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Awareness, Intention, (In)Action: Individuals’ Reactions to Data Breaches 意识、意图、行动:个人对数据泄露的反应
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-17 DOI: 10.1145/3589958
P. Mayer, Yixin Zou, Byron M. Lowens, Hunter A. Dyer, Khue Le, F. Schaub, Adam J. Aviv
Data breaches are prevalent. We provide novel insights into individuals’ awareness, perception, and responses to breaches that affect them through two online surveys: a main survey (n = 413) in which we presented participants with up to three breaches that affected them, and a follow-up survey (n = 108) in which we investigated whether the main study participants followed through with their intentions to act. Overall, 73% of participants were affected by at least one breach, but participants were unaware of 74% of breaches affecting them. While some reported intention to take action, most participants believed the breach would not impact them. We also found a sizeable intention-behavior gap. Participants did not follow through with their intention when they were apathetic about breaches, considered potential costs, forgot, or felt resigned about taking action. Our findings suggest that breached organizations should be held accountable for more proactively informing and protecting affected consumers.
数据泄露非常普遍。我们通过两项在线调查提供了关于个人对影响他们的违规行为的意识、感知和反应的新见解:一项主要调查(n = 413),我们向参与者提供了多达三次影响他们的违规行为,另一项后续调查(n = 108),我们调查了主要研究参与者是否遵循了他们的行动意图。总体而言,73%的参与者至少受到一次违规行为的影响,但参与者没有意识到74%的违规行为影响了他们。虽然一些人表示有意采取行动,但大多数参与者认为数据泄露不会影响他们。我们还发现了一个相当大的意图-行为差距。当参与者对违规行为漠不关心、考虑到潜在成本、忘记或对采取行动感到绝望时,他们就不会遵循自己的意图。我们的研究结果表明,被入侵的组织应该对更主动地通知和保护受影响的消费者负责。
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引用次数: 1
”We are researchers, but we are also humans”: Creating a design space for managing graduate student stress “我们是研究人员,但我们也是人”:创建一个管理研究生压力的设计空间
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-17 DOI: 10.1145/3589956
Fujiko Robledo Yamamoto, Janghee Cho, A. Voida, Stephen Voida
Graduate students are facing a mental health crisis due to a combination of individual, community, and societal factors. Many existing stress management interventions engage with one factor at a time, typically focusing on providing a user with data about their stress state. We conducted co-design workshops with graduate students who work closely together to explore their strategies for managing stress and to learn about what types of technologies they envision to help address their stress. Using Ecological Systems Theory as an conceptual framework, our analysis of the designs and discussions from these workshops contributes an expanded design space for stress management—one that foregrounds the affordances and challenges of designing interventions that cut across ecological systems levels along with designs that approach stress management using a broader diversity of strategies: controlling, disconnecting, and normalizing stress. We argue that this expanded design space embraces a more holistic and human approach to designing stress management technologies.
由于个人、社区和社会因素的综合作用,研究生正面临着心理健康危机。许多现有的压力管理干预措施一次只涉及一个因素,通常侧重于为用户提供有关其压力状态的数据。我们与研究生进行了共同设计研讨会,他们密切合作,探索他们管理压力的策略,并了解他们设想的帮助解决压力的技术类型。利用生态系统理论作为概念框架,我们对这些研讨会的设计和讨论进行了分析,为压力管理提供了一个扩展的设计空间——它突出了设计干预措施的优势和挑战,这些干预措施跨越生态系统水平,以及使用更广泛的策略来处理压力管理的设计:控制、断开和正常化压力。我们认为,这种扩展的设计空间包含了一种更全面、更人性化的方法来设计压力管理技术。
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引用次数: 0
Supporting Complex Decision-Making. Evidence from an Eye Tracking Study on In-Person and Remote Collaboration 支持复杂的决策。一项关于面对面和远程协作的眼动追踪研究的证据
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-17 DOI: 10.1145/3581787
K. Wisiecka, Yuumi Konishi, Krzysztof Krejtz, Mahshid Zolfaghari, B. Kopainsky, I. Krejtz, H. Koike, M. Fjeld
This paper examines the attentional mechanism of in-person collaboration by means of System Dynamics-based simulations using an eye tracking experiment. Three experimental conditions were tested: in-person collaboration, remote collaboration, and single user. We hypothesized that collaboration focuses users’ attention on key information facilitating decision-making. Collaborating participants dwelt longer on key elements of the simulation than single users. Moreover, in-person collaboration and single users yielded a strategy of decision-making similar to an optimal strategy. Finally, in-person collaboration was less cognitively demanding and of higher quality. The contribution of this paper is a deeper understanding of how in-person collaboration on a large display can help users focus their visual attention on the most important areas. With this novel understanding, we believe collaborative systems designers will be better equipped to design more effective attention-guiding mechanisms in remote collaboration systems. The present work has the potential to advance the study of collaborative, interactive technologies.
本文利用眼动追踪实验,通过基于系统动力学的模拟来研究面对面协作的注意机制。测试了三种实验条件:现场协作、远程协作和单用户协作。我们假设协作将用户的注意力集中在有助于决策的关键信息上。与单个用户相比,协作参与者在模拟的关键元素上花的时间更长。此外,面对面协作和单个用户产生了类似于最优策略的决策策略。最后,面对面合作对认知的要求更低,质量更高。本文的贡献是更深入地了解大型显示器上的面对面协作如何帮助用户将视觉注意力集中在最重要的区域上。有了这种新颖的理解,我们相信协作系统设计者将更好地在远程协作系统中设计更有效的注意力引导机制。目前的工作有可能推动协作、交互技术的研究。
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引用次数: 0
CoAIcoder: Examining the Effectiveness of AI-assisted Human-to-Human Collaboration in Qualitative Analysis CoAIcoder:在定性分析中检验人工智能辅助的人与人协作的有效性
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-12 DOI: 10.1145/3617362
Jie Gao, K. T. W. Choo, Junming Cao, R. Lee, Simon T. Perrault
While AI-assisted individual qualitative analysis has been substantially studied, AI-assisted collaborative qualitative analysis (CQA) – a process that involves multiple researchers working together to interpret data – remains relatively unexplored. After identifying CQA practices and design opportunities through formative interviews, we designed and implemented CoAIcoder, a tool leveraging AI to enhance human-to-human collaboration within CQA through four distinct collaboration methods. With a between-subject design, we evaluated CoAIcoder with 32 pairs of CQA-trained participants across common CQA phases under each collaboration method. Our findings suggest that while using a shared AI model as a mediator among coders could improve CQA efficiency and foster agreement more quickly in the early coding stage, it might affect the final code diversity. We also emphasize the need to consider the independence level when using AI to assist human-to-human collaboration in various CQA scenarios. Lastly, we suggest design implications for future AI-assisted CQA systems.
虽然人工智能辅助的个人定性分析已经得到了大量研究,但人工智能辅助合作定性分析(CQA)——一个涉及多个研究人员共同解释数据的过程——仍然相对未被探索。在通过形成性访谈确定了CQA实践和设计机会后,我们设计并实现了CoAIcoder,这是一种利用人工智能通过四种不同的协作方法增强CQA内部人与人之间协作的工具。通过主题间设计,我们评估了CoAI编码器,在每种协作方法下,32对经过CQA训练的参与者在常见的CQA阶段。我们的研究结果表明,虽然使用共享人工智能模型作为编码器之间的中介可以提高CQA效率,并在早期编码阶段更快地促进一致性,但它可能会影响最终的代码多样性。我们还强调,在各种CQA场景中使用人工智能辅助人与人之间的协作时,需要考虑独立性水平。最后,我们提出了未来人工智能辅助CQA系统的设计启示。
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引用次数: 3
The Influence of Chinese Characters on Chinese Sign Language 汉字对中国手语的影响
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-08 DOI: 10.1145/3591465
Tianyu Ren, Dengfeng Yao, Chaoran Yang, Xinchen Kang
Chinese Sign Language (CSL) and Chinese are languages used in the Chinese mainland. As a dominant language, Chinese has great influence on all levels of CSL. CSL, as a visual sign language, is fundamentally different from Chinese in linguistic structure. Unlike English, Chinese, as a pictograph, has influence on Chinese and CSL. This study explains in detail the influence of Chinese characters on CSL at the lexical level, including many elements from Chinese, such as "仿字fangzi" (form imitating Chinese characters), "书空shukong" (writing in the air with the index finger), loan translation, finger spelling, and mouthing patterns. This influence is not a simple borrowing of Chinese characters, but a creative imitation and adaptation according to the needs of sign language to express meaning. After a long period of evolution, the characteristics of Chinese characters are naturally integrated into CSL loanwords, which makes the relationship between sign language and Chinese characters closer. CSL borrows a large number of Chinese words, most of which are signs to express non-core concepts. These borrowed signs are indispensable part of CSL sign language family, enriches sign language vocabulary, improves the accuracy of sign language expression, and plays a positive role in promoting the learning, work, and lives of deaf people.
中国手语(CSL)和汉语是中国大陆使用的语言。汉语作为一种优势语言,在中超联赛的各个层面都有着重要的影响。CSL作为一种视觉手语,在语言结构上与汉语有着根本的不同。与英语不同,汉语作为一种象形文字,对汉语和中超联赛都有影响。本研究从词汇层面详细解释了汉字对CSL的影响,包括汉语中的许多元素,如“仿字仿字书空书空”(用食指在空中书写)、外借翻译、手指拼写和口型。这种影响不是简单地借用汉字,而是根据手语表达意义的需要进行创造性的模仿和改编。经过长时间的演变,汉字的特点自然地融入到中超借词中,这使得手语与汉字的关系更加紧密。CSL借用了大量的中文词汇,其中大部分都是表示非核心概念的标志。这些借用的手语是中超手语大家庭不可或缺的一部分,丰富了手语词汇,提高了手语表达的准确性,对聋人的学习、工作和生活起到了积极的促进作用。
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引用次数: 0
From surplus and scarcity towards abundance: Understanding the use of ICT in food resource sharing practices 从过剩和稀缺走向富足:了解信息和通信技术在粮食资源共享实践中的应用
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-06 DOI: 10.1145/3589957
Philip Engelbutzeder, David Randell, M. Landwehr, Konstantin Aal, G. Stevens, V. Wulf
Food practices have become an important context for questions around sustainability. Within HCI, Sustainable HCI and Human-Food-Interaction have developed as a response. We argue, nevertheless, that food practices as a social activity remain relatively under-examined and further that sustainable food practices hinge on communal activity. We present the results of action-oriented research with a grassroots movement committed to sustainable food practices at a local, communal level, thereby demonstrating the role of ICT in making food resource sharing a viable practice. We suggest that the current focus on food sharing might usefully be supplemented by attention to food resource sharing, an approach that aligns with a paradigm shift from surplus to abundance. We argue for design that aims to encourage food resource sharing at a local level but that also has wider ramifications. These ‘glocal’ endeavors recognize the complexity of prosumption practices and foster aspirations for ‘deep change’ in food systems.
食品实践已成为可持续性问题的重要背景。在HCI中,可持续的HCI和人与食物的互动已经发展成为一种回应。然而,我们认为,作为一种社会活动的食品实践仍然相对未得到充分审查,而且可持续的食品实践取决于社区活动。我们展示了以行动为导向的研究成果,以及致力于地方和社区一级可持续粮食做法的基层运动,从而展示了信息和通信技术在使粮食资源共享成为可行做法方面的作用。我们建议,目前对粮食共享的关注可能会得到对粮食资源共享的关注的有益补充,这种方法符合从盈余到丰富的范式转变。我们主张设计旨在鼓励地方一级的粮食资源共享,但这也会产生更广泛的影响。这些“幸灾乐祸”的努力认识到了生产实践的复杂性,并促进了对粮食系统“深刻变革”的渴望。
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引用次数: 2
“It’s Weird That it Knows What I Want”: Usability and Interactions with Copilot for Novice Programmers “奇怪的是它知道我想要什么”:新手程序员与Copilot的可用性和交互
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-05 DOI: 10.1145/3617367
J. Prather, B. Reeves, Paul Denny, Brett A. Becker, Juho Leinonen, Andrew Luxton-Reilly, Garrett B. Powell, James Finnie-Ansley, E. Santos
Recent developments in deep learning have resulted in code-generation models that produce source code from natural language and code-based prompts with high accuracy. This is likely to have profound effects in the classroom, where novices learning to code can now use free tools to automatically suggest solutions to programming exercises and assignments. However, little is currently known about how novices interact with these tools in practice. We present the first study that observes students at the introductory level using one such code auto-generating tool, Github Copilot, on a typical introductory programming (CS1) assignment. Through observations and interviews we explore student perceptions of the benefits and pitfalls of this technology for learning, present new observed interaction patterns, and discuss cognitive and metacognitive difficulties faced by students. We consider design implications of these findings, specifically in terms of how tools like Copilot can better support and scaffold the novice programming experience.
深度学习的最新发展导致了代码生成模型,这些模型可以从自然语言和基于代码的提示中以高精度生成源代码。这可能会对课堂产生深远的影响,学习代码的新手现在可以使用免费工具自动为编程练习和作业提供解决方案。然而,目前对新手如何在实践中与这些工具交互知之甚少。我们提出了第一个研究,观察学生在入门级使用一个这样的代码自动生成工具,Github Copilot,在一个典型的入门编程(CS1)作业。通过观察和访谈,我们探讨了学生对这种学习技术的好处和缺陷的看法,提出了新的观察到的交互模式,并讨论了学生面临的认知和元认知困难。我们考虑这些发现的设计含义,特别是像Copilot这样的工具如何更好地支持和支撑新手编程体验。
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引用次数: 24
A Design Framework for Ingestible Play 创意游戏的设计框架
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-01 DOI: 10.1145/3589954
Zhuying Li, Yan Wang, Josh Andrés, N. Semertzidis, S. Greuter, F. Mueller
Ingestible sensors have become smaller and more powerful and allow us to envisage new human-computer interactions and bodily play experiences inside our bodies. Users can swallow ingestible sensors, which facilitate interior body sensing functions that provide data on which play experiences can be built. We call bodily play that uses ingestible sensors as play technologies “ingestible play”, and we have adopted a research-through-design (RtD) approach to investigate three prototypes. For each prototype, we conducted a field study to understand the player experiences. Based upon these results and practical design experiences, we have developed a design framework for ingestible play. We hope this work can guide the future design of ingestible play; inspire the design of play technologies inside the human body to expand the current bodily play design space; and ultimately extend our understanding of how to design for the human body by considering the bodily experience of one’s interior body.
可摄入的传感器变得更小、更强大,使我们能够在体内设想新的人机交互和身体游戏体验。用户可以吞下可摄入的传感器,这有助于实现身体内部感应功能,提供可以构建游戏体验的数据。我们将使用可摄入传感器作为游戏技术的身体游戏称为“可摄入游戏”,我们采用了通过设计进行研究(RtD)的方法来研究三个原型。对于每个原型,我们都进行了实地研究,以了解玩家的体验。基于这些结果和实际设计经验,我们开发了一个可摄入游戏的设计框架。我们希望这项工作能够指导未来可摄入游戏的设计;启发人体内部游戏技术的设计,拓展当前人体游戏设计空间;并最终通过考虑人体内部的身体体验来扩展我们对如何为人体设计的理解。
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引用次数: 0
A Systematic Review and Meta-analysis of the Effectiveness of Body Ownership Illusions in Virtual Reality 虚拟现实中身体所有权幻觉有效性的系统回顾与元分析
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-01 DOI: 10.1145/3590767
Aske Mottelson, A. Muresan, K. Hornbæk, G. Makransky
Body ownership illusions (BOIs) occur when participants experience that their actual body is replaced by a body shown in virtual reality (VR). Based on a systematic review of the cumulative evidence on BOIs from 111 research papers published in 2010 to 2021, this article summarizes the findings of empirical studies of BOIs. Following the PRISMA guidelines, the review points to diverse experimental practices for inducing and measuring body ownership. The two major components of embodiment measurement, body ownership and agency, are examined. The embodiment of virtual avatars generally leads to modest body ownership and slightly higher agency. We also find that BOI research lacks statistical power and standardization across tasks, measurement instruments, and analysis approaches. Furthermore, the reviewed studies showed a lack of clarity in fundamental terminology, constructs, and theoretical underpinnings. These issues restrict scientific advances on the major components of BOIs, and together impede scientific rigor and theory-building.
当参与者体验到他们的实际身体被虚拟现实(VR)中显示的身体取代时,就会产生身体所有权错觉(BOIs)。本文在系统回顾2010-2021年发表的111篇研究论文中关于BOIs的累积证据的基础上,总结了BOIs的实证研究结果。根据PRISMA指南,审查指出了诱导和测量身体所有权的不同实验实践。具体测量的两个主要组成部分,身体所有权和代理,被检查。虚拟化身的实施例通常导致适度的身体所有权和略高的代理。我们还发现,BOI研究在任务、测量仪器和分析方法方面缺乏统计能力和标准化。此外,回顾的研究表明,在基本术语、结构和理论基础方面缺乏明确性。这些问题限制了BOI主要组成部分的科学进步,并共同阻碍了科学严谨性和理论建设。
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引用次数: 8
Beyond Self-diagnosis: How a Chatbot-based Symptom Checker Should Respond 超越自我诊断:基于聊天机器人的症状检查器应该如何应对
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-31 DOI: 10.1145/3589959
Yue You, Chun-Hua Tsai, Yao Li, Fenglong Ma, Christopher Heron, Xinning Gui
Chatbot-based symptom checker (CSC) apps have become increasingly popular in healthcare. These apps engage users in human-like conversations and offer possible medical diagnoses. The conversational design of these apps can significantly impact user perceptions and experiences, and may influence medical decisions users make and the medical care they receive. However, the effects of the conversational design of CSCs remain understudied, and there is a need to investigate and enhance users’ interactions with CSCs. In this article, we conducted a two-stage exploratory study using a human-centered design methodology. We first conducted a qualitative interview study to identify key user needs in engaging with CSCs. We then performed an experimental study to investigate potential CSC conversational design solutions based on the results from the interview study. We identified that emotional support, explanations of medical information, and efficiency were important factors for users in their interactions with CSCs. We also demonstrated that emotional support and explanations could affect user perceptions and experiences, and they are context-dependent. Based on these findings, we offer design implications for CSC conversations to improve the user experience and health-related decision-making.
基于聊天机器人的症状检查器(CSC)应用程序在医疗保健领域越来越受欢迎。这些应用程序让用户参与类似人类的对话,并提供可能的医学诊断。这些应用程序的对话设计会显著影响用户的感知和体验,并可能影响用户做出的医疗决策和接受的医疗护理。然而,CSC的会话设计的效果仍然没有得到充分的研究,并且有必要研究和增强用户与CSC的交互。在本文中,我们使用以人为本的设计方法进行了两阶段的探索性研究。我们首先进行了一项定性访谈研究,以确定参与CSC的关键用户需求。然后,我们根据访谈研究的结果进行了一项实验研究,以调查潜在的CSC会话设计解决方案。我们发现,情感支持、对医疗信息的解释和效率是用户与CSC互动的重要因素。我们还证明,情感支持和解释可能会影响用户的感知和体验,并且它们依赖于上下文。基于这些发现,我们为CSC对话提供了设计启示,以改善用户体验和健康相关决策。
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引用次数: 2
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ACM Transactions on Computer-Human Interaction
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