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Mitigating Epistemic Injustice: The Online Construction of a Bisexual Culture 减轻认识论上的不公正:双性恋文化的在线构建
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-02-16 DOI: 10.1145/3648614
Jordan Taylor, Amy Bruckman

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.

参与网络群体的人通常会共同构建他们所相信的知识,有时还会共同构建他们对自己身份的理解。通过对 Reddit 上 r/bisexual 在线论坛 13 名成员的参与观察和半结构式访谈,我们发现参与者共同构建了对双性恋的理解。我们发现,这种知识建构填补了人们对双性恋理解不足所造成的认识论空白。当个人不掌握理解自己生活的关键知识时,这可以被视为诠释学上的不公正--一种认识论上的不公正。我们使用解释学不公正的视角来揭示 r/bisexual 上参与者的经历。通过研究 r/bisexual 的成员如何通过恢复剩余性(同性恋-异性恋二元对立之外的空间)来缓解认识论上的不公正,我们的研究为人机交互中认识论不公正的最新研究做出了贡献。我们还讨论了解释学不公正的考虑因素,为在线社区的设计和人机交互研究实践提供参考。
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引用次数: 0
Unmasking the Power of Play Through TUI Designs 通过 TUI 设计揭示游戏的力量
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-02-16 DOI: 10.1145/3648619
A. Nonnis, N. Bryan-Kinns

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.

关于技术对自闭症儿童的潜在益处的研究是人机交互(HCI)领域的一个新兴领域,尤其是在儿童与计算机交互领域。与此同时,人们也在关注这些干预措施和技术的用途以及受益者是谁。2018年至2021年期间,我们在英国的一个半结构化的学术环境中,通过与三组儿童共同开发和评估的三项实地研究,按照神经多样性叙事,介绍了针对极少言语到非言语自闭症儿童的有形用户界面(TUIs)的研究和设计方法。我们讨论了在非语言自闭症儿童社交游戏背景下我们对研究和 TUI 设计的见解,并对我们所使用的方法和途径进行了批判性反思。我们这样做的目的是要打破人机交互领域潜移默化的正常化议程,引导设计师关注支持自闭症儿童的处世方式。
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引用次数: 0
Prototyping and Evaluation of Emotionally Resonant Vibrotactile Comfort Objects as a Calming Social Anxiety Intervention 将情感共振振动触觉舒适物品作为缓解社交焦虑的干预措施的原型设计与评估
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-02-16 DOI: 10.1145/3648615
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.

社交焦虑是一种普遍存在的心理健康问题,它会影响生活质量,并使社交空间变得不那么容易进入。我们对社交焦虑的参与者进行了两项研究,调查在社交暴露过程中使用情感触觉舒适物品提供镇静支持的情况。参与式原型设计为干预措施的设计和使用提供了依据,然后通过社交暴露任务对干预措施进行了组间评估。在这项任务中,治疗参与者手持他们喜欢的振动增强原型;对照参与者则没有手持振动增强原型。我们观察到生理指标没有变化,但治疗参与者的心理焦虑得分分布明显更广。这两项研究的参与者都认为他们的物品令人愉悦和平静,对共振刺激产生了积极的情感联想,并使用他们的物品提供自我抚慰的触觉体验。我们将讨论未来的设计者如何才能为社会焦虑环境提供令人平静的情感触觉界面。
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引用次数: 0
Wording Matters: the Effect of Linguistic Characteristics and Political Ideology on Resharing of COVID-19 Vaccine Tweets 措辞很重要:语言特点和政治意识形态对转发 COVID-19 疫苗推文的影响
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-01-30 DOI: 10.1145/3637876
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.

社交媒体平台经常被用来分享有关疫苗接种的信息和观点。一条信息被转发的次数越多,信息的传播范围就越广,对人们是否接种疫苗的意见形成的潜在影响也就越大。我们使用负二项回归法来研究信息的语言特点(具体程度、情绪唤醒和情感)和用户特征(政治意识形态和粉丝数量)是否会影响用户转发 COVID-19 疫苗相关推文的决定。我们分析了 2020 年 5 月至 2021 年 10 月期间与 COVID-19 疫苗相关的美国英语推文(N = 236,054 条)。与负面、低关注度的推文相比,正面、高关注度的推文更常被转发。使用抽象词语的推文比使用具体词语的推文更常被转发。此外,自由派用户更有可能转发带有积极情绪的推文,而保守派用户则更有可能转发带有消极情绪的推文。我们的研究结果可以为公共卫生信息提供参考,帮助人们了解如何以最佳方式措辞疫苗信息,从而影响参与度和信息转发,并有可能说服更多的人接种疫苗。
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引用次数: 0
Adult Autism Research Priorities and Conceptualization in Computing Research: Invitation to Co-Lead with Autistic Adults 计算研究中的成人自闭症研究重点和概念化:邀请自闭症成人共同领导
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2024-01-24 DOI: 10.1145/3635148
Dafne Zuleima Morgado Ramirez, Giulia Barbareschi, Cathy Holloway

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.

自闭症研究的主要目标是儿童和使自闭症特征正常化。我们对有关成人自闭症的计算研究进行了文献综述,重点是确定成人自闭症患者及其盟友设定的研究重点、确定参与水平、确定自闭症的概念化方式以及设计的技术类型及其目的。我们发现:1)成人自闭症方面的计算研究既不代表老年人和非二元成人,也不代表生活在美国和欧洲以外的自闭症成人;2)缺乏针对自闭症成人及其盟友设定的优先事项的技术;3)计算研究主要将成人自闭症视为一种医学缺陷,并根据这种边缘化的叙述来构建设计方案和技术。我们对现状进行了讨论,并为计算机研究人员提供了建议,以鼓励基于用户需求和尊重成年自闭症患者的研究。
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引用次数: 0
Configurations of Digital Participatory Budgeting 数字参与式预算编制的配置
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2023-12-19 DOI: 10.1145/3635144
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?

参与式预算编制是一种民主创新,越来越多地得到数字平台的支持。与任何技术一样,参与式预算编制平台并非无价值或政治中立;它们的设计、配置和部署显示了各种假设,并配置了参与者的行为。为了了解会出现什么样的配置以及它们持有什么样的民主价值观,我们研究了西班牙、法国和芬兰的 31 个数字参与式预算案例。这些案例均由相同的技术平台 Decidim 支持,因此我们可以重点关注其配置的变化。我们研究了这些案例的数据,确定了 25 种不同的技术配置和 15 种参与式预算配置。我们在案例中观察到的配置显示了个人和社区对预期的国家-社会互动的假设,以及参与式预算编制的开放与管理方法。基于这些发现,我们强调了公民技术设计者所面临的两难境地:平台应在多大程度上开放配置和定制,平台设计应贯彻哪些政治价值观?
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引用次数: 0
The AI Ghostwriter Effect: When Users Do Not Perceive Ownership of AI-Generated Text But Self-Declare as Authors 人工智能鬼才效应:当用户不认为自己是人工智能生成文本的所有者,却自我宣称是作者时
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2023-12-18 DOI: 10.1145/3637875
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.

文本制作中的人机交互增加了作者身份的复杂性。在两项实证研究(n1 = 30 & n2 = 96)中,我们调查了人类与人工智能合作生成个性化语言过程中的作者身份和所有权。我们发现了人工智能的 "鬼才效应"(Ghostwriter Effect):用户并不认为自己是人工智能生成文本的所有者和作者,但也不会公开声明人工智能的作者身份。人工智能生成文本的个性化并不影响人工智能的 "鬼才效应",参与者对文本的影响程度越高,他们的主人翁意识就越强。与人工智能鬼才相比,参与者更倾向于将所有权归咎于所谓的人类鬼才,这导致人类鬼才的所有权-作者权差异更大。人工智能鬼写手和人类鬼写手对作者身份的合理化解释相似。我们讨论了我们的研究结果与心理所有权和人机交互的关系,为在文本生成任务中调整人工智能的作者框架和用户界面奠定了基础。
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引用次数: 0
Examining Voice Community Use 检查语音社区的使用情况
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2023-12-13 DOI: 10.1145/3635151
Robin Brewer, Sam Ankenbauer, Manahil Hashmi, Pooja Upadhyay

Visual online communities can present accessibility challenges to older adults or people with vision and motor disabilities. Motivated by this challenge, accessibility and HCI researchers have called for voice-based communities to support aging and disability. This paper extends prior work on voice community design and short-term use by providing empirical data on how people interact with voice communities over time and intentional instances of non-use. We conducted a one-year study with 43 blind and low vision older adults, of whom 21 used a voice-based community. We use vignettes to unpack five different voice community member roles - the obligatory poster, routine poster, cross-platform lurker, busy socialite, and visual expertise seeker - and discuss community interactions over time. Findings show how participation varied based on engagement in other communities and ways that participants sought interaction. We discuss (1) how to design voice communities for member roles and (2) the implications of synchronous and asynchronous voice community interaction in voice-only communities.

视觉网络社区可能会给老年人或有视觉和运动障碍的人带来无障碍访问方面的挑战。在这一挑战的推动下,无障碍和人机交互研究人员呼吁建立基于语音的社区,以支持老龄化和残疾问题。本文通过提供有关人们如何在一段时间内与语音社区互动以及有意不使用的情况的实证数据,对之前有关语音社区设计和短期使用的工作进行了扩展。我们对 43 名盲人和低视力老年人进行了为期一年的研究,其中 21 人使用了语音社区。我们使用小故事来解读语音社区成员的五种不同角色--义务发帖者、例行发帖者、跨平台潜伏者、忙碌的社交达人和视觉专长寻求者--并讨论了随着时间推移社区的互动情况。研究结果表明,根据参与其他社区的情况以及参与者寻求互动的方式,参与情况会有所不同。我们将讨论:(1)如何针对成员角色设计语音社区;(2)语音社区的同步和异步互动对纯语音社区的影响。
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引用次数: 0
A Virtual Reality Scene Taxonomy: Identifying and Designing Accessible Scene-Viewing Techniques 虚拟现实场景分类法:识别和设计无障碍场景浏览技术
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2023-12-13 DOI: 10.1145/3635142
Rachel L. Franz, Sasa Junuzovic, Martez Mott

Virtual environments (VEs) afford similar interactions to those in physical environments: individuals can navigate and manipulate objects. Yet, a prerequisite for these interactions is being able to view the environment. Despite the existence of numerous scene-viewing techniques (i.e., interaction techniques that facilitate the visual perception of virtual scenes), there is no guidance to help designers choose which techniques to implement. We propose a scene taxonomy based on the visual structure and task within a VE by drawing on literature from cognitive psychology and computer vision, as well as virtual reality (VR) applications. We demonstrate how the taxonomy can be used by applying it to an accessibility problem, namely limited head mobility. We used the taxonomy to classify existing scene-viewing techniques and generate three new techniques that do not require head movement. In our evaluation of the techniques with 16 participants, we discovered that participants identified trade-offs in design considerations such as accessibility, realism, and spatial awareness, that would influence whether they would use the new techniques. Our results demonstrate the potential of the scene taxonomy to help designers reason about the relationships between VR interactions, tasks, and environments.

虚拟环境(VE)提供了与物理环境类似的交互方式:个人可以导航和操纵物体。然而,这些交互的前提条件是能够查看环境。尽管存在大量的场景查看技术(即促进虚拟场景视觉感知的交互技术),但却没有指导来帮助设计者选择实施哪些技术。我们借鉴认知心理学、计算机视觉以及虚拟现实(VR)应用方面的文献,根据虚拟环境中的视觉结构和任务提出了一种场景分类法。我们通过将该分类法应用于无障碍问题(即头部活动能力受限)来演示如何使用该分类法。我们利用该分类法对现有的场景浏览技术进行了分类,并生成了三种无需头部移动的新技术。在我们对 16 名参与者进行的技术评估中,我们发现参与者在设计考虑因素(如可访问性、逼真度和空间感知)方面进行了权衡,这将影响他们是否会使用这些新技术。我们的研究结果证明了场景分类法在帮助设计师推理虚拟现实交互、任务和环境之间关系方面的潜力。
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引用次数: 0
Between Rhetoric and Reality: Real-world Barriers to Uptake and Early Engagement in Digital Mental Health Interventions 言辞与现实之间:数字心理健康干预措施的吸收和早期参与的现实障碍
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2023-12-13 DOI: 10.1145/3635472
Jacinta Jardine, Camille Nadal, Sarah Robinson, Angel Enrique, Marcus Hanratty, Gavin Doherty

Digital mental health interventions (DMHIs) have potential to provide effective and accessible care to entire populations, but low client uptake and engagement are significant problems. Few prior studies explore the lived experiences of non-engagers, because reaching this population is inherently difficult. We present an observational inquiry into the barriers to sign-up and early use of a DMHI, along with reasons for initial interest in the DMHI. We collected 205 online questionnaire responses and 20 interviews from self-referring participants across four healthcare ecosystems in the UK and US. Questionnaire results revealed that uncertainty about DMHI usefulness and usability were the main barriers to uptake, whereas forgetting about it, not finding time for it and not finding it useful were the main barriers to early engagement. Participants reported multiple reasons for considering the DMHI, reflecting the contextual, subjective nature of mental health. Our thematic analysis generated themes around 1) the need for human connection, 2) the impact of self-stigma on help-seeking, 3) the lack of knowledge around DMHIs and psychological therapy, 4) the desire for personally relevant care, and 5) the fluctuating, perennial nature of mental health. We discuss implications for DMHI design, implementation and future research, as well as transdisciplinary opportunities.

数字心理健康干预(DMHIs)有可能为整个人群提供有效、便捷的医疗服务,但客户接受度和参与度低是个大问题。之前很少有研究探讨未参与人员的生活经历,因为接触到这部分人群本身就很困难。我们对注册和早期使用 DMHI 的障碍以及最初对 DMHI 感兴趣的原因进行了观察调查。我们在英国和美国的四个医疗保健生态系统中收集了 205 份在线问卷和 20 次访谈,这些问卷和访谈均来自自我推荐的参与者。问卷调查结果显示,对 DMHI 有用性和可用性的不确定性是影响使用的主要障碍,而忘记使用、没有时间使用和觉得没用则是影响早期使用的主要障碍。参与者报告了考虑使用 DMHI 的多种原因,这反映了心理健康的背景和主观性质。我们的主题分析围绕以下主题展开:1)对人际交往的需求;2)自我污名对求助的影响;3)缺乏有关 DMHI 和心理治疗的知识;4)希望获得与个人相关的护理;5)心理健康的波动性和长期性。我们讨论了 DMHI 设计、实施和未来研究的意义,以及跨学科机会。
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引用次数: 0
期刊
ACM Transactions on Computer-Human Interaction
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