inform the design of tangible interfaces for storytelling.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"84 1","pages":"116"},"PeriodicalIF":1.3,"publicationDate":"2022-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88759694","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. A. Rasmussen, Julie O Frydendahl, Elisa D. Mekler, K. Hornbæk
The time we each spend using smartphones is increasing. So is the extent of discussions on whether that time is well spent and whether it results in positive experiences and ultimately improves well-being. However, research on this question rarely links the time spent on smartphones, the specific applications used, the motivation for using them and their effects on well-being. We had 70 participants compare experiences with a frequently used smartphone application and an occasionally used one. The participants used the Screen Time feature of the iPhone to select the applications and provided qualitative and quantitative data on their use of the applications. The findings show that the experience of pragmatic and hedonic value differs between the two application types, as does the experience of regret. The motivation for using the applications also in'uences whether the time is experienced as well spent. We use these findings to nuance the general discussion of smartphone usage and well-being.
{"title":"Is Time on Smartphones Well Spent?","authors":"M. A. Rasmussen, Julie O Frydendahl, Elisa D. Mekler, K. Hornbæk","doi":"10.1093/iwc/iwac003","DOIUrl":"https://doi.org/10.1093/iwc/iwac003","url":null,"abstract":"\u0000 The time we each spend using smartphones is increasing. So is the extent of discussions on whether that time is well spent and whether it results in positive experiences and ultimately improves well-being. However, research on this question rarely links the time spent on smartphones, the specific applications used, the motivation for using them and their effects on well-being. We had 70 participants compare experiences with a frequently used smartphone application and an occasionally used one. The participants used the Screen Time feature of the iPhone to select the applications and provided qualitative and quantitative data on their use of the applications. The findings show that the experience of pragmatic and hedonic value differs between the two application types, as does the experience of regret. The motivation for using the applications also in'uences whether the time is experienced as well spent. We use these findings to nuance the general discussion of smartphone usage and well-being.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"96 1","pages":"522-536"},"PeriodicalIF":1.3,"publicationDate":"2022-04-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76254320","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Internet of things conversational agents (IoT-CAs) are making human–computer interactions ubiquitous. In this study, we experimentally examined the effects of IoT-CA use on face-to-face conversations between close partners. A total of 136 participants (68 close relationship dyads) participated in the experiment. We prepared an IoT chat environment and provided chat topics for each dyad. The dyads were randomly assigned into one of two IoT-CA use pattern groups (joint use: two persons using an IoT-CA together; individual use: one person using an IoT-CA alone) and three interaction conditions (no IoT-CA use, conversation content-relevant IoT-CA use, conversation content-irrelevant IoT-CA use). The results showed that compared with no IoT-CA use, IoT-CA use did not have negative effects on conversation experiences but produced feelings of greater closeness to the IoT-CA in the partners. Furthermore, joint IoT-CA use in the content-relevant condition (IoT-CA made comments relevant to interpersonal interactions) helped increase interpersonal self-disclosure.
{"title":"Talking with an IoT-CA: Effects of the Use of Internet of Things Conversational Agents on Face-to-Face Conversations","authors":"Ziyang Li, P. Rau","doi":"10.1093/iwc/iwab024","DOIUrl":"https://doi.org/10.1093/iwc/iwab024","url":null,"abstract":"\u0000 Internet of things conversational agents (IoT-CAs) are making human–computer interactions ubiquitous. In this study, we experimentally examined the effects of IoT-CA use on face-to-face conversations between close partners. A total of 136 participants (68 close relationship dyads) participated in the experiment. We prepared an IoT chat environment and provided chat topics for each dyad. The dyads were randomly assigned into one of two IoT-CA use pattern groups (joint use: two persons using an IoT-CA together; individual use: one person using an IoT-CA alone) and three interaction conditions (no IoT-CA use, conversation content-relevant IoT-CA use, conversation content-irrelevant IoT-CA use). The results showed that compared with no IoT-CA use, IoT-CA use did not have negative effects on conversation experiences but produced feelings of greater closeness to the IoT-CA in the partners. Furthermore, joint IoT-CA use in the content-relevant condition (IoT-CA made comments relevant to interpersonal interactions) helped increase interpersonal self-disclosure.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"90 1","pages":"238-249"},"PeriodicalIF":1.3,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"61472124","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This mixed methods study examined the impact of two design strategies on interactional processes in a collaborative tangible-tabletop land-use planning simulation. Twenty pairs of fifth grade children used the simulation to create a world they would want to live in. To investigate the impact of positive interdependence half the pairs were assigned one of two roles, each with an associated set of tangible ‘land-use’ stamp tools. All pairs were given access to pause and reflect tools. Quantitative results showed that children in the positive interdependence condition gave more one-way explanations to their partners than control pairs. They also had fewer but longer instances of bilaterally resolved conflict. Qualitative findings indicated the importance of pause and reflect tools for provoking explanations and resolving conflict. This study has revealed important considerations for the instantiation of positive interdependence and reflective pauses in collaborative tabletop learning systems, showing both quantitative and qualitative differences in the interactional processes that result from these design strategies. CCS CONCEPTS. Human-centered computing → Empirical studies in collaborative and social computing.
{"title":"Design Strategies for Collaborative Learning in Tangible Tabletops: Positive Interdependence and Reflective Pauses","authors":"A. Wise, A. Antle, Jillian L. Warren","doi":"10.1093/iwc/iwab026","DOIUrl":"https://doi.org/10.1093/iwc/iwab026","url":null,"abstract":"\u0000 This mixed methods study examined the impact of two design strategies on interactional processes in a collaborative tangible-tabletop land-use planning simulation. Twenty pairs of fifth grade children used the simulation to create a world they would want to live in. To investigate the impact of positive interdependence half the pairs were assigned one of two roles, each with an associated set of tangible ‘land-use’ stamp tools. All pairs were given access to pause and reflect tools. Quantitative results showed that children in the positive interdependence condition gave more one-way explanations to their partners than control pairs. They also had fewer but longer instances of bilaterally resolved conflict. Qualitative findings indicated the importance of pause and reflect tools for provoking explanations and resolving conflict. This study has revealed important considerations for the instantiation of positive interdependence and reflective pauses in collaborative tabletop learning systems, showing both quantitative and qualitative differences in the interactional processes that result from these design strategies.\u0000 CCS CONCEPTS.\u0000 Human-centered computing → Empirical studies in collaborative and social computing.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"33 1","pages":"271-294"},"PeriodicalIF":1.3,"publicationDate":"2021-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"61472676","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}