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Exploring the Extent of Usability for Augmented Profile Interfaces in Enhancing Conversation Experiences 探索增强配置文件界面在增强会话体验中的可用性程度
4区 计算机科学 Q1 Social Sciences Pub Date : 2023-09-28 DOI: 10.1093/iwc/iwad045
Hyeyoung Ryu, Hyeonseok Bang, Daeun Hwang, Younah Kang
Abstract In this study, we investigated how to design a usable augmented reality (AR) profile conversation assistant focusing on how and which information leads to enhanced conversation experience and satisfaction. We drew on usability practices including user need interviews, information disposition sessions and an experiment comparing the conversation experiences between AR profile usage and non-usage. We provide insights into how to design a user interface that can enhance users' conversation experience and satisfaction compared to existing interfaces, especially in terms of type, quantity and placement of information on the AR profile. The three main design insights are to (1) limit the topics to personal information, recent events, preferences and hobbies; (2) use a text-based card format with emojis and make a clear distinction between preferred and not preferred topics through font size and placement difference; and (3) limit the number of information provision pages to less than four pages; however, we were not able to resolve the problem of the guilt and artificiality users feel in acquiring information about others from the AR profile. Thus, to resolve this problem, we suggest shifting our paradigm from a techno-solutionist perspective to breaking the illusion of the omnipotence of technology.
在本研究中,我们研究了如何设计一个可用的增强现实(AR)配置文件会话助手,重点关注如何以及哪些信息导致增强的会话体验和满意度。我们借鉴了可用性实践,包括用户需求访谈、信息处理会议和比较AR配置文件使用和不使用之间的会话体验的实验。我们提供了如何设计用户界面的见解,与现有界面相比,可以增强用户的对话体验和满意度,特别是在AR配置文件上信息的类型,数量和位置方面。三个主要的设计见解是:(1)将主题限制在个人信息,最近发生的事件,偏好和爱好;(2)使用文字卡片形式的表情符号,通过字体大小和放置位置的差异,明确区分喜欢和不喜欢的话题;(三)信息提供页数不超过四页;然而,我们无法解决用户在从AR个人资料中获取他人信息时感到内疚和人为的问题。因此,为了解决这个问题,我们建议将我们的范式从技术解决主义的角度转变为打破技术无所不能的幻想。
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引用次数: 0
Identifying Students’ Group Work Problems: Design and Field Studies of a Supportive Peer Assessment 识别学生小组工作问题:支持性同伴评估的设计和实地研究
4区 计算机科学 Q1 Social Sciences Pub Date : 2023-09-28 DOI: 10.1093/iwc/iwad044
Isabella Saccardi, Danny Veth, Judith Masthoff
Abstract Group projects are part of the core educational experience in higher education, but many students report bad experiences with them, characterized by negative emotions and group problems. Group problems may undermine learning and cause stress and frustration. This may be prevented by monitoring and supporting groups, but this is often not feasible for teachers, who lack time and resources. This research aims to find a method for early identification of group work problems via computer-supported assessment. First, interviews and focus groups provided insights into the most common group problems and which visual features students preferred in a peer assessment. Next, two assessment versions were created: a simple, time-efficient version, and a more engaging, interactive one. We also created an initial version of E-Mate, a virtual agent that provides feedback on the assessment. These were tested in a field study. Most students reported a positive experience with the peer assessment, regardless of the version used. Teachers were also positive about its usefulness. Based on the feedback received, new features were added to the peer assessment survey and the E-Mate was redesigned; this new version was tested in a second field study. The results are in line with the previous field study and confirm the positive reception and usefulness of the survey, supporting the use of five attributes to evaluate group collaboration and the usage of a peer assessment survey to assess group work.
摘要:小组项目是高等教育中核心教育体验的一部分,但许多学生反映了他们的不良经历,其特征是消极情绪和群体问题。群体问题可能会破坏学习,造成压力和挫折。这可以通过监督和支持小组来防止,但这对缺乏时间和资源的教师来说往往是不可行的。本研究旨在寻找一种通过电脑辅助评估来早期识别小组作业问题的方法。首先,访谈和焦点小组提供了对最常见的小组问题的见解,以及学生在同伴评估中更喜欢哪些视觉特征。接下来,创建了两个评估版本:一个简单、省时的版本,以及一个更吸引人、更互动的版本。我们还创建了一个初始版本的E-Mate,一个提供评估反馈的虚拟代理。这些都在实地研究中进行了测试。无论使用何种版本,大多数学生都报告了对同行评估的积极体验。老师们也对它的有用性持肯定态度。根据收到的反馈,在同行评估调查中增加了新的功能,并重新设计了E-Mate;这个新版本在第二次实地研究中进行了测试。结果与之前的实地研究一致,并证实了调查的积极接受和有用性,支持使用五个属性来评估小组合作,并使用同行评估调查来评估小组工作。
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引用次数: 0
Experiences of Extensive User Involvement through Vision Seminars in a Large IT Project 在大型IT项目中通过视觉研讨会进行广泛用户参与的经验
4区 计算机科学 Q1 Social Sciences Pub Date : 2023-09-27 DOI: 10.1093/iwc/iwad046
Åsa Cajander, Marta Larusdottir, Thomas Lind, Magdalena Stadin
Abstract As the complexity of IT systems increases, the demand for methods taking the whole work situation into account grows. The Vision Seminar (VS) process addresses the future usage of technologies in complex digital work environments. This paper describes the experiences of conducting the VS process in the context of a large IT project to improve study-administrative work. The participants and stakeholders' experiences of participating in VS workshops were studied as the effect the participants and stakeholders believed the vision might have. Data were gathered through interviews and a survey. The participants were confident that the time spent on workshops was worthwhile and that achieving the future described in the resulting vision was feasible. The stakeholders perceived the VS process as rigorous. They were happily surprised by the positive spirit and engagement displayed by the participants. The utility of the resulting vision not being obvious was the most notable weakness mentioned.
随着IT系统复杂性的增加,对综合考虑整个工作情况的方法的需求也在增长。愿景研讨会(VS)的过程涉及技术在复杂数字工作环境中的未来使用。本文描述了在一个大型IT项目中实施VS流程以改进学习管理工作的经验。参与者和利益相关者参与VS研讨会的经验被研究为参与者和利益相关者认为愿景可能产生的影响。数据是通过访谈和调查收集的。与会者相信,花在讲习班上的时间是值得的,实现最终愿景中描述的未来是可行的。利益相关者认为VS过程是严格的。他们对参与者表现出的积极精神和参与感到惊喜。所产生的视觉效果不明显是最明显的缺点。
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引用次数: 0
Why Pandemics and Climate Change Are Hard to Understand and Make Decision-Making Difficult 为什么流行病和气候变化难以理解并使决策困难
4区 计算机科学 Q1 Social Sciences Pub Date : 2023-08-28 DOI: 10.1093/iwc/iwad043
Alan Dix, Raymond Bond, Ana Caraban
Abstract This paper draws on diverse psychological, behavioural and numerical literature to understand some of the challenges we all face in making sense of large-scale phenomena and use this to create a road map for HCI responses. This body of knowledge offers tools and principles that can help HCI researchers deliver value now, but also highlights challenges for future HCI research. The paper is framed by looking at patterns and information that highlight some of the common misunderstandings that arise—not just for politicians and the general public but also for many in the academic community. This paper does not have all the answers to this, but we hope it provides some and, perhaps more importantly, raises questions that we need to address as scientific and technical communities.
本文借鉴了各种心理学、行为学和数值文献,以理解我们在理解大规模现象时所面临的一些挑战,并以此为HCI反应创建路线图。这一知识体系提供了工具和原则,可以帮助HCI研究人员现在创造价值,但也突出了未来HCI研究的挑战。这篇论文是通过观察模式和信息来构建的,这些模式和信息突出了一些常见的误解,这些误解不仅对政治家和普通公众,而且对学术界的许多人来说也是如此。这篇论文并没有对这个问题给出所有的答案,但是我们希望它提供一些答案,也许更重要的是,它提出了我们作为科学和技术团体需要解决的问题。
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引用次数: 0
Design for Emergency: How Digital Technologies Enabled an Open Design Platform to Respond to COVID-19 面向紧急情况的设计:数字技术如何使开放设计平台应对COVID-19
4区 计算机科学 Q1 Social Sciences Pub Date : 2023-08-21 DOI: 10.1093/iwc/iwad042
Sara Colombo, Estefania Ciliotta, Lucia Marengo, Houjiang Liu, Piero Molino, Paolo Ciuccarelli
Abstract In the COVID-19 pandemic, digital technologies (DT) supported the design and implementation of solutions addressing new needs and living conditions. We describe Design for Emergency, a digital open design platform developed to ideate solutions for people's fast-changing needs in the pandemic, to analyze how DT can affect human-centered design processes during emergencies. We illustrate how DT: i) helped quickly collect and analyse people's needs in different countries, visualize such data, and identify design directions and problem spaces; ii) facilitated the creation of a virtual network of stakeholders and an open-innovation digital platform; iii) inspired the ideation of solutions responding to people's changing needs and affected their implementation. We discuss the implications of adopting DT in designing for and during emergencies, as well as their current and future potential to promptly respond to emergency situations through a human-centered approach.
在2019冠状病毒病大流行期间,数字技术支持了解决方案的设计和实施,以满足新的需求和生活条件。我们描述了应急设计,这是一个数字开放设计平台,旨在为大流行期间人们快速变化的需求提供解决方案,以分析DT如何影响紧急情况下以人为本的设计过程。我们说明了DT如何:i)帮助快速收集和分析不同国家人们的需求,将这些数据可视化,并确定设计方向和问题空间;Ii)促进利益相关者虚拟网络和开放式创新数字平台的创建;(三)激发了针对人们不断变化的需求的解决方案的构想,并影响了其实施。我们讨论了在紧急情况下和紧急情况期间采用技术创新设计的意义,以及它们通过以人为本的方法迅速应对紧急情况的当前和未来潜力。
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引用次数: 0
Learning Chinese Calligraphy in VR With Sponge-Enabled Haptic Feedback 使用海绵触觉反馈在VR中学习中国书法
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-07-19 DOI: 10.1093/iwc/iwad041
Guoliang Luo, Tingsong Lu, Haibin Xia, Shicong Hu, Shihui Guo
Nowadays, virtual reality (VR) is becoming an important technique for various educational subjects. However, Chinese calligraphy, as a unique artistic form, remains under-explored in terms of learning in a VR configuration. This deficiency is largely due to the challenge to render delicate haptic feedback of pen and brush during the process of writing. To achieve the purpose of haptic rendering, existing works mostly use the professional device (e.g. Phantom), which is expensive and not accessible to common users. Our work presents a novel yet simple approach to render haptic feedback for Chinese calligraphy in VR by using soft and deformable sponge as the medium between the handheld controller and writing surface. We compared three different feedback configurations using on-device vibration and sponge-enabled haptic feedback against the baseline configuration with no force feedback. Based on both the qualitative and quantitative results from user studies, we found that sponge-based haptic feedback not only provided a comfort experience of interactive virtual writing but also accelerated the learning performance of novices. Our approach is low cost, scalable and produces realistic user experience, which offers an alternative solution for future development of training systems for virtual Chinese calligraphy.
如今,虚拟现实(VR)正成为各种教育科目的重要技术。然而,中国书法作为一种独特的艺术形式,在VR配置中的学习方面仍有待探索。这种不足很大程度上是由于在书写过程中难以呈现钢笔和刷子的精细触觉反馈。为了达到触觉渲染的目的,现有作品大多使用专业设备(如Phantom),价格昂贵,普通用户无法访问。我们的工作提出了一种新颖而简单的方法,通过使用柔软可变形的海绵作为手持控制器和书写表面之间的介质,在VR中为中国书法呈现触觉反馈。我们将使用设备上振动和海绵触觉反馈的三种不同反馈配置与没有力反馈的基线配置进行了比较。基于用户研究的定性和定量结果,我们发现基于海绵的触觉反馈不仅提供了交互式虚拟写作的舒适体验,而且加速了新手的学习表现。我们的方法成本低,可扩展,并产生逼真的用户体验,为未来开发虚拟汉字书法培训系统提供了一种替代解决方案。
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引用次数: 0
Eye-Controlled Cursor Stabilization Technique Based on Optimal Estimation 基于最优估计的眼控光标稳定技术
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-06-22 DOI: 10.1093/iwc/iwad040
Jibin Yin, Yingtao Wang, Cheng Chen, Xiangliang Zhang
In this study, we propose a stabilization algorithm based on optimal estimation to improve the stability of the eye-controlled cursor. The main principle is that the optimal result of the cursor state at the previous moment is used to calculate the predicted value of the current cursor state (a priori estimate). Then, the actual state of the cursor given by the eye tracker is used to correct the predicted value so as to move the cursor smoothly and stably. To verify the performance of the proposed eye-controlled cursor stabilization technique, we designed two sets of control experiments to compare our technique with two classical eye-controlled cursor stabilization techniques: manual and gaze input cascaded and warping to target centre. The experimental results show our stabilization algorithm significantly improves the performance speed of the eye-controlled cursor and reduces the error rate. It is additionally more accessible for users and has good application potential.
在这项研究中,我们提出了一种基于最优估计的稳定算法,以提高眼睛控制光标的稳定性。主要原理是使用前一时刻的光标状态的最佳结果来计算当前光标状态的预测值(先验估计)。然后,使用眼睛跟踪器给出的光标的实际状态来校正预测值,以便平滑稳定地移动光标。为了验证所提出的眼睛控制的光标稳定技术的性能,我们设计了两组控制实验,将我们的技术与两种经典的眼睛控制光标稳定技术进行比较:手动和凝视输入级联并扭曲到目标中心。实验结果表明,我们的稳定算法显著提高了眼控光标的性能速度,降低了错误率。此外,它对用户来说更容易访问,并且具有良好的应用潜力。
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引用次数: 0
Talk or Text? The Role of Communication Modalities in the Adoption of a Non-directive, Goal-Attainment Coaching Chatbot 聊天还是发短信?沟通方式在采用非指令、目标实现教练聊天机器人中的作用
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-06-21 DOI: 10.1093/iwc/iwad039
N. Terblanche, G. P. Wallis, M. Kidd
Despite the proliferation of chatbots (conversational agents) in increasingly varied contexts, user satisfaction with chatbot interactions remains a challenge. We do not yet fully understand chatbot usability and adoption factors or how to customize chatbots based on users' personality traits. One important and under researched aspect of chatbot design is users' perceptions of different communication modalities such as voice and text. In this between-group study (n = 393 participants), we asked participants to rate an equivalent text-based (n = 189) and voice-based (n = 204) non-directive, goal-attainment coaching chatbot in terms of usability, performance expectancy and risk perception. We also considered participants' personality in terms of extraversion. For usability across all participants, there was no difference between the chatbots for all participants; however, a higher rating of the voicebot was observed in the group classified as introverts and no difference was found for participants classified as extroverts. For performance expectancy all participants, extroverts and introverts rated the textbot higher. Risk ratings showed no difference between bots for all participants, extroverts and introverts. The results suggest that the voicebot was considered slightly easier to use for some participants while the textbot was considered to perform better by all participants. Creators of chatbots should consider using voice as a modality to attract users and text as a mode to accomplish complex tasks. Extraversion did not play a significant part in chatbot communication modality choice. These results may assist in designing context and audience-specific chatbots for increased efficacy and user satisfaction.
尽管聊天机器人(会话代理)在日益多样化的环境中激增,但用户对聊天机器人交互的满意度仍然是一个挑战。我们还没有完全了解聊天机器人的可用性和采用因素,或者如何根据用户的个性特征定制聊天机器人。聊天机器人设计的一个重要且研究不足的方面是用户对不同通信方式(如语音和文本)的感知。在这项组间研究中(n = 393名参与者),我们要求参与者在可用性、性能预期和风险感知方面对同等的基于文本(n = 189)和基于语音(n = 204)的非指标性目标实现指导聊天机器人进行评分。我们还考虑了参与者的性格外向性。对于所有参与者的可用性,所有参与者的聊天机器人之间没有差异;然而,在被归类为内向者的小组中,观察到语音机器人的评分更高,而在被归类为外向者的小组中没有发现差异。就预期表现而言,所有参与者,无论是外向者还是内向者,都对短信机器人的评价更高。所有参与者(外向者和内向者)的风险评级显示,机器人之间没有差异。结果表明,一些参与者认为语音机器人更容易使用,而所有参与者都认为文本机器人表现更好。聊天机器人的创造者应该考虑将语音作为吸引用户的一种方式,将文本作为完成复杂任务的一种方式。外向性在聊天机器人沟通方式选择中没有显著作用。这些结果可能有助于设计上下文和受众特定的聊天机器人,以提高效率和用户满意度。
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引用次数: 1
Introduction to the Special Issue on HCI in Latin America 拉丁美洲HCI特刊导言
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-06-15 DOI: 10.1093/iwc/iwad038
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引用次数: 0
Designing Adaptive, Mixed-Mode HCI Research for Resilience 设计适应性、混合模式HCI弹性研究
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-06-10 DOI: 10.1093/iwc/iwad033
Nitin Verma, K. Fleischmann, Kolina S. Koltai
We describe the design of a mixed-mode study that illustrates an adaptive approach to conducting HCI research. This mixed-mode approach is resilient to circumstances created by public health crises such as the COVID-19 pandemic. We based our study around a web-based survey instrument that was used both online (N = 205) and in an HCI lab (N = 29). Both modalities offer their respective advantages and limitations but complement each other to paint a picture that could not be obtained with either modality by itself. We believe that this approach may be timely and helpful for HCI researchers who moved to online data collection during the pandemic and are looking for ways to augment that data with lab data. This study design provides a potential template for mixed-mode research that can be resilient to future societal crises.
我们描述了一个混合模式研究的设计,说明了一种进行HCI研究的自适应方法。这种混合模式方法能够适应2019冠状病毒病大流行等公共卫生危机造成的情况。我们的研究基于一种基于网络的调查工具,该工具在线(N = 205)和在HCI实验室(N = 29)使用。两种模式各有优缺点,但又相辅相成,描绘出一幅任何一种模式都无法单独获得的画面。我们认为,对于在大流行期间转向在线数据收集的HCI研究人员来说,这种方法可能是及时和有帮助的,他们正在寻找用实验室数据增加这些数据的方法。这项研究设计为混合模式研究提供了一个潜在的模板,可以适应未来的社会危机。
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引用次数: 0
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