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Facilitating Implicit Emotion Regulation in Online News Commenting—An Experimental Vignette Study 促进网络新闻评论中的内隐情绪调节——一项实验研究
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwad010
Aleksi H Syrjämäki;Mirja Ilves;Joel Kiskola;Anna Rantasila;Poika Isokoski;Thomas Olsson;Veikko Surakka
An online experiment investigated the perceived effects of a user interface (UI) intervention aiming to support online news commenters' emotion regulation. By describing the comment's tone to the user, the expected effect was activation of the implicit emotion regulation process of affect labeling (i.e. naming emotions). The perceived emotion- and behavior-related effects of the labeling intervention were investigated using the experimental vignette methodology. Participants read a vignette describing the behavior of an uncivil commenter and assessed the commenter's probable responses to the labeling intervention or a control intervention shown in the UI. The results showed that, when compared to a control condition, the labeling intervention was assessed to evoke positive emotions and to result in mitigation of uncivil behavior. This suggests that UI solutions that support emotion regulation are a promising approach to reducing uncivil comments that users might afterward regret, and hence potentially improving the quality of online discussions.
一项在线实验调查了旨在支持在线新闻评论者情绪调节的用户界面干预的感知效果。通过向用户描述评论的语气,预期效果是激活情感标签(即命名情绪)的隐性情绪调节过程。使用实验渐晕法研究了标签干预的感知情绪和行为相关效应。参与者阅读了一个描述不文明评论者行为的小插曲,并评估了评论者对UI中显示的标签干预或控制干预的可能反应。结果表明,与对照条件相比,标签干预被评估为唤起积极情绪并减轻不文明行为。这表明,支持情绪调节的UI解决方案是一种很有前途的方法,可以减少用户事后可能后悔的不文明评论,从而有可能提高在线讨论的质量。
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引用次数: 0
Correction to: Narrating by Doing: A Bridging Concept for Understanding and Informing the Design of Tangible Interfaces for Storytelling 纠正:通过做来叙述:理解和告知设计讲故事的有形界面的桥梁概念
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwad011
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引用次数: 0
The ‘New’ New Normal—Digitalization and Hybridization of Work and Education Before, during and after the Covid-19 Pandemic “新”新常态——新冠肺炎大流行之前、期间和之后的工作和教育数字化和杂交化
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2022-12-09 DOI: 10.1093/iwc/iwac034
Jan Gulliksen, Joakim Lilliesköld, Stefan Stenbom
Before the COVID-19 coronavirus pandemic, work and education on the university campus were considered superior to equivalent activities conducted digitally or remotely. Despite being significantly digitally mature, many organizations did not consider or even permit digital or hybrid participation in meetings and education. In March 2020, the lockdown following the pandemic caused the transition of many organizations and most universities to online-only operation in record time. Often, this occurred while maintaining quality and production, even if some aspects relating to the user experience were lost. The purpose of this paper is to describe and analyze how digitalization following the pandemic influenced and transformed the digital work environment in higher education. KTH Royal Institute of Technology, Stockholm, Sweden, provided the experiences and data for this article. In conclusion we distinguished different phases of digital work and education before, during and after the pandemic: 1. The Pre-Pandemic Phase, 2. The Emergency Remote Phase, 3. The New Normal, 4. The Slow Acceptance Phase, and 5. The Dividing Phase, or what we refer to as The ‘New’ New Normal. In this phase it looks like it will be a battle between three perspectives; those who are looking to get back to the pre-pandemic conditions, those living in The New Normal, and those actively analyzing the lessons learned and aiming for The Thoughtful Blended Phase. Analyzing these five phases we discern that the implications for the future will be heavily dependent on the following aspects: management commitment and support; well-functioning technology and support organization; understanding the effects digitalization will have on culture, organization and well-being; increasing interest in participating in pedagogical development; new designs needed for hybrid work and education; the need to rethink structure and contents of meetings; and paying extra care and attention to the psychological well-being of staff and students.
在新冠肺炎大流行之前,大学校园内的工作和教育被认为优于数字或远程进行的同等活动。尽管在数字化方面已经相当成熟,但许多组织并没有考虑甚至不允许在会议和教育中进行数字化或混合参与。2020年3月,大流行后的封锁导致许多组织和大多数大学在创纪录的时间内过渡到只在线运营。通常,这是在保持质量和生产的同时发生的,即使丢失了与用户体验相关的某些方面。本文的目的是描述和分析大流行之后的数字化如何影响和改变高等教育的数字化工作环境。瑞典斯德哥尔摩的KTH皇家理工学院为本文提供了经验和数据。总之,我们区分了大流行之前、期间和之后数字工作和教育的不同阶段:大流行前阶段,2。紧急远程阶段,3。4.《新常态》缓慢接受阶段;分化阶段,或者我们所说的“新”新常态。在这个阶段,它看起来将是三种观点之间的战斗;那些希望回到大流行前状态的人,那些生活在新常态中的人,以及那些积极分析经验教训并以“深思熟虑的混合阶段”为目标的人。分析这五个阶段,我们发现对未来的影响将在很大程度上取决于以下方面:管理层的承诺和支持;运作良好的技术和支持组织;了解数字化对文化、组织和福祉的影响;增加参与教学发展的兴趣;工作和教育混合需要新的设计;需要重新考虑会议的结构和内容;并格外关注员工和学生的心理健康。
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引用次数: 0
An Interactive Design Framework for Children's Apps for Enhancing Emotional Experience 儿童应用程序增强情感体验的交互设计框架
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2022-12-01 DOI: 10.1093/iwc/iwac042
Kaiqing Chen
Young children's user experiences of educational applications (apps) can potentially support their cognitive development and improve the quality of parent–child relationships. However, to realize such potential, app designers must consider children's emotional needs. Through a comprehensive review of the relevant literature, this paper develops an interactive design framework that can trigger three positive emotions, which is then used as a scale to conduct a design analysis of 72 apps available on the Australian and Chinese Apple App Store. We found that the interactive design scale based on emotional design is feasible; and an interactive design method that focuses on emotions affects the emotional benefits of parent–child users from apps and obtaining higher user ratings. It is thus demonstrated that paying attention to these design criteria will affect the emotional benefits young children receive from apps, thereby increasing users' interest and support for the product. Lastly, we discuss the implications of improving the methods emotional experience and encourage future designers to bridge the gap between research and practice.
幼儿对教育应用程序(app)的用户体验可以潜在地支持他们的认知发展,提高亲子关系的质量。然而,为了实现这种潜力,应用程序设计师必须考虑儿童的情感需求。通过对相关文献的全面回顾,本文开发了一个可以触发三种积极情绪的交互设计框架,并以此为尺度,对澳大利亚和中国的苹果应用商店中的72款应用进行了设计分析。我们发现基于情感设计的交互设计量表是可行的;而以情感为核心的交互设计方法,则会影响亲子用户从app中获得的情感收益,从而获得更高的用户评分。由此可见,关注这些设计准则会影响幼儿从应用中获得的情感利益,从而增加用户对产品的兴趣和支持。最后,我们讨论了改进情感体验方法的意义,并鼓励未来的设计师弥合研究与实践之间的差距。
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引用次数: 1
Children's and Parents' Perspectives on the Effects of Children's Digital Technology Use 儿童和家长对儿童使用数字技术的影响的看法
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2022-12-01 DOI: 10.1093/iwc/iwac035
Ana Žulec;Vanesa Varga;Luka Štefanić
With the rapid development of digital technology, examining the effects of digital technology use on children becomes more critical every day. This paper explores the effects of digital technology use on children from children's and parents' perspectives. Focus groups with children aged 9 to 15 and their parents were conducted from 30 March to 5 May 2021, via the Zoom platform. Using the thematic analysis approach, we found that both children and parents perceive different positive and negative effects of digital technology use on emotional, behavioral, physical, social and cognitive development and functioning in children, and problematic digital technology use as a general effect of excessive digital technology use in children. These results give insight into different perspectives of digital technology use and allow for encouraging positive effects and intervening in negative ones.
随着数字技术的快速发展,检查数字技术的使用对儿童的影响变得越来越重要。本文从儿童和家长的角度探讨了数字技术的使用对儿童的影响。2021年3月30日至5月5日,通过Zoom平台对9至15岁儿童及其父母进行了焦点小组讨论。使用主题分析方法,我们发现儿童和家长都认为数字技术的使用对儿童的情感、行为、身体、社会和认知发展和功能有不同的积极和消极影响,以及儿童过度使用数字技术的总体影响。这些结果为数字技术使用的不同角度提供了见解,并允许鼓励积极影响和干预消极影响。
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引用次数: 1
HCI Research Experiences During the Pandemic: Lessons Learned for the Road Ahead 大流行期间的HCI研究经验:为今后的道路吸取的教训
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2022-11-30 DOI: 10.1093/iwc/iwac036
Claiton Marques Correa, Gabriel Diniz Junqueira Barbosa, Simone Diniz Junqueira Barbosa, Milene Selbach Silveira
The social interaction restrictions imposed by COVID-19 required academic researchers to rethink the design of their research projects, especially those that involved human interaction. Considering this scenario, we report here the experience of conducting four studies in Human–Computer Interaction research projects that were adapted to be executed remotely: a focus group study, a communicability evaluation study, a speculative design study and a user observation study. Considering how the studies were planned, executed and analysed, we reflect on the adaptations needed, and lessons related to our experiences. From these lessons, we believe that, even after all the pandemic restrictions are lifted, we may continue conducting at least part of our research studies remotely to increase our geographical reach, reduce costs and facilitate data capture.
新冠疫情对社会互动的限制要求学术研究人员重新思考研究项目的设计,特别是那些涉及人际互动的项目。考虑到这种情况,我们在这里报告了在人机交互研究项目中进行四项研究的经验,这些研究适用于远程执行:焦点小组研究、可沟通性评估研究、推测性设计研究和用户观察研究。考虑到这些研究是如何计划、执行和分析的,我们反思了所需要的适应,以及与我们的经验相关的教训。根据这些经验教训,我们认为,即使在所有大流行病限制解除之后,我们也可以继续至少部分的远程研究,以扩大我们的地理覆盖范围,降低成本并促进数据获取。
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引用次数: 0
Prescriptive and Semantic Analysis of an Automatic Sign Language Translation: Cases on VLibras Avatar Translation Using Video Interviews and Textual Interactions With a Chatbot 手语自动翻译的规定性和语义分析——以VLibras虚拟形象翻译为例,基于视频访谈和聊天机器人的文本交互
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2022-10-15 DOI: 10.1093/iwc/iwac020
André Luiz da Cunha Silva, Tatiane Militão de Sá, Ruan Sousa Diniz, Simone B. Leal Ferreira, S. Siqueira, S. Bourguignon
Algorithms designed to translate textual content into sign language (SL) expressed through avatars have been used to reduce accessibility barriers. Our research aimed to identify whether the VLibras tool, widely adopted on Brazilian government websites, is an effective accessibility solution for automatic translation into SL. It is an exploratory and applied qualitative research project involving a bibliographic review and support from expert interpreters. We conducted two experimental studies using sequential chronological cuts and applying prescriptive and semantic analyses. We present evidence that there is no actual translation into SL in the automatic translation process performed by the VLibras translation algorithm (TA) but only a transposition of part of the SL lexicon to the Portuguese morphosyntactic structure. The automatic translation of long texts and texts with complex syntactic structures results in excessive pauses and dactylology for words that have a sign registered in the basic SL dictionary. Using human–computer interaction concepts to evaluate automatic translation into sign language by the VLibras TA expands the existing theoretical discussion. It also contributes to minimizing communication problems caused by the discrepancy between the original message and the machine translation, a practical applicability of this study.
旨在将文本内容翻译成通过化身表达的手语(SL)的算法已被用于减少可访问性障碍。我们的研究旨在确定在巴西政府网站上广泛使用的VLibras工具是否是一个有效的自动翻译成SL的可访问性解决方案。这是一个探索性和应用性质的研究项目,涉及书目审查和专家口译员的支持。我们进行了两项实验研究,使用顺序时间切割和应用规范和语义分析。我们提供的证据表明,在VLibras翻译算法(TA)执行的自动翻译过程中,没有实际的翻译到SL,而只是将部分SL词汇转换为葡萄牙语的形态句法结构。长文本和具有复杂句法结构的文本的自动翻译会导致在基本语言词典中注册了符号的单词出现过多的停顿和dactyology。利用人机交互的概念来评价VLibras TA的手语自动翻译,扩展了现有的理论讨论。它还有助于最大限度地减少因原信息与机器翻译不一致而造成的沟通问题,这是本研究的实际适用性。
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引用次数: 0
Identifying Distractors for People with Computer Anxiety Based on Mouse Fixations 基于鼠标注视识别电脑焦虑症患者的干扰因素
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2022-10-11 DOI: 10.1093/iwc/iwac025
Thiago Donizetti dos Santos, Vagner Figuerêdo de Santana
Computer anxiety (CA) can be defined as fear and worries that someone may feel when using computers. Thus, people with CA may face problems when using computers at home, at work or for study purposes, resulting in multiple forms of barriers even before the actual interaction with computers. In this context, the purpose of this research is to identify user interface elements impacting task performance (i.e. distractors) for people with CA, using mouse fixation analysis as a proxy for eye gaze data. The study explores the relationship of mouse and eye gaze data collected with the help of 39 older adults interacting with a website. Results show that it is possible to identify UI elements acting as distractors (e.g. carousel, top menu) as well as those with which people with CA faced problems (e.g. side menu, search box, map), based on mouse fixations. Moreover, statistical differences show that the number of mouse fixations in navigation, content and distractors is different for different levels of CA. Furthermore, differences were found between CA groups regarding mouse and eye fixations, indicating that participants with higher CA levels had difficulty differentiating which areas of interest they should interact with using mouse. From the results, one expects that personalized systems could use the proposed approach to identify UI elements acting as distractors using mouse data and then simplify UIs based on different levels of CA.
计算机焦虑(CA)可以定义为人们在使用计算机时可能感到的恐惧和担忧。因此,CA患者在家庭、工作或学习中使用计算机时可能会遇到问题,甚至在与计算机实际交互之前就会产生多种形式的障碍。在此背景下,本研究的目的是确定影响CA患者任务表现的用户界面元素(即干扰因素),使用鼠标注视分析作为眼睛注视数据的代理。这项研究探索了鼠标和眼睛注视的关系,这些数据是在39名老年人与网站互动的帮助下收集的。结果表明,基于鼠标的注视,可以识别作为干扰因素的UI元素(例如旋转木马,顶部菜单)以及CA患者面临问题的UI元素(例如侧菜单,搜索框,地图)。此外,统计差异表明,不同CA水平下,鼠标在导航、内容和干扰物上的注视次数是不同的。此外,在鼠标和眼睛注视方面,CA组之间也存在差异,这表明CA水平较高的参与者难以区分他们应该使用鼠标与哪些感兴趣的区域进行互动。从结果来看,人们期望个性化系统可以使用所提出的方法来识别使用鼠标数据作为干扰的UI元素,然后基于不同级别的CA简化UI。
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引用次数: 1
OpenDesign of Scientific Research in Pandemic Context 大流行背景下科学研究的开放设计
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2022-10-11 DOI: 10.1093/iwc/iwac030
Fabrício Matheus Gonçalves, M Cecília C Baranauskas
The Coronavirus pandemic and the consequent situation of social isolation have affected research design, especially in fields working directly with people. While online tools enable communication and collaboration, some specific domains involving contemporary technology-based systems, such as socioenactive systems, demand a deeper understanding of human-embodied action in real-world scenarios with ubiquitous technology. This work addresses this issue by presenting a study in which a research team used the OpenDesign Platform (ODP) to conduct a process of ideation and consolidation of a socioenactive-based system solution during pandemics and physical presence limitations. The contributions are twofold: addressing the demands of the research team working remotely and envisaging an interaction scenario for people in a socioenactive system, even without their copresence in the same physical space. Results have shown the strengths and weaknesses of the ODP and lessons learned towards supporting systems for teamwork in such systems’ ideation context.
冠状病毒大流行和随之而来的社会隔离情况影响了研究设计,特别是在直接与人接触的领域。虽然在线工具能够实现通信和协作,但一些涉及当代基于技术的系统的特定领域,如社会活动系统,需要更深入地了解使用无处不在的技术在现实世界场景中的人类行为。本工作通过介绍一项研究来解决这一问题,在该研究中,一个研究小组使用开放设计平台(ODP)在流行病和物理存在限制期间进行基于社会活动的系统解决方案的构思和整合过程。它的贡献是双重的:解决了研究团队远程工作的需求,并为社会活动系统中的人们设想了一个互动场景,即使他们不在同一个物理空间中。结果显示了ODP的优点和缺点,以及在这种系统的构思背景下对团队合作支持系统的经验教训。
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引用次数: 0
Computational Thinking and Mental Models: Promoting Digital Culture in the Youth and Adult Education 计算思维与心智模式:促进青少年与成人教育中的数位文化
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2022-10-10 DOI: 10.1093/iwc/iwac028
Júlia S. B. Ortiz, Carolina Moreira, Krissia Menezes, Bernardo Ferrari, D. Junior, Roberto Pereira
Computational thinking is an ability that has been considered essential for people living in a society mediated by technology. This ability can also be helpful to people with little or no experience with technology, for practicing basic Computational Thinking skills may help understanding how a technological device works and can be used. However, to the best of our knowledge, little research has addressed Computational Thinking and its relation with Digital Culture, especially for reducing the digital divide. In this article, we draw on the notion of Mental Models to relate Computational Thinking and Digital Culture. We claim that practicing basic Computational Thinking skills when exploring simple prototypes favors building Mental Models that are useful to understand and progress in the usage of technologies, contributing to developing a Digital Culture. To situate our discussion, we present a case study that engaged adults, in their initial stages of literacy, in activities that grew from basic ones, with a low-fidelity ATM prototype, to more complex ones with a functional ATM prototype. Evaluation methods used were voting, feedback, structured observation and unstructured interviews. Results suggested our approach is promising as participants gained confidence and increased autonomy as the activities progressed, using the experience and knowledge they obtained from previous activities to perform the next ones.
计算思维被认为是生活在以技术为媒介的社会中的人们必不可少的一种能力。这种能力也可以帮助那些很少或没有技术经验的人,因为练习基本的计算思维技能可以帮助理解技术设备是如何工作和使用的。然而,据我们所知,很少有研究涉及计算思维及其与数字文化的关系,特别是减少数字鸿沟。在这篇文章中,我们利用心智模型的概念来联系计算思维和数字文化。我们声称,在探索简单的原型时,练习基本的计算思维技能有助于建立有助于理解和进步技术使用的心智模型,有助于发展数字文化。为了定位我们的讨论,我们提出了一个案例研究,该案例研究涉及成年人,在他们识字的初始阶段,从使用低保真ATM原型的基本活动到使用功能ATM原型的更复杂的活动。评价方法采用投票、反馈、结构化观察和非结构化访谈。结果表明,我们的方法是有希望的,因为随着活动的进行,参与者获得了信心和自主权,利用他们从以前的活动中获得的经验和知识来执行下一个活动。
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引用次数: 1
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