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‘We’re not that Gullible!’ Revealing Dark Pattern Mental Models of 11-12 Year-Old Scottish Children 我们没那么好骗!"(We're not that Gullible!揭示 11-12 岁苏格兰儿童的黑暗模式心智模型
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-04-23 DOI: 10.1145/3660342
Karen Renaud, Cigdem Sengul, Kovila P. L. Coopamootoo, Bryan C Clift, Jacqui Taylor, Mark Springett, Ben Morrison
Deceptive techniques known as dark patterns specifically target online users. Children are particularly vulnerable as they might lack the skills to recognise and resist these deceptive attempts. To be effective, interventions to forewarn and forearm should build on a comprehensive understanding of children’s existing mental models. To this end, we carried out a study with 11-12 year old Scottish children to reveal their mental models of dark patterns. They were acutely aware of online deception, referring to deployers as being ‘up to no good’. Yet, they were overly vigilant and construed worst-case outcomes, with even a benign warning triggering suspicion. We recommend that rather than focusing on specific instances of dark patterns in awareness raising, interventions should prioritise improving children’s understanding of the characteristics of, and the motivations behind, deceptive online techniques. By so doing, we can help them to develop a more robust defence against these deceptive practices.
被称为 "黑暗模式 "的欺骗技术专门针对在线用户。儿童尤其容易受到伤害,因为他们可能缺乏识别和抵制这些欺骗企图的技能。为了有效地进行预警和预防,干预措施应建立在对儿童现有心理模式的全面了解之上。为此,我们对 11-12 岁的苏格兰儿童进行了一项研究,以揭示他们对黑暗模式的心理模型。他们敏锐地意识到了网络欺骗,将部署者称为 "不怀好意"。然而,他们过度警惕,并认为这是最糟糕的结果,即使是善意的警告也会引发怀疑。我们建议,在提高认识的过程中,与其把重点放在黑暗模式的具体事例上,还不如优先采取干预措施,让儿童更好地了解网络欺骗手段的特点及其背后的动机。通过这样做,我们可以帮助他们对这些欺骗行为建立起更强大的防御能力。
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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 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
Theorizing Self Visibility on Social Media: A Visibility Objects Lens 社交媒体上的自我可见性理论化:可见性对象透镜
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-04-22 DOI: 10.1145/3660337
Kristen Barta, Nazanin Andalibi
Self-presentation undergirds social interaction on social media. HCI and social computing scholarship draw on visibility to theorize self-presentation management; while research addresses how social media users leverage (in)visibility for self-presentation goals, how users perceive and assess the visibility of themselves and others merits investigation. We conducted interviews ( n =20) to explore how United States-based social media users perceive and assess self visibility. Findings indicate that self visibility comprises a set of related objects’ visibility—content, persons, and identity—associated with distinct, but related, visibility attributes. We develop the visibility objects lens to examine self-presentation, contributing a unified social media visibility framework. We show how users perceive themselves as visible to platforms and algorithms, which act as visibility agents. We introduce reflected algorithmic visibility to describe awareness of visibility to platforms and algorithms informed by algorithmic feedback. We conclude with design implications of a visibility objects lens.
自我展示是社交媒体上社交互动的基础。人机交互和社会计算学术研究利用可见性来对自我展示管理进行理论分析;在研究社交媒体用户如何利用(不)可见性来实现自我展示目标的同时,用户如何感知和评估自己和他人的可见性也值得研究。我们进行了访谈(n = 20),探讨美国社交媒体用户如何看待和评估自我可见性。研究结果表明,自我可见性包括一系列相关对象的可见性--内容、人物和身份--与不同但相关的可见性属性相关联。我们开发了能见度对象透镜来研究自我展示,从而建立了一个统一的社交媒体能见度框架。我们展示了用户如何将自己视为可见于平台和算法,而平台和算法则是可见性代理。我们引入了反映算法可见性,以描述平台和算法对可见性的认识,并通过算法反馈提供信息。最后,我们总结了可见性对象透镜的设计意义。
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引用次数: 0
What Makes XR Dark? Examining Emerging Dark Patterns in Augmented and Virtual Reality through Expert Co-Design 是什么让 XR 变得黑暗?通过专家协同设计研究增强现实和虚拟现实中新出现的黑暗模式
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-04-22 DOI: 10.1145/3660340
Veronika Krauss, Pejman Saeghe, Alexander Boden, Mohamed Khamis, Mark McGill, Jan Gugenheimer, Michael Nebeling
Dark Patterns are deceptive designs that influence a user's interactions with an interface to benefit someone other than the user. Prior work has identified dark patterns in WIMP interfaces and ubicomp environments, but how dark patterns can manifest in Augmented and Virtual Reality (collectively XR) requires more attention. We therefore conducted ten co-design workshops with 20 experts in XR and deceptive design. Our participants co-designed 42 scenarios containing dark patterns, based on application archetypes presented in recent HCI/XR literature. In the co-designed scenarios, we identified ten novel dark patterns in addition to 39 existing ones, as well as ten examples in which specific characteristics associated with XR potentially amplified the effect dark patterns could have on users. Based on our findings and prior work, we present a classification of XR-specific properties that facilitate dark patterns: perception, spatiality, physical/virtual barriers, and XR device sensing. We also present the experts’ assessments of the likelihood and severity of the co-designed scenarios and highlight key aspects they considered for this evaluation, for example, technological feasibility, ease of upscaling and distributing malicious implementations, and the application's context of use. Finally, we discuss means to mitigate XR dark patterns and support regulatory bodies to reduce potential harms.
黑暗模式是一种欺骗性设计,它会影响用户与界面的交互,从而使用户以外的其他人受益。先前的研究已经发现了 WIMP 界面和泛在环境中的黑暗模式,但如何在增强现实和虚拟现实(统称 XR)中体现黑暗模式还需要更多的关注。因此,我们与 20 位 XR 和欺骗性设计方面的专家开展了 10 次共同设计研讨会。我们的参与者根据近期人机交互/XR文献中介绍的应用原型,共同设计了42个包含暗色图案的场景。在共同设计的场景中,除了 39 种现有的黑暗模式外,我们还发现了 10 种新颖的黑暗模式,以及 10 个与 XR 相关的特定特征可能会放大黑暗模式对用户影响的例子。根据我们的研究结果和先前的工作,我们对促进黑暗模式的 XR 特性进行了分类:感知、空间性、物理/虚拟障碍和 XR 设备感应。我们还介绍了专家们对共同设计场景的可能性和严重性的评估,并强调了他们在评估中考虑的关键因素,例如技术可行性、恶意实施的升级和传播难易程度以及应用程序的使用环境。最后,我们讨论了减轻 XR 黑暗模式的手段,并支持监管机构减少潜在危害。
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引用次数: 1
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 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 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 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
Achieving Symmetry in Synchronous Interaction in Hybrid Work is Impossible 在混合工作中实现同步互动的对称性是不可能的
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-02-20 DOI: 10.1145/3648617
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.

多年来,为支持跨距离同步互动而设计新技术的重点一直是为地理上分散的参与者之间的参与创造对称性。在某种程度上,同步互动的对称性已经在技术上实现了(而社会、历史、政治和等级制度等多方面的问题依然存在),并在大流行病期间远程工作技术的使用增加中得到了实证。然而,在混合工作中实现同步互动的方式有所不同,因为一些参与者在同一地点工作,而另一些参与者则分布在不同的地理位置,这种不对称为此类互动带来了更多的复杂性。针对这一挑战,我们提出了以下问题:在混合工作环境中,合作工作参与的对称性能达到什么程度?我们通过对不同组织、活动和事件中收集到的多个不同的同步混合互动实证案例进行分析,来探讨这个问题。我们发现,完成混合工作所需的努力包括额外的衔接工作,这对于跨站点、跨设备和跨应用程序绑定多个相互交织的人工制品是必不可少的。此外,在不同地点设置多个人工制品,再加上不同参与者之间的不对称搭配,会使每个参与者的技术参照基准不一致。混合工作中的所有参与者都只能使用混合设置的一部分,没有任何一个人可以使用完整的设置。技术框架的不一致造成了合作中不可逾越的鸿沟,导致所有混合工作情境的基本特征都是非对称关系。我们认为,要想通过设计来解决这个问题,就不可能在混合同步交互中实现对称。相反,我们建议混合工作合作技术的设计者转向开发支持混合工作的人工制品生态,把非对称作为一个必要的特征。从根本上说,设计策略应探索利用多种不同人工制品生态的新方法,这些人工制品生态是混合协作的基础。我们建议,在未来的混合互动技术设计中,不要追求对称性,而应注重非对称条件。
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引用次数: 0
Exploiting Physical Referent Features as Input for Multidimensional Data Selection in Augmented Reality 利用物理参照物特征作为增强现实中多维数据选择的输入
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-02-20 DOI: 10.1145/3648613
Gary Perelman, Marcos Serrano, Emmanuel Dubois

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.

使用增强现实技术(AR)将数据嵌入物理环境是一种实用的数据可视化方法,因为它可以在物理参照物(即与数据相关的物理对象)上或周围提供一个大而灵活的显示空间。然而,目前在这种情况下的交互通常使用笨重的专用设备、累人的半空手势或笨拙的身体输入。在本文中,我们将研究如何利用物理参照物本身作为支持输入交互的嵌入式时空立方体(STC)表示法。因此,我们首先确定了参照物的物理特征(边、面、角)与 STC 维度之间最有前景的映射关系。然后,我们设计了三种使用物理参照物的数据选择技术,并将它们与在 STC 上执行选择任务时的中空手势进行了比较。总之,我们的研究表明,使用物理参照物来支持嵌入式数据表示的输入交互,是在站立和坐姿情况下进行数据选择的一种高效、舒适的方法。
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引用次数: 0
Guiding the Design of Inclusive Interactive Systems: Do Younger and Older Adults Use the Same Image-Schematic Metaphors? 指导包容性互动系统的设计:年轻人和老年人使用相同的图像-示意图隐喻吗?
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-02-17 DOI: 10.1145/3648618
Jingyi Li, Nathan Crilly, Per Ola Kristensson

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.

图像--示意性隐喻的使用经常被宣传为在不同用户群体中几乎是通用的,这表明这些隐喻有可能使年轻和年长的成年人都能轻松使用新颖的交互系统。本研究通过从 12 名年轻人和 12 名老年人在技术学习领域执行任务时的口语和交互行为中提取图像-示意图隐喻,对此进行了实证研究。我们首次发现,尽管年轻组和年长组在先前的技术知识方面存在显著差异,但他们使用的图像示意隐喻几乎完全重合。这一发现为不同年龄组使用图像-示意隐喻的近乎普遍性提供了经验证据。研究还发现了两个年龄组在技术学习领域共有的 37 个图像-示意隐喻,为今后设计年龄兼容的互动系统提供了支持。
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引用次数: 0
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ACM Transactions on Computer-Human Interaction
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