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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
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, CYBERNETICS 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, CYBERNETICS 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, CYBERNETICS 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
Flexible minimalist self-tracking to support individual reflection 灵活简约的自我跟踪,支持个人反思
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-04-23 DOI: 10.1145/3660339
Matthew Barker-Canler, Daniel Gooch, Janet van der Linden, Marian Petre

Self-tracking technology can help users develop new knowledge about themselves, supporting their health and general wellbeing. Most of these devices inform users about their lives by autonomously generating data about highly constrained topics. Recent research has started to explore more flexible, manual self-tracking systems, which allow users to express themselves through their data and learn by engaging with their experiences in-the-moment. This paper describes a field trial using the Chromatize app, designed to explore the value of minimalism and flexibility – including in data histories – in personal tracking systems. Our data indicates that low-burden experience logging systems which focus on the creation of symbolically-rich, self-defined data can support self-awareness, reflection and regulation at opportune moments. The analysis also contributes a formulation of reflection in the context of self-tracking technologies that is more meaningful than the loose use of ‘reflection’ used in much of the literature.

自我跟踪技术可以帮助用户开发有关自身的新知识,为他们的健康和总体福祉提供支持。这些设备大多通过自主生成有关高度受限主题的数据,向用户提供有关其生活的信息。最近的研究已经开始探索更加灵活的手动自我跟踪系统,这种系统允许用户通过数据表达自己,并通过参与他们的即时体验来学习。本文介绍了一项使用 Chromatize 应用程序进行的实地试验,旨在探索个人跟踪系统的极简主义和灵活性(包括数据历史)的价值。我们的数据表明,低负担的体验记录系统侧重于创建富有象征意义的、自我定义的数据,可以在适当的时候支持自我意识、反思和调节。我们的分析还为自我跟踪技术背景下的反思提供了一种表述,这种表述比许多文献中对 "反思 "的宽泛使用更有意义。
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引用次数: 0
Decoding Realism of Virtual Objects: Exploring Behavioral and Ocular Reactions to Inaccurate Interaction Feedback 解码虚拟对象的逼真度:探索行为和视觉对不准确交互反馈的反应
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-04-18 DOI: 10.1145/3660345
Leonie Terfurth, Klaus Gramann, Lukas Gehrke

Achieving temporal synchrony between sensory modalities is crucial for natural perception of object interaction in virtual reality. While subjective questionnaires are currently used to evaluate users’ VR experiences, leveraging behavior and psychophysiological responses can provide additional insights.

We investigated motion and ocular behavior as discriminators between realistic and unrealistic object interactions. Participants grasped and placed a virtual object while experiencing sensory feedback that either matched their expectations or occurred too early. We also explored visual-only feedback vs. combined visual and haptic feedback. Due to technological limitations, a condition with delayed feedback was added post-hoc.

Gaze-based metrics revealed discrimination between high and low feedback realism. Increased interaction uncertainty was associated with longer fixations on the avatar hand and temporal shifts in the gaze-action relationship. Our findings enable real-time evaluation of users’ perception of realism in interactions. They facilitate the optimization of interaction realism in virtual environments and beyond.

实现感官模式之间的时间同步对于自然感知虚拟现实中的物体交互至关重要。虽然目前使用主观问卷来评估用户的 VR 体验,但利用行为和心理生理反应可以提供更多的见解。参与者在抓取和放置虚拟物体时,会体验到符合其预期或过早出现的感官反馈。我们还探索了纯视觉反馈与视觉和触觉反馈的对比。由于技术限制,我们在事后增加了一个延迟反馈的条件。基于凝视的指标揭示了高和低反馈逼真度之间的区别。交互不确定性的增加与对头像手的固定时间延长和凝视-动作关系的时间变化有关。我们的研究结果能够实时评估用户对交互真实性的感知。它们有助于优化虚拟环境及其他环境中的交互逼真度。
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引用次数: 0
“I really need your help with this work..”: A System for Navigating the Tricky Terrain of Managing Up by Leveraging One’s Motivation to Get Things Done "我真的需要你帮我完成这项工作......":利用自身动力完成工作,驾驭 "向上管理 "这一棘手领域的系统
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-03-13 DOI: 10.1145/3652603
Soya Park, Stuti Vishwabhan, Michael Muller, David R. Karger

When people need help from their supervisors or peers, they often have to manage up to get things done. However, unlike managing subordinates (managing down), managing people of equal or higher status (managing up) are not obligated to help. These requests often involve collaborative tasks between requesters and performers. Through interviews, we found that these collaborative tasks require coordination work that is not materialized in existing management tools. We also found that requesters are willing to take on this coordination work to see their requests fulfilled. To address this issue, we propose a system called TaskLight, which allows requesters to handle coordination work themselves. For example, requesters can collect useful context and information for their performers. We conducted two deployment studies and found that TaskLight leads to better outcomes because requesters are able to assist performers more effectively. Our findings demonstrate a new way to reduce the social burdens of managing up and improve collaboration.

当人们需要上司或同僚的帮助时,往往不得不通过向上管理来完成工作。然而,与管理下属(向下管理)不同,管理同等地位或更高地位的人(向上管理)并没有义务提供帮助。这些请求往往涉及请求者和执行者之间的合作任务。通过访谈,我们发现这些协作任务需要协调工作,而现有的管理工具无法实现这一点。我们还发现,请求者愿意承担这些协调工作,以实现他们的请求。为了解决这个问题,我们提出了一个名为 TaskLight 的系统,它允许请求者自己处理协调工作。例如,请求者可以为他们的执行者收集有用的背景和信息。我们进行了两项部署研究,发现 TaskLight 能带来更好的结果,因为请求者能更有效地协助表演者。我们的研究结果表明,这是一种减轻管理工作的社会负担并改善协作的新方法。
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引用次数: 0
Pushed by Sound: Effects of Sound and Movement Direction on Body Perception, Experience Quality, and Exercise Support 声音推动:声音和运动方向对身体感知、体验质量和运动支持的影响
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-03-07 DOI: 10.1145/3648616
Aneesha Singh, Marusa Hrobat, Suxin Gui, Nadia Bianchi-Berthouze, Judith Ley-Flores, Frederic Bevilacqua, Joaquin R. Diaz Duran, Elena Márquez Segura, Ana Tajadura-Jiménez

Wearables integrating movement sonification can support body-perception changes and relatedly physical activity; yet, we lack design principles for such sonifications. Through two mixed-methods studies, we investigate sound pitch and movement direction interaction effects on self-perception during squats exercises. We measured effects on body-perception, affective quality of the experience, actual and perceived movement, and compared them to two control conditions: no-sound and vibrotactile feedback. Results show that regardless of movement direction, ascending pitch enhances several body feelings and overall experience quality, while descending pitch increases movement acceleration. These effects were moderated by exercise physical demand. Sound and vibrotactile feedback enhanced flexibility and strength feelings respectively and contributed to exercise completion in different ways. Sound was perceived as an internal-to-body force while vibrotactile feedback as an external-to-body force. Feedback effects were stronger in people with lower fitness levels. We discuss results in terms of malleability of body-perceptions and highlight opportunities to support demanding physical activity through wearable devices.

整合了运动声波技术的可穿戴设备可以支持身体感知的变化以及相关的体育锻炼;然而,我们缺乏此类声波技术的设计原则。通过两项混合方法研究,我们调查了声音音调和运动方向对深蹲运动中自我感知的交互影响。我们测量了对身体感知、体验的情感质量、实际运动和感知运动的影响,并将其与两种对照条件(无声音和振动反馈)进行了比较。结果表明,无论运动方向如何,音调升高都会增强身体的几种感觉和整体体验质量,而音调降低则会增加运动加速度。这些影响受运动体力需求的调节。声音和振动反馈分别增强了灵活性和力量感,并以不同的方式促进了运动的完成。声音被认为是身体内部的力量,而振动反馈被认为是身体外部的力量。反馈效应在体能水平较低的人群中更强。我们从身体感知的可塑性角度对研究结果进行了讨论,并强调了通过可穿戴设备支持高要求体育锻炼的机会。
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引用次数: 0
期刊
ACM Transactions on Computer-Human Interaction
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