Pernille Bjørn, Juliane Busboom, Melanie Duckert, Susanne Bødker, Irina Shklovski, Eve Hoggan, Kellie Dunn, Qianqian Mu, Louise Barkhuus, Nina Boulus-Rødje
Designing new technologies to support synchronous interaction across distance has for many years focused on creating symmetry for participation between geographically distributed actors. Symmetry in synchronous interaction has, to some extent, been achieved technologically (while multiple social, historical, political, and hierarchical concerns continue to exist) and proven empirically in the increased use of remote-work technologies that were used during the pandemic. However, synchronous interaction in hybrid work is achieved differently, since the asymmetry produced by some participants being collocated while others geographically distributed introduces increased complexities for such interactions. Focusing on this challenge, we ask: To what extent can symmetry in cooperative work engagements be achieved in hybrid work contexts? We explore this question by interrogating multiple different empirical examples of synchronous hybrid interaction collected across different organizations, activities, and events. We found that the effort required to accomplish hybrid work includes additional articulation work necessary for bounding multiple intertwined artefacts across sites, devices, and applications. Further, the multiple artefacts setup across sites, combined with asymmetric collocation across participants, produce incongruence in technological frames of reference for each participant. All participants in hybrid work have only partial access to the hybrid setup, and no single person has access to the complete setup. The incongruence in technological frames produces insurmountable gaps in collaboration, causing all hybrid work situations to be characterized fundamentally by asymmetric relationships. We argue that symmetry in hybrid synchronous interaction is impossible to attain in attempts to solve this problem through design. Instead, we propose that designers of cooperative technologies for hybrid work shift towards developing artefact-ecologies supporting hybrid work, focusing on asymmetry as a necessary feature. Fundamentally, the design strategy should explore novel ways of taking advantage of the multiple different artefact-ecologies which serve as the foundation for the hybrid collaboration. Instead of striving for symmetry, we propose to feature asymmetric conditions in future technology designs for hybrid interaction.
{"title":"Achieving Symmetry in Synchronous Interaction in Hybrid Work is Impossible","authors":"Pernille Bjørn, Juliane Busboom, Melanie Duckert, Susanne Bødker, Irina Shklovski, Eve Hoggan, Kellie Dunn, Qianqian Mu, Louise Barkhuus, Nina Boulus-Rødje","doi":"10.1145/3648617","DOIUrl":"https://doi.org/10.1145/3648617","url":null,"abstract":"<p>Designing new technologies to support synchronous interaction across distance has for many years focused on creating symmetry for participation between geographically distributed actors. Symmetry in synchronous interaction has, to some extent, been achieved technologically (while multiple social, historical, political, and hierarchical concerns continue to exist) and proven empirically in the increased use of remote-work technologies that were used during the pandemic. However, synchronous interaction in hybrid work is achieved differently, since the asymmetry produced by some participants being collocated while others geographically distributed introduces increased complexities for such interactions. Focusing on this challenge, we ask: <i>To what extent can symmetry in cooperative work engagements be achieved in hybrid work contexts?</i> We explore this question by interrogating multiple different empirical examples of synchronous hybrid interaction collected across different organizations, activities, and events. We found that the effort required to accomplish hybrid work includes additional articulation work necessary for bounding multiple intertwined artefacts across sites, devices, and applications. Further, the multiple artefacts setup across sites, combined with asymmetric collocation across participants, produce incongruence in technological frames of reference for each participant. All participants in hybrid work have only partial access to the hybrid setup, and no single person has access to the complete setup. The incongruence in technological frames produces insurmountable gaps in collaboration, causing all hybrid work situations to be characterized fundamentally by asymmetric relationships. We argue that symmetry in hybrid synchronous interaction is impossible to attain in attempts to solve this problem through design. Instead, we propose that designers of cooperative technologies for hybrid work shift towards developing artefact-ecologies supporting hybrid work, focusing on asymmetry as a necessary feature. Fundamentally, the design strategy should explore novel ways of taking advantage of the multiple different artefact-ecologies which serve as the foundation for the hybrid collaboration. Instead of striving for symmetry, we propose to feature asymmetric conditions in future technology designs for hybrid interaction.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"30 1","pages":""},"PeriodicalIF":3.7,"publicationDate":"2024-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139928146","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Embedding data into the physical environment using augmented reality (AR) is a practical approach for data visualization as it offers a large and flexible display space on or around the physical referent, i.e. the physical object to which the data is related. Yet current interaction in such context is often performed using cumbersome dedicated devices, tiring mid-air gestures or awkward on-body input. In this paper, we investigate the use of the physical referent itself as a support for input interaction with an embedded space-time cube (STC) representation. Hence, we first identify the most promising mappings between the physical features of the referent (edges, faces, corners) and the STC dimensions. Then, we design three data selection techniques using the physical referent and compare them to mid-air gestures when performing selection tasks on the STC. Overall, our work demonstrates that using the physical referent to support input interaction with embedded data representations is an efficient and comfortable approach for data selection in standing and sitting situations.
{"title":"Exploiting Physical Referent Features as Input for Multidimensional Data Selection in Augmented Reality","authors":"Gary Perelman, Marcos Serrano, Emmanuel Dubois","doi":"10.1145/3648613","DOIUrl":"https://doi.org/10.1145/3648613","url":null,"abstract":"<p>Embedding data into the physical environment using augmented reality (AR) is a practical approach for data visualization as it offers a large and flexible display space on or around the physical referent, i.e. the physical object to which the data is related. Yet current interaction in such context is often performed using cumbersome dedicated devices, tiring mid-air gestures or awkward on-body input. In this paper, we investigate the use of the physical referent itself as a support for input interaction with an embedded space-time cube (STC) representation. Hence, we first identify the most promising mappings between the physical features of the referent (edges, faces, corners) and the STC dimensions. Then, we design three data selection techniques using the physical referent and compare them to mid-air gestures when performing selection tasks on the STC. Overall, our work demonstrates that using the physical referent to support input interaction with embedded data representations is an efficient and comfortable approach for data selection in standing and sitting situations.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"3 1","pages":""},"PeriodicalIF":3.7,"publicationDate":"2024-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139925692","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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 use of image-schematic metaphors is often promoted for being near-universal across user groups, suggesting that these metaphors have the potential to make novel interactive systems easy to use by both younger and older adults. This study empirically investigates this by eliciting image-schematic metaphors from the spoken language and interaction behaviors of 12 younger adults and 12 older adults undertaking tasks in a technology learning domain. For the first time, we reveal an almost-perfect overlap between image-schematic metaphors used by the younger and older groups, despite the two groups showing significant differences in prior technological knowledge. This finding provides empirical evidence for the near-universality of image-schematic metaphor use across age groups. The study also identifies 37 image-schematic metaphors shared between the two age groups in the technology learning domain to support future design of age-inclusive interactive systems.
{"title":"Guiding the Design of Inclusive Interactive Systems: Do Younger and Older Adults Use the Same Image-Schematic Metaphors?","authors":"Jingyi Li, Nathan Crilly, Per Ola Kristensson","doi":"10.1145/3648618","DOIUrl":"https://doi.org/10.1145/3648618","url":null,"abstract":"<p>The use of image-schematic metaphors is often promoted for being near-universal across user groups, suggesting that these metaphors have the potential to make novel interactive systems easy to use by both younger and older adults. This study empirically investigates this by eliciting image-schematic metaphors from the spoken language and interaction behaviors of 12 younger adults and 12 older adults undertaking tasks in a technology learning domain. For the first time, we reveal an almost-perfect overlap between image-schematic metaphors used by the younger and older groups, despite the two groups showing significant differences in prior technological knowledge. This finding provides empirical evidence for the near-universality of image-schematic metaphor use across age groups. The study also identifies 37 image-schematic metaphors shared between the two age groups in the technology learning domain to support future design of age-inclusive interactive systems.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"17 1","pages":""},"PeriodicalIF":3.7,"publicationDate":"2024-02-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139756023","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
People participating in online groups often co-construct knowledge of what they believe and, sometimes, co-construct their understanding of who they are. Through participant observation and semi-structured interviews with 13 members of the online forum r/bisexual on Reddit, we found participants collaboratively constructing an understanding of bisexuality. We found this knowledge-building fills an epistemic gap resulting from bisexuality often being poorly understood. When individuals do not possess knowledge key to understanding their own lives, this can be seen as hermeneutical injustice – a type of epistemic injustice. We use the lens of hermeneutical injustice to shed light on participants’ experiences on r/bisexual. Our work contributes to recent research on epistemic injustice in HCI by looking at how members of r/bisexual mitigate epistemic injustice by reclaiming residuality – the space outside the gay-straight binary. We also discuss considerations for hermeneutical injustice to inform the design of online communities and HCI research practice.
{"title":"Mitigating Epistemic Injustice: The Online Construction of a Bisexual Culture","authors":"Jordan Taylor, Amy Bruckman","doi":"10.1145/3648614","DOIUrl":"https://doi.org/10.1145/3648614","url":null,"abstract":"<p>People participating in online groups often co-construct knowledge of what they believe and, sometimes, co-construct their understanding of <i>who they are</i>. Through participant observation and semi-structured interviews with 13 members of the online forum r/bisexual on Reddit, we found participants collaboratively constructing an understanding of bisexuality. We found this knowledge-building fills an epistemic gap resulting from bisexuality often being poorly understood. When individuals do not possess knowledge key to understanding their own lives, this can be seen as <i>hermeneutical injustice</i> – a type of epistemic injustice. We use the lens of hermeneutical injustice to shed light on participants’ experiences on r/bisexual. Our work contributes to recent research on epistemic injustice in HCI by looking at how members of r/bisexual mitigate epistemic injustice by reclaiming residuality – the space outside the gay-straight binary. We also discuss considerations for hermeneutical injustice to inform the design of online communities and HCI research practice.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"8 1","pages":""},"PeriodicalIF":3.7,"publicationDate":"2024-02-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139756079","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Research on the potential benefits of technology for autistic children is an emergent field in Human-Computer Interaction (HCI), especially within the Child-Computer Interaction Community. At the same time, there are concerns about what these interventions and technologies are for and who benefits. We present a research and design approach for Tangible User Interfaces (TUIs) for minimally verbal to nonverbal autistic children following a neurodiversity narrative through three field studies developed and evaluated with three groups of children within a semi-structured scholastic environment between 2018 and 2021 in the UK. We discuss our insights for research and TUI designs in the context of social play for nonverbal autistic children and critically reflect on the methods and approaches we used. We do this to disrupt the normalisation agenda that subtly permeates the field of HCI and to direct designers’ attention toward supporting autistic ways of being in the world.
{"title":"Unmasking the Power of Play Through TUI Designs","authors":"A. Nonnis, N. Bryan-Kinns","doi":"10.1145/3648619","DOIUrl":"https://doi.org/10.1145/3648619","url":null,"abstract":"<p>Research on the potential benefits of technology for autistic children is an emergent field in Human-Computer Interaction (HCI), especially within the Child-Computer Interaction Community. At the same time, there are concerns about what these interventions and technologies are for and who benefits. We present a research and design approach for Tangible User Interfaces (TUIs) for minimally verbal to nonverbal autistic children following a neurodiversity narrative through three field studies developed and evaluated with three groups of children within a semi-structured scholastic environment between 2018 and 2021 in the UK. We discuss our insights for research and TUI designs in the context of social play for nonverbal autistic children and critically reflect on the methods and approaches we used. We do this to disrupt the normalisation agenda that subtly permeates the field of HCI and to direct designers’ attention toward supporting autistic ways of being in the world.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"48 1","pages":""},"PeriodicalIF":3.7,"publicationDate":"2024-02-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139756073","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Shaun Macdonald, Euan Freeman, Frank Pollick, Stephen Brewster
Social anxiety is a prevalent mental health concern that impacts quality of life and makes social spaces less accessible. We conducted two studies with socially anxious participants, investigating using affective haptic comfort objects to provide calming support during social exposure. Participatory prototyping informed the design and use of the intervention, which was then evaluated between-groups with a social exposure task. Treatment participants held their preferred vibration-augmented prototype during this task; control participants did not. We observed no change in physiological measures, but treatment participants exhibited a significantly broader distribution of psychological anxiety scores. Participants in both studies found their objects pleasant and calming, made positive emotional associations with resonant stimuli, and used their objects to afford self-soothing tactile experiences. We discuss how future designers can facilitate calming affective haptic interfaces for socially anxious settings.
{"title":"Prototyping and Evaluation of Emotionally Resonant Vibrotactile Comfort Objects as a Calming Social Anxiety Intervention","authors":"Shaun Macdonald, Euan Freeman, Frank Pollick, Stephen Brewster","doi":"10.1145/3648615","DOIUrl":"https://doi.org/10.1145/3648615","url":null,"abstract":"<p>Social anxiety is a prevalent mental health concern that impacts quality of life and makes social spaces less accessible. We conducted two studies with socially anxious participants, investigating using affective haptic comfort objects to provide calming support during social exposure. Participatory prototyping informed the design and use of the intervention, which was then evaluated between-groups with a social exposure task. Treatment participants held their preferred vibration-augmented prototype during this task; control participants did not. We observed no change in physiological measures, but treatment participants exhibited a significantly broader distribution of psychological anxiety scores. Participants in both studies found their objects pleasant and calming, made positive emotional associations with resonant stimuli, and used their objects to afford self-soothing tactile experiences. We discuss how future designers can facilitate calming affective haptic interfaces for socially anxious settings.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"254 1","pages":""},"PeriodicalIF":3.7,"publicationDate":"2024-02-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139756029","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Judith Borghouts, Yicong Huang, Suellen Hopfer, Chen Li, Gloria Mark
Social media platforms are frequently used to share information and opinions around vaccinations. The more often a message is reshared, the wider the reach of the message and potential influence it may have on shaping people’s opinions to get vaccinated or not. We used a negative binomial regression to investigate whether a message’s linguistic characteristics (degree of concreteness, emotional arousal, and sentiment) and user characteristics (political ideology and number of followers) may influence users’ decisions to reshare tweets related to the COVID-19 vaccine. We analyzed US English-language tweets related to the COVID-19 vaccine between May 2020 and October 2021 (N = 236,054).
Tweets with positive and high-arousal words were more often retweeted than negative, low-arousal tweets. Tweets with abstract words were more often retweeted than tweets with concrete words. In addition, while Liberal users were more likely to have tweets with a positive sentiment reshared, Conservative users were more likely to have tweets with a negative sentiment reshared. Our results can inform public health messaging on how to best phrase vaccine information to impact engagement and information resharing, and potentially persuade a wider set of people to get vaccinated.
{"title":"Wording Matters: the Effect of Linguistic Characteristics and Political Ideology on Resharing of COVID-19 Vaccine Tweets","authors":"Judith Borghouts, Yicong Huang, Suellen Hopfer, Chen Li, Gloria Mark","doi":"10.1145/3637876","DOIUrl":"https://doi.org/10.1145/3637876","url":null,"abstract":"<p>Social media platforms are frequently used to share information and opinions around vaccinations. The more often a message is reshared, the wider the reach of the message and potential influence it may have on shaping people’s opinions to get vaccinated or not. We used a negative binomial regression to investigate whether a message’s linguistic characteristics (degree of concreteness, emotional arousal, and sentiment) and user characteristics (political ideology and number of followers) may influence users’ decisions to reshare tweets related to the COVID-19 vaccine. We analyzed US English-language tweets related to the COVID-19 vaccine between May 2020 and October 2021 (N = 236,054). </p><p>Tweets with positive and high-arousal words were more often retweeted than negative, low-arousal tweets. Tweets with abstract words were more often retweeted than tweets with concrete words. In addition, while Liberal users were more likely to have tweets with a positive sentiment reshared, Conservative users were more likely to have tweets with a negative sentiment reshared. Our results can inform public health messaging on how to best phrase vaccine information to impact engagement and information resharing, and potentially persuade a wider set of people to get vaccinated.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"85 1","pages":""},"PeriodicalIF":3.7,"publicationDate":"2024-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139644856","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Autism research is primarily targeted toward children and at normalizing autistic traits. We conducted a literature review of computing research on adult autism, focusing on identifying research priorities set by autistic adults and their allies, determining participation levels, identifying how autism is conceptualized, and the types of technologies designed and their purposes. We found: 1) that computing research in adult autism is neither representative of older and non-binary adults nor of autistic adults living outside the USA and Europe; 2) a lack of technologies geared towards the priorities set by autistic adults and their allies, and 3) that computing research primarily views adult autism as a medical deficit and builds design solutions and technologies that follow this marginalizing narrative. We discuss the status quo and provide recommendations for computing researchers to encourage research built on user needs and respectful of autistic adults.
{"title":"Adult Autism Research Priorities and Conceptualization in Computing Research: Invitation to Co-Lead with Autistic Adults","authors":"Dafne Zuleima Morgado Ramirez, Giulia Barbareschi, Cathy Holloway","doi":"10.1145/3635148","DOIUrl":"https://doi.org/10.1145/3635148","url":null,"abstract":"<p>Autism research is primarily targeted toward children and at normalizing autistic traits. We conducted a literature review of computing research on adult autism, focusing on identifying research priorities set by autistic adults and their allies, determining participation levels, identifying how autism is conceptualized, and the types of technologies designed and their purposes. We found: 1) that computing research in adult autism is neither representative of older and non-binary adults nor of autistic adults living outside the USA and Europe; 2) a lack of technologies geared towards the priorities set by autistic adults and their allies, and 3) that computing research primarily views adult autism as a medical deficit and builds design solutions and technologies that follow this marginalizing narrative. We discuss the status quo and provide recommendations for computing researchers to encourage research built on user needs and respectful of autistic adults.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"11 1","pages":""},"PeriodicalIF":3.7,"publicationDate":"2024-01-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139554948","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Victoria Palacin, Samantha McDonald, Pablo Aragón, Matti Nelimarkka
Participatory budgeting is a democratic innovation increasingly supported by digital platforms. Like any technology, participatory budgeting platforms are not value-free or politically neutral; their design, configuration, and deployment display assumptions and configure participant behaviour. To understand what kinds of configurations occur and what kinds of democratic values they hold, we studied 31 digital participatory budgeting cases in Spain, France, and Finland. These cases were all supported by the same technical platform, Decidim, allowing us to focus on the variations in their configurations. We examined the data from these cases and identified 25 different technical configurations and 15 participatory budgeting configurations. The configurations observed in our cases exhibit individual and community-centred assumptions about expected state-society interactions, as well as open vs managerial approaches to participatory budgeting. Based on these findings, we highlight a dilemma for civic technology designers: to what degree should platforms be open to configuration and customisation, and which political values should be enforced by platform design?
{"title":"Configurations of Digital Participatory Budgeting","authors":"Victoria Palacin, Samantha McDonald, Pablo Aragón, Matti Nelimarkka","doi":"10.1145/3635144","DOIUrl":"https://doi.org/10.1145/3635144","url":null,"abstract":"<p>Participatory budgeting is a democratic innovation increasingly supported by digital platforms. Like any technology, participatory budgeting platforms are not value-free or politically neutral; their design, configuration, and deployment display assumptions and configure participant behaviour. To understand what kinds of configurations occur and what kinds of democratic values they hold, we studied 31 digital participatory budgeting cases in Spain, France, and Finland. These cases were all supported by the same technical platform, <span>Decidim</span>, allowing us to focus on the variations in their configurations. We examined the data from these cases and identified 25 different technical configurations and 15 participatory budgeting configurations. The configurations observed in our cases exhibit <i>individual</i> and <i>community-centred</i> assumptions about expected state-society interactions, as well as <i>open vs managerial</i> approaches to participatory budgeting. Based on these findings, we highlight a dilemma for civic technology designers: to what degree should platforms be open to configuration and customisation, and which political values should be enforced by platform design?</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"4 1","pages":""},"PeriodicalIF":3.7,"publicationDate":"2023-12-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138742364","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Fiona Draxler, Anna Werner, Florian Lehmann, Matthias Hoppe, Albrecht Schmidt, Daniel Buschek, Robin Welsch
Human-AI interaction in text production increases complexity in authorship. In two empirical studies (n1 = 30 & n2 = 96), we investigate authorship and ownership in human-AI collaboration for personalized language generation. We show an AI Ghostwriter Effect: Users do not consider themselves the owners and authors of AI-generated text but refrain from publicly declaring AI authorship. Personalization of AI-generated texts did not impact the AI Ghostwriter Effect, and higher levels of participants’ influence on texts increased their sense of ownership. Participants were more likely to attribute ownership to supposedly human ghostwriters than AI ghostwriters, resulting in a higher ownership-authorship discrepancy for human ghostwriters. Rationalizations for authorship in AI ghostwriters and human ghostwriters were similar. We discuss how our findings relate to psychological ownership and human-AI interaction to lay the foundations for adapting authorship frameworks and user interfaces in AI in text-generation tasks.
{"title":"The AI Ghostwriter Effect: When Users Do Not Perceive Ownership of AI-Generated Text But Self-Declare as Authors","authors":"Fiona Draxler, Anna Werner, Florian Lehmann, Matthias Hoppe, Albrecht Schmidt, Daniel Buschek, Robin Welsch","doi":"10.1145/3637875","DOIUrl":"https://doi.org/10.1145/3637875","url":null,"abstract":"<p>Human-AI interaction in text production increases complexity in authorship. In two empirical studies (n1 = 30 & n2 = 96), we investigate authorship and ownership in human-AI collaboration for personalized language generation. We show an <i>AI Ghostwriter Effect</i>: Users do not consider themselves the owners and authors of AI-generated text but refrain from publicly declaring AI authorship. Personalization of AI-generated texts did not impact the <i>AI Ghostwriter Effect</i>, and higher levels of participants’ influence on texts increased their sense of ownership. Participants were more likely to attribute ownership to supposedly human ghostwriters than AI ghostwriters, resulting in a higher ownership-authorship discrepancy for human ghostwriters. Rationalizations for authorship in AI ghostwriters and human ghostwriters were similar. We discuss how our findings relate to psychological ownership and human-AI interaction to lay the foundations for adapting authorship frameworks and user interfaces in AI in text-generation tasks.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"24 1","pages":""},"PeriodicalIF":3.7,"publicationDate":"2023-12-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138715203","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}