Playing a massively multiplayer online role-playing game (MMORPG) is no longer just a personal hobby, and the genre has evolved into a forum that encourages continual interaction among its users. To determine the motivation behind the user’s participation of MMORPG, we suggest social comparison and self-expansion theories. Specifically, this study proposes a research model that comprehensively identifies the effects of psychological motives (social comparison motive and belongingness) and immersive gaming behaviors (social presence and flow experience) on behavioral factors (continuous play intention and loyalty). We analyzed 274 valid survey questionnaire responses. Our findings contribute to a growing body of literature that identifies the motives of users to play MMORPGs by applying social comparison and self-expansion theories to understand the factors that influence people to play MMORPGs. Furthermore, the study’s results have practical implications for game developers, suggesting that they should develop content strategically to attract users.
{"title":"‘I Feel Like I’m with You; Therefore, I’m Having Fun’: The Effects of Social Comparison and Belongingness on Continuous Play Intention for Online Games and Loyalty","authors":"Jihyeon Lee, Hanku Kim","doi":"10.1093/iwc/iwae005","DOIUrl":"https://doi.org/10.1093/iwc/iwae005","url":null,"abstract":"Playing a massively multiplayer online role-playing game (MMORPG) is no longer just a personal hobby, and the genre has evolved into a forum that encourages continual interaction among its users. To determine the motivation behind the user’s participation of MMORPG, we suggest social comparison and self-expansion theories. Specifically, this study proposes a research model that comprehensively identifies the effects of psychological motives (social comparison motive and belongingness) and immersive gaming behaviors (social presence and flow experience) on behavioral factors (continuous play intention and loyalty). We analyzed 274 valid survey questionnaire responses. Our findings contribute to a growing body of literature that identifies the motives of users to play MMORPGs by applying social comparison and self-expansion theories to understand the factors that influence people to play MMORPGs. Furthermore, the study’s results have practical implications for game developers, suggesting that they should develop content strategically to attract users.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"1 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140594503","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}
Labeling is critical in creating training datasets for supervised machine learning, and is a common form of crowd work heteromation. It typically requires manual labor, is badly compensated and not infrequently bores the workers involved. Although task variety is known to drive human autonomy and intrinsic motivation, there is little research in this regard in the labeling context. Against this backdrop, we manipulate the presentation sequence of a labeling task in an online experiment and use the theoretical lens of self-determination theory to explain psychological work outcomes and work performance. We rely on 176 crowd workers contributing with group comparisons between three presentation sequences (by label, by image, random) and a mediation path analysis along the phenomena studied. Surprising among our key findings is that the task variety when sorting by label is perceived higher than when sorting by image and the random group. Naturally, one would assume that the random group would be perceived as most varied. We choose a visual metaphor to explain this phenomenon, whereas paintings offer a structured presentation of coloured pixels, as opposed to random noise.
{"title":"Paintings, Not Noise—The Role of Presentation Sequence in Labeling","authors":"Merlin Knaeble, Mario Nadj, Alexander Maedche","doi":"10.1093/iwc/iwae008","DOIUrl":"https://doi.org/10.1093/iwc/iwae008","url":null,"abstract":"Labeling is critical in creating training datasets for supervised machine learning, and is a common form of crowd work heteromation. It typically requires manual labor, is badly compensated and not infrequently bores the workers involved. Although task variety is known to drive human autonomy and intrinsic motivation, there is little research in this regard in the labeling context. Against this backdrop, we manipulate the presentation sequence of a labeling task in an online experiment and use the theoretical lens of self-determination theory to explain psychological work outcomes and work performance. We rely on 176 crowd workers contributing with group comparisons between three presentation sequences (by label, by image, random) and a mediation path analysis along the phenomena studied. Surprising among our key findings is that the task variety when sorting by label is perceived higher than when sorting by image and the random group. Naturally, one would assume that the random group would be perceived as most varied. We choose a visual metaphor to explain this phenomenon, whereas paintings offer a structured presentation of coloured pixels, as opposed to random noise.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"31 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140155396","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}
The aim of this study is to investigate the use of the sentence completion technique (SCT) as a user experience (UX) research method. We conducted an online experiment (N = 400) to test the effect of sentence stem variations on sentence completion outcomes. Using a between-subjects design, half of the participants were exposed to impersonal sentence stems that did not include pronouns while the other half were exposed to stems formulated using first-person pronouns (PR). Additional hypotheses around stem formats (use of redundant stems, imaginative stems, two blanks stems, generic stems, stems prompting others’ perception) were tested using a within-subject design. The results do not support hypothesized differences between the pronoun and no pronoun condition. Findings however show that varying the format of the stem influences response behavior, as measured by variety, quantity and novelty of ideas, as well as the length of response. This study contributes to consolidating the use of SCT as a user research method and proposes actionable recommendations on how to create optimal sentence completion surveys in Human-Computer Interaction (HCI).
{"title":"Sentence Completion as a User Experience Research Method: Recommendations From an Experimental Study","authors":"Denise Schmidt, Karsten Nebe, Carine Lallemand","doi":"10.1093/iwc/iwae002","DOIUrl":"https://doi.org/10.1093/iwc/iwae002","url":null,"abstract":"The aim of this study is to investigate the use of the sentence completion technique (SCT) as a user experience (UX) research method. We conducted an online experiment (N = 400) to test the effect of sentence stem variations on sentence completion outcomes. Using a between-subjects design, half of the participants were exposed to impersonal sentence stems that did not include pronouns while the other half were exposed to stems formulated using first-person pronouns (PR). Additional hypotheses around stem formats (use of redundant stems, imaginative stems, two blanks stems, generic stems, stems prompting others’ perception) were tested using a within-subject design. The results do not support hypothesized differences between the pronoun and no pronoun condition. Findings however show that varying the format of the stem influences response behavior, as measured by variety, quantity and novelty of ideas, as well as the length of response. This study contributes to consolidating the use of SCT as a user research method and proposes actionable recommendations on how to create optimal sentence completion surveys in Human-Computer Interaction (HCI).","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"111 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-03-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140074687","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}
Robotic vacuum cleaners are a prime example of home automation and a rich source of information about how people experience it. On the basis of a 3-week diary study, this article compares householders’ user experience (UX) of robotic vacuum cleaners with their UX of three types of manual vacuum cleaner. The main finding is that robotic vacuum cleaners are inferior in use, yet transform vacuuming. While their inferiority is about their pragmatic qualities, their transformative power relates to their autonomy, agency and hedonic qualities. This contradictory UX involves that robotic vacuum cleaners perform worse or not at all on seven out of nine surfaces and, at the same time, appear to escalate cleanliness standards. The transformation of household chores such as vacuuming is ongoing and calls for further research on engineering and merging the pragmatic and hedonic aspects of UX.
{"title":"Inferior, Yet Transformative: the User Experience with Robotic Vacuum Cleaners","authors":"Morten Hertzum","doi":"10.1093/iwc/iwae003","DOIUrl":"https://doi.org/10.1093/iwc/iwae003","url":null,"abstract":"Robotic vacuum cleaners are a prime example of home automation and a rich source of information about how people experience it. On the basis of a 3-week diary study, this article compares householders’ user experience (UX) of robotic vacuum cleaners with their UX of three types of manual vacuum cleaner. The main finding is that robotic vacuum cleaners are inferior in use, yet transform vacuuming. While their inferiority is about their pragmatic qualities, their transformative power relates to their autonomy, agency and hedonic qualities. This contradictory UX involves that robotic vacuum cleaners perform worse or not at all on seven out of nine surfaces and, at the same time, appear to escalate cleanliness standards. The transformation of household chores such as vacuuming is ongoing and calls for further research on engineering and merging the pragmatic and hedonic aspects of UX.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"28 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140004039","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}
The idea of target expansion was proposed two decades ago for manual target acquisition, but it is not feasible to implement this idea in traditional user interfaces as the interactive system cannot know exactly which target is the desired one and should be expanded among several candidates. With the increasing maturity of eye tracking technology, gaze input has moved from an academically promising technique to an input method with built-in support in Windows 10; and target expansion has already become very feasible in the context of gaze input, as the user’s eye gaze is inherently an indicator of the desired target due to the natural eye-hand coordination in everyday tasks. However, a comprehensive evaluation is still lacking. In this study, two experiments were conducted, each with a different group of subjects, to investigate the effects of target expansion under different expansion feedback styles (visible vs. invisible), expansion factors, as well as different target appearances (i.e., circular vs. rectangular). The experimental results indicated that (1) the index of difficulty in eye pointing tasks (IDeye) does not depend on the initial size of the target, but on its final size, and that the corresponding human performance can be accurately predicted using the IDeye model instead of Fitts’ law; and that (2) the visible expansion style could disrupt the user’s fixations, making the measured human performance less efficient to some extent, but overall the theoretical predictions using the IDeye model were almost the same as the baselines. Following the experimental results, this study also provided some practical suggestions for UI design.
目标扩展的想法早在二十年前就已提出,用于手动获取目标,但在传统的用户界面中实现这一想法并不可行,因为交互系统无法准确知道哪个目标是所需目标,需要在多个候选目标中进行扩展。随着眼球跟踪技术的日益成熟,注视输入法已从一种学术上很有前途的技术发展成为 Windows 10 内置支持的输入方法;而在注视输入法的背景下,目标扩展已经变得非常可行,因为在日常任务中,用户的眼球注视是自然的眼手协调,因此眼球注视本身就是所需目标的指示器。然而,目前仍缺乏全面的评估。本研究进行了两项实验,每项实验都有一组不同的受试者参加,以研究目标扩展在不同扩展反馈方式(可见与不可见)、扩展因素以及不同目标外观(即圆形与矩形)下的效果。实验结果表明:(1) 眼睛指向任务的难度指数(IDeye)并不取决于目标的初始大小,而是取决于目标的最终大小,使用 IDeye 模型而不是 Fitts' law 可以准确预测相应的人类表现;(2) 可见的扩展方式可能会扰乱用户的固定,在一定程度上使测得的人类表现效率降低,但总体而言,使用 IDeye 模型的理论预测结果与基线基本一致。根据实验结果,本研究还为用户界面设计提供了一些实用建议。
{"title":"Evaluating Target Expansion for Eye Pointing Tasks","authors":"Xinyong Zhang","doi":"10.1093/iwc/iwae004","DOIUrl":"https://doi.org/10.1093/iwc/iwae004","url":null,"abstract":"The idea of target expansion was proposed two decades ago for manual target acquisition, but it is not feasible to implement this idea in traditional user interfaces as the interactive system cannot know exactly which target is the desired one and should be expanded among several candidates. With the increasing maturity of eye tracking technology, gaze input has moved from an academically promising technique to an input method with built-in support in Windows 10; and target expansion has already become very feasible in the context of gaze input, as the user’s eye gaze is inherently an indicator of the desired target due to the natural eye-hand coordination in everyday tasks. However, a comprehensive evaluation is still lacking. In this study, two experiments were conducted, each with a different group of subjects, to investigate the effects of target expansion under different expansion feedback styles (visible vs. invisible), expansion factors, as well as different target appearances (i.e., circular vs. rectangular). The experimental results indicated that (1) the index of difficulty in eye pointing tasks (IDeye) does not depend on the initial size of the target, but on its final size, and that the corresponding human performance can be accurately predicted using the IDeye model instead of Fitts’ law; and that (2) the visible expansion style could disrupt the user’s fixations, making the measured human performance less efficient to some extent, but overall the theoretical predictions using the IDeye model were almost the same as the baselines. Following the experimental results, this study also provided some practical suggestions for UI design.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"77 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140004042","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}
Ehsan Mortazavi, Philippe Doyon-Poulin, Daniel Imbeau, Jean-Marc Robert
Billions of users around the world use mobile applications and computer software to achieve their professional and personal goals. This situation drives User Experience (UX) researchers and practitioners to assess the importance of UX dimensions across different products, to facilitate the design, development and evaluation of new products. To that end, this study surveyed a group of 200 end users and 8 UX experts from Canada to document the importance of 21 UX dimensions for 15 software product categories. The results confirmed that the importance of UX dimensions varies between product categories. Comparing the findings to those of similar studies conducted in Germany and Indonesia revealed that, while culture influences the rating of UX dimensions, the importance of UX dimensions is still determined by the product category. Comparisons between the importance ratings of UX dimensions between end users and experts and within end users were not significant in 77% and 97% of cases, respectively. Results showed that task-based product categories rely more on pragmatic dimensions (i.e. functionality and usability) while leisure-based products value hedonic dimensions (i.e. pleasure) as well. This study benefits researchers and practitioners by enabling them to select the most important UX dimensions for evaluating their products. CCS CONCEPTS: • Human-centered computing • Human-Computer Interaction (HCI) • HCI design and evaluation methods. Additional Keywords and Phrases: User experience, UX dimension, UX evaluation, culture.
{"title":"Identifying the Importance of UX Dimensions for Different Software Product Categories","authors":"Ehsan Mortazavi, Philippe Doyon-Poulin, Daniel Imbeau, Jean-Marc Robert","doi":"10.1093/iwc/iwae001","DOIUrl":"https://doi.org/10.1093/iwc/iwae001","url":null,"abstract":"Billions of users around the world use mobile applications and computer software to achieve their professional and personal goals. This situation drives User Experience (UX) researchers and practitioners to assess the importance of UX dimensions across different products, to facilitate the design, development and evaluation of new products. To that end, this study surveyed a group of 200 end users and 8 UX experts from Canada to document the importance of 21 UX dimensions for 15 software product categories. The results confirmed that the importance of UX dimensions varies between product categories. Comparing the findings to those of similar studies conducted in Germany and Indonesia revealed that, while culture influences the rating of UX dimensions, the importance of UX dimensions is still determined by the product category. Comparisons between the importance ratings of UX dimensions between end users and experts and within end users were not significant in 77% and 97% of cases, respectively. Results showed that task-based product categories rely more on pragmatic dimensions (i.e. functionality and usability) while leisure-based products value hedonic dimensions (i.e. pleasure) as well. This study benefits researchers and practitioners by enabling them to select the most important UX dimensions for evaluating their products. CCS CONCEPTS: • Human-centered computing • Human-Computer Interaction (HCI) • HCI design and evaluation methods. Additional Keywords and Phrases: User experience, UX dimension, UX evaluation, culture.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"208 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-02-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139679582","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}
Marlies Van de Casteele, Bart Soenens, Koen Ponnet, Simon Perneel, Nele Flamant, Maarten Vansteenkiste
Despite the common belief that spending excessive time on social media apps harms adolescents' daily functioning, the impact of screen time is likely to differ depending on how well the use of social media aligns with adolescents' psychological needs for autonomy, competence, and relatedness. Grounded in self-determination theory, the aim of this study was to examine how both screen time and basic psychological needs on social media relate to adolescents’ daily goal striving and affective states. To this end, a 7-day diary study was conducted, and screen time (i.e. duration and frequency) was monitored objectively through an application on adolescents’ smartphones. In two daily surveys, participants reported on their basic psychological needs (i.e. satisfaction and frustration of the needs for autonomy, competence and relatedness) when spending time on social media, their experienced goal interference (i.e. guilt, goal conflict and rumination) and their affective states (i.e. positive and negative affect). Examining the data of 107 adolescents (M age = 15.28 years, SD = 1.66, range = 12–19; 53.3% female), multilevel path analyses revealed that, at the daily level, frustration of the basic psychological needs on social media was associated with temporary increases in guilt, goal conflict and negative affect. On the contrary, when adolescents felt satisfied with their needs during their time on social media, they reported better affective states. The duration of screen time also yielded an interfering effect (i.e. main effect), but this effect was attenuated when adolescents experienced high need satisfaction during their time on social media (i.e. interaction effect). Some lingering effects were found, with need satisfaction on SMU in the afternoon predicting lower guilt and goal conflict and need frustration on SMU relating to elevated rumination in the evening. These findings highlight the complex interplay between basic psychological needs on SMU and screen time for adolescents’ daily goal striving and affective well-being.
{"title":"Unraveling the Role of Social Media on Adolescents’ Daily Goals and Affect: The Interplay Between Basic Psychological Needs and Screen Time","authors":"Marlies Van de Casteele, Bart Soenens, Koen Ponnet, Simon Perneel, Nele Flamant, Maarten Vansteenkiste","doi":"10.1093/iwc/iwad055","DOIUrl":"https://doi.org/10.1093/iwc/iwad055","url":null,"abstract":"Despite the common belief that spending excessive time on social media apps harms adolescents' daily functioning, the impact of screen time is likely to differ depending on how well the use of social media aligns with adolescents' psychological needs for autonomy, competence, and relatedness. Grounded in self-determination theory, the aim of this study was to examine how both screen time and basic psychological needs on social media relate to adolescents’ daily goal striving and affective states. To this end, a 7-day diary study was conducted, and screen time (i.e. duration and frequency) was monitored objectively through an application on adolescents’ smartphones. In two daily surveys, participants reported on their basic psychological needs (i.e. satisfaction and frustration of the needs for autonomy, competence and relatedness) when spending time on social media, their experienced goal interference (i.e. guilt, goal conflict and rumination) and their affective states (i.e. positive and negative affect). Examining the data of 107 adolescents (M age = 15.28 years, SD = 1.66, range = 12–19; 53.3% female), multilevel path analyses revealed that, at the daily level, frustration of the basic psychological needs on social media was associated with temporary increases in guilt, goal conflict and negative affect. On the contrary, when adolescents felt satisfied with their needs during their time on social media, they reported better affective states. The duration of screen time also yielded an interfering effect (i.e. main effect), but this effect was attenuated when adolescents experienced high need satisfaction during their time on social media (i.e. interaction effect). Some lingering effects were found, with need satisfaction on SMU in the afternoon predicting lower guilt and goal conflict and need frustration on SMU relating to elevated rumination in the evening. These findings highlight the complex interplay between basic psychological needs on SMU and screen time for adolescents’ daily goal striving and affective well-being.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"142 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-01-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139586407","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}
Encounters and interactions with cybersecurity are now regular and routine experiences for information technology users across a variety of devices, systems and services. Unfortunately, however, despite long-term recognition of the importance of usability in the technology context, the user experience of cybersecurity and privacy is by no means guaranteed to address this criterion. This paper presents an outline of usability issues and challenges in the cybersecurity context, with examples of how it has (or indeed has not) evolved in some established contexts (looking in particular at web browsing and user authentication), as well as consideration of the extent to which any better attention is apparent within more recent and emerging technology contexts (considering the presentation of related features in scenarios including app stores and smart devices). Based on the evidence, cybersecurity is clearly yet to reach a stage where its mention would naturally imply usability, but at the same time the two concepts do not have to represent a contradiction in terms. The resulting requirement is for the increasing recognition of the issue to translate into a greater level of resulting attention and action.
{"title":"Usable Cybersecurity: a Contradiction in Terms?","authors":"Steven Furnell","doi":"10.1093/iwc/iwad035","DOIUrl":"https://doi.org/10.1093/iwc/iwad035","url":null,"abstract":"Encounters and interactions with cybersecurity are now regular and routine experiences for information technology users across a variety of devices, systems and services. Unfortunately, however, despite long-term recognition of the importance of usability in the technology context, the user experience of cybersecurity and privacy is by no means guaranteed to address this criterion. This paper presents an outline of usability issues and challenges in the cybersecurity context, with examples of how it has (or indeed has not) evolved in some established contexts (looking in particular at web browsing and user authentication), as well as consideration of the extent to which any better attention is apparent within more recent and emerging technology contexts (considering the presentation of related features in scenarios including app stores and smart devices). Based on the evidence, cybersecurity is clearly yet to reach a stage where its mention would naturally imply usability, but at the same time the two concepts do not have to represent a contradiction in terms. The resulting requirement is for the increasing recognition of the issue to translate into a greater level of resulting attention and action.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"11 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-01-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139561490","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 study used eye-tracking glasses to better understand how children explore low-fidelity prototypes in the context of user experience studies and to explore the potential of eye tracking in this context. The main research question that was being explored was whether the aesthetic refinement, either wireframe or high-resolution images, would affect children’s self-report and if so, or if not, what could be learned from knowing where children looked when exploring the prototypes. The results showed that the aesthetic refinement had little influence over the children’s overall ratings of the game. The eye-tracking data demonstrated that there were no differences in the time spent viewing the prototypes and most of the children focused on both the visuals and text on all the pages. However, there were a higher number of fixations recorded in the wireframe prototype compared to the photo-realistic version. This paper contributes to the design of prototypes through an understanding of how children interact with prototypes, demonstrating the importance of the text along with the visuals when evaluating game concepts with children. Further research is required to understand the differences and whether similar results are replicated with different games.
{"title":"Using Eye-Tracking to Demonstrate Children’s Attention to Detail When Evaluating Low-Fidelity Prototypes","authors":"Gavin Sim, Janet C Read","doi":"10.1093/iwc/iwad052","DOIUrl":"https://doi.org/10.1093/iwc/iwad052","url":null,"abstract":"This study used eye-tracking glasses to better understand how children explore low-fidelity prototypes in the context of user experience studies and to explore the potential of eye tracking in this context. The main research question that was being explored was whether the aesthetic refinement, either wireframe or high-resolution images, would affect children’s self-report and if so, or if not, what could be learned from knowing where children looked when exploring the prototypes. The results showed that the aesthetic refinement had little influence over the children’s overall ratings of the game. The eye-tracking data demonstrated that there were no differences in the time spent viewing the prototypes and most of the children focused on both the visuals and text on all the pages. However, there were a higher number of fixations recorded in the wireframe prototype compared to the photo-realistic version. This paper contributes to the design of prototypes through an understanding of how children interact with prototypes, demonstrating the importance of the text along with the visuals when evaluating game concepts with children. Further research is required to understand the differences and whether similar results are replicated with different games.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"3 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139476740","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}
Websites for university units provide lists of faculty (teaching staff) to support a variety of users’ tasks including creating collaborations and student choice for projects and courses. However, these lists often only provide shallow features about the faculty such as pictures and names and not the semantic attributes of expertise, interest, or accomplishments. Prospective students, faculty, parents, donors, and those in the community often cannot directly access these semantic attributes and sometimes not without extensive search. Not having scholarship-focused individual entries leaves the selection process more open for implicit and explicit biases to be applied when searching for areas of expertise—if the website is face-focused (only pictures and names are provided), users can only choose (or choose who to explore further) based solely on name and physical appearance, thus including race, clothing and attractiveness. This paper argues for ease of access to the right information and self-authorship of the public-facing information. We document that this problem is pervasive at universities across the world (n = 275). We suggest good practices for decreasing the prominence of less relevant information to summarize faculty. This is accomplished by increasing the prominence and accessibility of more relevant information, including self-reported research interests and accomplishments. We provide example templates to support more semantic choices that would be applicable to similar organizational lists. This approach could be applied to other sets of professionals, such as doctors and lawyers.
{"title":"Professors Need Not Be Just a Pretty Face: How Faculty Directories Can Decrease the Opportunity for Bias and Better Support Users by Directly Providing Semantic Information","authors":"Frank E Ritter, Aidan C Engleka","doi":"10.1093/iwc/iwad053","DOIUrl":"https://doi.org/10.1093/iwc/iwad053","url":null,"abstract":"Websites for university units provide lists of faculty (teaching staff) to support a variety of users’ tasks including creating collaborations and student choice for projects and courses. However, these lists often only provide shallow features about the faculty such as pictures and names and not the semantic attributes of expertise, interest, or accomplishments. Prospective students, faculty, parents, donors, and those in the community often cannot directly access these semantic attributes and sometimes not without extensive search. Not having scholarship-focused individual entries leaves the selection process more open for implicit and explicit biases to be applied when searching for areas of expertise—if the website is face-focused (only pictures and names are provided), users can only choose (or choose who to explore further) based solely on name and physical appearance, thus including race, clothing and attractiveness. This paper argues for ease of access to the right information and self-authorship of the public-facing information. We document that this problem is pervasive at universities across the world (n = 275). We suggest good practices for decreasing the prominence of less relevant information to summarize faculty. This is accomplished by increasing the prominence and accessibility of more relevant information, including self-reported research interests and accomplishments. We provide example templates to support more semantic choices that would be applicable to similar organizational lists. This approach could be applied to other sets of professionals, such as doctors and lawyers.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"164 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139476783","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}