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Unmaking electronic waste 消除电子废物
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-20 DOI: 10.1145/3674505
Jasmine Lu, Pedro Lopes

The proliferation of new technologies has led to a proliferation of unwanted electronic devices. E-waste is the largest-growing consumer waste-stream worldwide, but also an issue often ignored. In fact, HCI primarily focuses on designing and understanding device interactions during one segment of their lifecycles—while users use them. Researchers overlook a significant space—when devices are no longer “useful” to the user such as after breakdown or obsolescence. We argue that HCI can learn from experts who upcycle e-waste and give it second lives in electronics projects, art projects, educational workshops, and more. To acquire and translate this knowledge to HCI, we interviewed experts who unmake e-waste. We explore their practices through the lens of unmaking both when devices are physically unmade and when the perception of e-waste is unmade once waste becomes, once again, useful. Last, we synthesize findings into takeaways for how HCI can engage with the issue of e-waste.

新技术的普及导致了无用电子设备的激增。电子垃圾是全球增长最快的消费废物流,但也是一个经常被忽视的问题。事实上,人机交互主要集中在设计和理解设备生命周期中的一个阶段--用户使用设备时--的交互。研究人员忽略了一个重要的领域--当设备对用户不再 "有用 "时,如发生故障或报废之后。我们认为,人机交互可以向专家们学习,他们将电子垃圾回收利用,并在电子项目、艺术项目、教育研讨会等活动中赋予其第二次生命。为了获取并将这些知识转化为人机交互技术,我们采访了拆解电子垃圾的专家。我们通过 "拆解 "这一视角来探索他们的实践,既包括设备的物理拆解,也包括废弃物再次成为有用物品后人们对电子废弃物的看法的拆解。最后,我们将调查结果归纳为人机交互如何参与解决电子垃圾问题的启示。
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引用次数: 0
Household Wattch: Exploring opportunities for surveillance and consent through families’ household energy use data 家庭瓦特奇:通过家庭能源使用数据探索监督和同意的机会
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-18 DOI: 10.1145/3673228
Stephen Snow, Awais Hameed Khan, Kaleb Day, Ben Matthews

Household energy use data may contain sensitive inferences into family life, yet its potential for surveillance is imperfectly understood. To explore this space, we developed Household Wattch, a speculative eco-feedback ‘provotype’ that profiles households according to their energy use data. Evaluated by 16 participants from Australian households engaged in an 18-month energy use monitoring trial, Household Wattch elicited perceptions and expectations about the near future of energy use data, as a useful yet potentially sensitive commodity when analysed. We highlight challenges and opportunities for energy use data across three scales: (1) Within the household, (2) Beyond the household- (e.g. sharing energy data with third parties) and (3) Post-household (e.g. what happens to energy data when a household re-configures or disbands). Findings suggest users may require support in understanding the sensitivities of their energy use data, particularly when deciding whether to share it with third parties. Opportunities exist for accidental or deliberate surveillance via energy use data and these need to be identified and managed. Provotypes represent a useful tool for navigating this space, and we provide considerations for how they can support users in speculating over possible energy futures.

家庭能源使用数据可能包含对家庭生活的敏感推断,但人们对其监控潜力的认识还不够完善。为了探索这一领域,我们开发了 "家庭瓦特奇"(Household Wattch),这是一种推测性生态反馈 "原型",可根据家庭能源使用数据对其进行剖析。来自澳大利亚家庭的 16 名参与者参与了为期 18 个月的能源使用监测试验,通过对他们的评估,Household Wattch 唤起了人们对能源使用数据的近期看法和期望,因为能源使用数据是一种有用但在分析时可能很敏感的商品。我们强调了能源使用数据在以下三个方面面临的挑战和机遇:(1)家庭内部;(2)家庭外部(如与第三方共享能源数据);(3)家庭外部(如当家庭重新配置或解散时,能源数据会发生什么变化)。研究结果表明,用户在了解其能源使用数据的敏感性方面可能需要支持,尤其是在决定是否与第三方共享数据时。通过能源使用数据进行意外或蓄意监控的机会是存在的,需要加以识别和管理。Provotypes 是浏览这一领域的有用工具,我们将考虑如何支持用户推测可能的能源未来。
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引用次数: 0
Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms 自我决定理论与人机交互游戏研究:未兑现的承诺和不容置疑的范式
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-15 DOI: 10.1145/3673230
April Tyack, Elisa D. Mekler

Self-determination theory (SDT), a psychological theory of human motivation, is a prominent paradigm in human-computer interaction (HCI) research on games. However, our prior literature review observed a trend towards shallow applications of the theory. This follow-up work takes a broader view – examining SDT scholarship on games, a wider corpus of SDT-based HCI games research (N=259), and perspectives from a games industry practitioner conference – to help explain current applications of SDT. Our findings suggest that perfunctory applications of the theory in HCI games research originate in part from within SDT scholarship on games, which itself exhibits limited engagement with theoretical tenets. Against this backdrop, we unpack the popularity of SDT in HCI games research and identify conditions underlying the theory's current use as an oft-unquestioned paradigm. Finally, we outline avenues for more productive SDT-informed games research and consider ways towards more intentional practices of theory use in HCI.

自我决定理论(SDT)是关于人类动机的心理学理论,是人机交互(HCI)游戏研究中的一个重要范式。然而,我们之前的文献综述发现,该理论的应用趋于肤浅。本后续研究从更广阔的视角出发--考察了 SDT 在游戏方面的学术研究、更广泛的基于 SDT 的人机交互游戏研究(N=259)以及来自游戏行业从业者会议的观点--来帮助解释 SDT 目前的应用情况。我们的研究结果表明,在人机交互游戏研究中对该理论的敷衍应用部分源于 SDT 游戏学术研究本身对理论原则的有限参与。在此背景下,我们解读了 SDT 在人机交互游戏研究中的受欢迎程度,并确定了该理论目前作为一种经常受到质疑的范式的基本条件。最后,我们概述了在 SDT 指导下开展更有成效的游戏研究的途径,并考虑了在人机交互中更有意识地使用理论的方法。
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引用次数: 0
Carefully Unmaking the “Marginalized User:” A Diffractive Analysis of a Gay Online Community 精心打造 "边缘化用户:"对同性恋网络社区的衍射分析
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-06-14 DOI: 10.1145/3673229
Jordan Taylor, Wesley Hanwen Deng, Kenneth Holstein, Sarah E. Fox, Haiyi Zhu
HCI scholars are increasingly engaging in research about “marginalized groups,” such as LGBTQ+ people. While normative habitual readings of marginalized people in HCI often highlight real problems, this work has been criticized for flattening heterogeneous experiences and overemphasizing harms. Some have advocated for expanding how we approach research on marginalized people (e.g., assets-based design, the everyday, and joy). Sensitized by unmaking literature, we explore this tension between conditions, experiences, and representations of marginality in HCI scholarship. To do so, we perform a diffractive analysis of posts in a gay online community by bringing two readings of the same data together: a normative habitual reading of marginalization and an expanded reading. By examining the relationship between empirical material and its representations by HCI researchers, we explore how to carefully unmake HCI research, thus maintaining and repairing our research community. We discuss the political and designerly implications of different readings of marginalized people and offer considerations for attending to the processes and afterlives of HCI research.
人机交互学者越来越多地参与到 "边缘化群体 "的研究中,例如 LGBTQ+ 人士。虽然人机交互中对边缘化人群的规范性习惯性解读往往能突出现实问题,但这项工作也因扁平化异质经验和过度强调危害而受到批评。一些人主张扩大我们对边缘化人群的研究方法(如基于资产的设计、日常和快乐)。在 "不制造 "文献的感召下,我们探讨了人机交互学术中边缘化的条件、经验和表征之间的紧张关系。为此,我们对一个同性恋在线社区的帖子进行了衍射分析,将对同一数据的两种解读结合在一起:对边缘化的规范性习惯性解读和扩展性解读。通过研究经验材料与人机交互研究人员对经验材料的表述之间的关系,我们探讨了如何谨慎地取消人机交互研究,从而维护和修复我们的研究社区。我们讨论了对边缘化人群的不同解读在政治和设计上的影响,并为关注人机交互研究的过程和后果提供了思考。
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引用次数: 0
Gazing Heads: Investigating Gaze Perception in Video-Mediated Communication 凝视头部:调查视频传播中的凝视感知
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-06-11 DOI: 10.1145/3660343
Martin Schuessler, Luca Hormann, Raimund Dachselt, Andrew Blake, Carsten Rother
Videoconferencing has become a ubiquitous medium for collaborative work. It does suffer however from various drawbacks such as zoom fatigue. This paper addresses the quality of user experience by exploring an enhanced system concept with the capability of conveying gaze and attention. Gazing Heads is a round-table virtual meeting concept that uses only a single screen per participant. It enables direct eye contact, and signals gaze via controlled head rotation. The technology to realise this novel concept is not quite mature though, so we built a camera-based simulation for four simultaneous videoconference users. We conducted a user study comparing Gazing Heads with a conventional “Tiled View” video conferencing system, for 20 groups of 4 people, on each of two tasks. The study found that head rotation clearly conveys gaze and strongly enhances the perception of attention. Measurements of turn-taking behaviour did not differ decisively between the two systems (though there were significant differences between the two tasks). A novel insight in comparison to prior studies is that there was a significant increase in mutual eye contact with Gazing Heads, and that users clearly felt more engaged, encouraged to participate and more socially present. Overall, participants expressed a clear preference for Gazing Heads. These results suggest that fully implementing the Gazing Heads concept, using modern computer vision technology as it matures, could significantly enhance the experience of videoconferencing.
视频会议已成为无处不在的协同工作媒介。然而,它也存在各种缺点,如缩放疲劳。本文通过探索一种能够传达注视和注意力的增强型系统概念,来解决用户体验质量问题。Gazing Heads 是一种圆桌虚拟会议概念,每个与会者只使用一个屏幕。它可以实现直接的目光接触,并通过受控的头部旋转发出注视信号。不过,实现这一新颖概念的技术还不太成熟,因此我们为四个同时参加视频会议的用户建立了一个基于摄像头的模拟。我们进行了一项用户研究,比较了 "凝视头 "和传统的 "平铺视图 "视频会议系统,每组 4 人,每组 20 人,分别完成两项任务。研究发现,头部旋转能清晰地传达注视信息,并能强烈地增强对注意力的感知。对轮流行为的测量在两种系统之间没有决定性的差异(尽管在两项任务之间存在显著差异)。与之前的研究相比,一个新的发现是,与 "凝视头 "的相互目光接触显著增加,用户明显感觉到更投入、更受鼓励参与和更有社会性。总体而言,参与者明显更喜欢 "凝视头"。这些结果表明,随着现代计算机视觉技术的成熟,全面推行 "凝视头 "概念可以显著提升视频会议的体验。
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引用次数: 0
Concurrent or Retrospective Thinking Aloud in Usability Tests? A Meta-Analytic Review 可用性测试中的同步或回顾性朗读思考?元分析综述
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-05-17 DOI: 10.1145/3665327
Morten Hertzum
In usability tests, the users are commonly asked to think aloud to let the evaluator listen in on their thoughts. Two variants of this procedure involve that the users either think aloud while using the tested product (concurrent thinking aloud, CTA) or after using it (retrospective thinking aloud, RTA). This study reviews the studies that compare CTA and RTA to investigate what is gained and lost by using one or the other variant in a usability test. A total of 29 studies, reporting from 42 comparisons of CTA and RTA, matched the inclusion criteria and were included in the meta-analyses. The main differences are that for CTA task time is longer, but total time shorter, whereas for RTA the users verbalize more explanations, problem formulations, and design recommendations. In addition, CTA users probably experience the evaluator’s presence as less disturbing than RTA users do.
在可用性测试中,通常会要求用户大声思考,让评估者倾听他们的想法。这种方法有两种变体,一种是让用户在使用被测产品时大声思考(同时大声思考,CTA),另一种是在使用后大声思考(回顾性大声思考,RTA)。本研究回顾了对 CTA 和 RTA 进行比较的研究,以探讨在可用性测试中使用这两种方法的得失。共有 29 项研究(报告了 42 项 CTA 和 RTA 的比较)符合纳入标准,并被纳入荟萃分析。两者的主要区别在于,CTA 的任务时间更长,但总时间更短,而 RTA 的用户口头解释、问题表述和设计建议更多。此外,与 RTA 用户相比,CTA 用户可能认为评估员的存在对他们的干扰较少。
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引用次数: 0
Collaborating with Bots and Automation on OpenStreetMap 在 OpenStreetMap 上与机器人和自动化协作
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-05-17 DOI: 10.1145/3665326
Niels van Berkel, Henning Pohl
OpenStreetMap (OSM) is a large online community where users collaborate to map the world. In addition to manual edits, the OSM mapping database is regularly modified by bots and automated edits. In this paper, we seek to better understand how people and bots interact and conflict with each other. We start by analysing over 15 years of mailing list discussions related to bots and automated edits. From this data, we uncover five themes, including how automation results in power differentials between users and how community ideals of consensus clash with the realities of bot use. Subsequently, we surveyed OSM contributors on their experiences with bots and automated edits. We present findings about the current escalation and review mechanisms, as well as the lack of appropriate tools for evaluating and discussing bots. We discuss how OSM and similar communities could use these findings to better support collaboration between humans and bots.
OpenStreetMap (OSM) 是一个大型在线社区,用户在这里合作绘制世界地图。除了人工编辑,OSM 地图数据库还经常被机器人和自动编辑修改。在本文中,我们试图更好地理解人与机器人之间是如何互动和冲突的。我们首先分析了 15 年来与机器人和自动编辑相关的邮件列表讨论。从这些数据中,我们发现了五个主题,包括自动化如何导致用户之间的权力差异,以及社区达成共识的理想如何与机器人使用的现实发生冲突。随后,我们调查了 OSM 参与者使用机器人和自动编辑的经历。我们介绍了有关当前升级和审查机制的调查结果,以及缺乏评估和讨论机器人的适当工具的情况。我们讨论了 OSM 和类似社区如何利用这些发现来更好地支持人类与机器人之间的合作。
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引用次数: 0
Naturalistic Digital Behavior Predicts Cognitive Abilities 自然数字行为预测认知能力
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-05-07 DOI: 10.1145/3660341
Tung Vuong, Giulio Jacucci, Tuukka Ruotsalo

Individuals are known to differ in cognitive abilities, affecting their behavior and information processing in digital environments. However, we have a limited understanding of which behaviors are affected, how, and whether some features extracted from digital behavior can predict cognitive abilities. Consequently, researchers may miss opportunities to design and support individuals with personalized experiences and detect those who may benefit from additional interventions. To characterize digital behaviors, we collected 24/7 screen recordings, input behavior, and operating system data from the laptops of 20 adults for two weeks. We use cognitive test results from the same individuals to characterize their cognitive abilities: psychomotor speed, processing speed, selective attention, working memory, and fluid intelligence. Our results from regression analysis, path modeling, and machine learning experiments show that cognitive abilities are associated with differences in digital behavior and that naturalistic behavioral data can predict the cognitive abilities of individuals with small error rates. Our findings suggest naturalistic interaction data as a novel source for modeling cognitive differences.

众所周知,个体认知能力的差异会影响他们在数字环境中的行为和信息处理。然而,我们对哪些行为会受到影响、如何受到影响以及从数字行为中提取的某些特征是否能预测认知能力的了解还很有限。因此,研究人员可能会错失设计和支持个人个性化体验的机会,并发现那些可能从额外干预中受益的人。为了描述数字行为的特征,我们收集了 20 名成年人为期两周的笔记本电脑全天候屏幕记录、输入行为和操作系统数据。我们使用这些人的认知测试结果来描述他们的认知能力:精神运动速度、处理速度、选择性注意、工作记忆和流体智力。我们通过回归分析、路径建模和机器学习实验得出的结果表明,认知能力与数字行为的差异有关,而自然行为数据可以预测个体的认知能力,且误差率很小。我们的研究结果表明,自然交互数据是建立认知差异模型的新来源。
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引用次数: 0
GUI Behaviors to Minimize Pointing-based Interaction Interferences 尽量减少基于指向的交互干扰的图形用户界面行为
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-05-06 DOI: 10.1145/3660338
Alice Loizeau, Sylvain Malacria, Mathieu Nancel

Pointing-based interaction interferences are situations wherein GUI elements appear, disappear, or change shortly before being selected, and too late for the user to inhibit their movement. Their cause lays in the design of most GUIs, for which any user event on an interactive element unquestionably reflects the user’s intention—even one millisecond after that element has changed. Previous work indicate that interferences can cause frustration and sometimes severe consequences. This paper investigates new default behaviors for GUI elements that aim to prevent the occurrences of interferences or to mitigate their consequences. We present a design space of the advantages and technical requirements of these behaviors, and demonstrate in a controlled study how simple rules can reduce the occurrences of so-called “Pop-up-style” interferences, and user frustration. We then discuss their application to various forms of interaction interferences. We conclude by addressing the feasibility and trade-offs of implementing these behaviors in existing systems.

基于指向的交互干扰是指图形用户界面元素在被选中前不久出现、消失或改变,而用户来不及抑制其移动的情况。其原因在于大多数图形用户界面的设计,即用户在交互元素上发生的任何事件都毫无疑问地反映了用户的意图--即使是在该元素发生变化一毫秒之后。以往的工作表明,干扰会导致挫败感,有时甚至会造成严重后果。本文研究了图形用户界面元素的新默认行为,旨在防止干扰的发生或减轻其后果。我们介绍了这些行为的优势和技术要求的设计空间,并在一项对照研究中演示了简单的规则如何减少所谓的 "弹出式 "干扰的发生以及用户的挫败感。然后,我们讨论了这些规则在各种形式的交互干扰中的应用。最后,我们讨论了在现有系统中实施这些行为的可行性和权衡问题。
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引用次数: 0
Algorithmic Subjectivities 算法主观性
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-04-27 DOI: 10.1145/3660344
Eric P. S. Baumer, Alex S. Taylor, Jed R. Brubaker, Micki McGee

This paper considers how subjectivities are enlivened in algorithmic systems. We first review related literature to clarify how we see “subjectivities” as emerging through a tangled web of processes and actors. We then offer two case studies exemplifying the emergence of algorithmic subjectivities: one involving computational topic modeling of blogs written by parents with children on the autism spectrum, and one involving algorithmic moderation of social media content. Drawing on these case studies, we then articulate a series of qualities that characterizes algorithmic subjectivities. We also compare and contrast these qualities with a number of related concepts from prior literature to articulate how algorithmic subjectivities constitutes a novel theoretical contribution, as well as how it offers a focal lens for future empirical investigation and for design. In short, this paper points out how certain worlds are being made and/or being made possible via algorithmic systems, and it asks HCI to consider what other worlds might be possible.

本文探讨了主观性是如何在算法系统中活跃起来的。我们首先回顾了相关文献,以阐明我们是如何将 "主体性 "视为通过过程和参与者的纠结网络而产生的。然后,我们提供了两个案例研究,举例说明算法主体性的出现:一个涉及自闭症谱系儿童家长所写博客的计算主题建模,另一个涉及社交媒体内容的算法调节。借鉴这些案例研究,我们阐述了算法主体性的一系列特质。我们还将这些特质与之前文献中的一些相关概念进行了比较和对比,以阐明算法主体性如何构成了一种新的理论贡献,以及它如何为未来的实证调查和设计提供了一个焦点透镜。简而言之,本文指出了某些世界是如何通过算法系统被创造和/或成为可能的,并要求人机交互学界考虑还有哪些世界是可能的。
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引用次数: 0
期刊
ACM Transactions on Computer-Human Interaction
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