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What Did My AI Learn? How Data Scientists Make Sense of Model Behavior 我的AI学到了什么?数据科学家如何理解模型行为
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-07 DOI: 10.1145/3542921
Ángel Alexander Cabrera, Marco Tulio Ribeiro, Bongshin Lee, R. Deline, Adam Perer, S. Drucker
Data scientists require rich mental models of how AI systems behave to effectively train, debug, and work with them. Despite the prevalence of AI analysis tools, there is no general theory describing how people make sense of what their models have learned. We frame this process as a form of sensemaking and derive a framework describing how data scientists develop mental models of AI behavior. To evaluate the framework, we show how existing AI analysis tools fit into this sensemaking process and use it to design AIFinnity, a system for analyzing image-and-text models. Lastly, we explored how data scientists use a tool developed with the framework through a think-aloud study with 10 data scientists tasked with using AIFinnity to pick an image captioning model. We found that AIFinnity’s sensemaking workflow reflected participants’ mental processes and enabled them to discover and validate diverse AI behaviors.
数据科学家需要丰富的人工智能系统行为的心理模型来有效地训练、调试和使用它们。尽管人工智能分析工具很普遍,但没有通用的理论来描述人们如何理解他们的模型所学到的东西。我们将这一过程定义为一种感知形式,并推导出一个框架,描述数据科学家如何开发人工智能行为的心理模型。为了评估该框架,我们展示了现有的人工智能分析工具如何适应这一感知过程,并使用它来设计AIFinnity,一个分析图像和文本模型的系统。最后,我们通过对10名数据科学家的大声思考研究,探讨了数据科学家如何使用该框架开发的工具,这些数据科学家的任务是使用AIFinnity来选择图像字幕模型。我们发现,AIFinnity的感知工作流程反映了参与者的心理过程,使他们能够发现和验证不同的人工智能行为。
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引用次数: 19
Building Knowledge through Action: Considerations for Machine Learning in the Workplace 通过行动构建知识:对工作场所机器学习的考虑
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-02-23 DOI: 10.1145/3584947
Siân E. Lindley, Denise J. Wilkins
Innovations in machine learning are enabling organisational knowledge bases to be automatically generated from working people's activities. The potential for these to shift the ways in which knowledge is produced and shared raises questions about what types of knowledge might be inferred from working people's actions, how these can be used to support work, and what the broader ramifications of this might be. This paper draws on findings from studies of (i) collaborative actions, and (ii) knowledge actions, to explore how these actions might (i) inform automatically generated knowledge bases, and (ii) be better supported through technological innovation. We triangulate findings to develop a framework of actions that are performed as part of everyday work, and use this to explore how mining those actions could result in knowledge being explicitly and implicitly contributed to a knowledge base. We draw on these possibilities to highlight implications and considerations for responsible design.
机器学习的创新使组织知识库能够从工作人员的活动中自动生成。这些技术有可能改变知识产生和共享的方式,这引发了一些问题:从劳动者的行为中可以推断出哪些类型的知识,如何利用这些知识来支持工作,以及这可能带来的更广泛的后果是什么。本文借鉴了(i)协作行动和(ii)知识行动的研究成果,探讨了这些行动如何(i)为自动生成的知识库提供信息,以及(ii)如何通过技术创新得到更好的支持。我们对发现进行三角测量,以开发作为日常工作一部分执行的操作框架,并使用该框架来探索如何挖掘这些操作,从而将知识显式或隐式地贡献给知识库。我们利用这些可能性来强调负责任设计的影响和考虑。
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引用次数: 0
Historically Informed HCI: Reflecting on Contemporary Technology through Anachronistic Fiction 历史信息的HCI:通过时代错误的小说反思当代技术
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-02-23 DOI: 10.1145/3517144
Kien Mensonge
As computing technology comes to dominate every aspect of social and political life, HCI must take greater account of History. The article considers four different historical periods impacted by division and denunciation: the European Witch Hunts, the Soviet Purges, the McCarthy Era, and the Chinese Cultural Revolution. Historians have identified patterns common to such periods including: the unity of accusation and action; condemnation as a show of virtue, and defense of the accused as collusion with enemies. These patterns are mapped to findings from social media research such as: impulsive shares are easy to make but difficult to retract; angry posts travel fastest and furthest; likes and retweets express group identity and solidarity. Anachronistic memes, tweets and selfies explore what previous eras might have looked like if contemporary technology had existed in the past. It is argued that such anachronistic fiction may be a useful method for exploring the potential impact of particular design choices.
随着计算技术在社会和政治生活的方方面面占据主导地位,HCI必须更多地考虑历史。本文考察了四个不同的历史时期:欧洲猎巫运动、苏联清洗、麦卡锡时代和中国文化大革命。历史学家已经确定了这些时期的共同模式,包括:指控和行动的统一;谴责是一种美德的表现,辩护被告是与敌人勾结。这些模式被映射到社交媒体研究的结果中,例如:冲动的股票很容易制作,但很难收回;愤怒的帖子传播得最快、最远;点赞和转发表达了群体认同和团结。过时的模因、推特和自拍探索了如果过去存在当代技术,以前的时代可能会是什么样子。有人认为,这种不合时宜的虚构可能是探索特定设计选择的潜在影响的有用方法。
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引用次数: 1
Speculative Histories, Just Futures: From Counterfactual Artifacts to Counterfactual Actions 投机历史,公正的未来:从反事实的人工制品到反事实的行动
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-02-13 DOI: 10.1145/3577212
Laura E. Forlano, Megan K. Halpern
This article engages with history as a speculative space for the purpose of critically engaging with discourses around the politics of technology in HCI. Drawing on approaches within critical design and based on evidence from two different projects, we develop an approach, counterfactual actions, that moves beyond the creation of artifacts and towards more situated, embodied, and performative engagements. In one project, Reimaging Work, we used a participatory game to engage stakeholders from social and economic justice organizations in Chicago. The other project, Future Design Studio, invited audience members at a futurist festival to create artifacts from the future and then invited improvisational actors to build worlds around them. We argue that a focus on counterfactual actions supports a more relational approach to understanding the politics of socio-technical systems and infrastructures, allowing participants to gain a meaningful understanding of the ways in which technology could be designed otherwise in line with ethics, values and social justice concerns.
本文将历史作为一个投机空间,目的是批判性地参与围绕HCI中的技术政治的话语。借鉴批判性设计中的方法,并基于两个不同项目的证据,我们开发了一种方法,即反事实行为,它超越了人工制品的创造,走向更情境化、具体化和表演性的参与。在一个名为Reimaging Work的项目中,我们使用了一个参与式游戏来吸引来自芝加哥社会和经济正义组织的利益相关者。另一个项目,未来设计工作室,邀请观众在一个未来主义节日上创造来自未来的文物,然后邀请即兴演员围绕它们建造世界。我们认为,对反事实行为的关注支持了一种更相关的方法来理解社会技术系统和基础设施的政治,使参与者能够获得对技术设计方式的有意义的理解,以符合道德、价值观和社会正义问题。
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引用次数: 3
Clinician-Facing AI in the Wild: Taking Stock of the Sociotechnical Challenges and Opportunities for HCI 临床医生在野外面对人工智能:评估HCI的社会技术挑战和机遇
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-31 DOI: 10.1145/3582430
H. D. Zając, Dana Li, Xiang Dai, J. Carlsen, F. Kensing, T. Andersen
Artificial Intelligence (AI) in medical applications holds great promise. However, the use of Machine Learning-based (ML) systems in clinical practice is still minimal. It is uniquely difficult to introduce clinician-facing ML-based systems in practice, which has been recognised in HCI and related fields. Recent publications have begun to address the sociotechnical challenges of designing, developing, and successfully deploying clinician-facing ML-based systems. We conducted a qualitative systematic review and provided answers to the question: “How can HCI researchers and practitioners contribute to the successful realisation of ML in medical practice?” We reviewed 25 eligible papers that investigated the real-world clinical implications of concrete clinician-facing ML-based systems. The main contributions of this systematic review are: (1) an overview of the technical aspects of ML innovation and their consequences for HCI researchers and practitioners; (2) a description of the different roles that ML-based systems can take in clinical settings; (3) a conceptualisation of the main activities of medical ML innovation processes; (4) identification of five sociotechnical interdependencies that emerge from medical ML innovation; and (5) implications for HCI researchers and practitioners on how to mitigate the sociotechnical challenges of medical ML innovation.
人工智能(AI)在医学应用中具有巨大的前景。然而,基于机器学习的(ML)系统在临床实践中的使用仍然很少。在实践中引入面向临床医生的基于ML的系统是非常困难的,这在HCI和相关领域已经得到了认可。最近的出版物已经开始解决设计、开发和成功部署面向临床医生的基于ML的系统的社会技术挑战。我们进行了一项定性系统综述,并回答了以下问题:“HCI研究人员和从业者如何为在医疗实践中成功实现ML做出贡献?”。这篇系统综述的主要贡献是:(1)ML创新的技术方面及其对HCI研究人员和从业者的影响的概述;(2) 基于ML的系统在临床环境中可以扮演的不同角色的描述;(3) 医学ML创新过程的主要活动的概念化;(4) 确定医学ML创新产生的五种社会技术相互依存关系;以及(5)对HCI研究人员和从业者如何缓解医学ML创新的社会技术挑战的影响。
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引用次数: 5
Frustration: Still a Common User Experience 挫败感:仍然是常见的用户体验
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-30 DOI: 10.1145/3582432
M. Hertzum, K. Hornbæk
When computers unexpectedly delay or thwart goal attainment, frustration ensues. The central studies of the extent, content, and impact of such frustration were done more than 15 years ago. We revisit this issue after computers have become more mature and computer use is more extensive. To this end, we had 234 crowdsourced participants log the frustrating episodes they experienced with their computers during one hour of computer use. The average time lost due to frustrating episodes was between 11% and 20% of the one-hour period. Though this is less time lost than in the earlier studies, frustration remains a common user experience. While shorter, the median level of frustration during the episodes was high (7 on a 9-point scale). The frustration level correlated with task importance and time lost but was unaffected by computer experience and largely unaffected by computer self-efficacy. In addition, participants indicated that 84% of the episodes had happened before, that 87% could happen again, and that they were unable to resolve 26% of the episodes. This high rate of recurrence and lack of control likely added to the frustration level. The episodes spanned various issues pertaining to performance (49%), usability (36%), and utility (16%).
当电脑出乎意料地延迟或阻碍目标实现时,挫折感随之而来。关于这种挫折的程度、内容和影响的核心研究是在15年前完成的。在计算机变得更加成熟,计算机的使用更加广泛之后,我们重新审视这个问题。为此,我们让234名众包参与者记录了他们在一个小时的电脑使用中遇到的令人沮丧的事情。由于沮丧的情节而损失的平均时间在一小时内的11%到20%之间。尽管这比之前的研究损失的时间要少,但挫败感仍然是一种常见的用户体验。虽然时间较短,但发作期间的沮丧程度中位数很高(9分制中为7分)。挫折程度与任务重要性和时间损失相关,但不受计算机经验的影响,也不受计算机自我效能的影响。此外,参与者表示84%的发作以前发生过,87%的发作可能再次发生,26%的发作他们无法解决。这种高复发率和缺乏控制可能增加了挫折感。这些章节涵盖了与性能(49%)、可用性(36%)和实用性(16%)相关的各种问题。
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引用次数: 1
“More than a cliché”: Experiencing Hybrid Gifting in the Wild “不仅仅是陈词滥调”:在野外体验混合礼物
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-19 DOI: 10.1145/3577015
J. Spence, B. Koleva, Steve Benford, Dimitrios Paris Darzentas, Martin Flintham, Kevin Glover, H. Wagner, Rebecca Gibson, Emily-Clare Thorn
Gifting is socially and economically important. Studies of gifting physical objects have revealed motivations, values, and the tensions between them, while HCI research has revealed weaknesses of digital gifting and explored possibilities of hybrid gifting. We report an “in the wild” study of a hybrid chocolate gift deployed as a commercial product. Interviews reveal the experiences of receivers and givers, as well as the producer's friction points and tangible benefits. We reveal how in hybrid gifts the digital elevates the physical while the physical grounds the digital. We discuss how hybrid gifts bridge the tension between receiver-preference and relationship-signalling motivations, the need to further strengthen the exchange and reveal stages of hybrid gifting, and to manage the privacy of sensitive personal messages. We propose to extend the concept of hybrid wrapping to include a finer-grained interleaving of digital into complex packaging and multi-layered wrappings to create more holistic gifting experiences.
送礼在社会和经济上都很重要。对实物礼物的研究揭示了动机、价值观及其之间的紧张关系,而HCI研究揭示了数字礼物的弱点,并探索了混合礼物的可能性。我们报道了一项关于作为商业产品部署的混合巧克力礼物的“野外”研究。访谈揭示了接受者和接受者的经历,以及生产者的摩擦点和实际利益。我们揭示了在混合礼物中,数字是如何提升实物的,而实物则是数字的基础。我们讨论了混合礼物如何弥合接受者偏好和关系信号动机之间的紧张关系,进一步加强交换和揭示混合礼物阶段的必要性,以及管理敏感个人信息的隐私。我们建议扩展混合包装的概念,将数字到复杂包装和多层包装中的细粒度交织,以创造更全面的礼品体验。
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引用次数: 1
Modeling User Characteristics Associated with Interdependent Privacy Perceptions on Social Media 社交媒体上与相互依赖的隐私感知相关的用户特征建模
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-02 DOI: 10.1145/3577014
M. J. Amon, Aaron Necaise, N. Kartvelishvili, Aneka Williams, Yan Solihin, Apu Kapadia
“Interdependent” privacy violations occur when users share private photos and information about other people in social media without permission. This research investigated user characteristics associated with interdependent privacy perceptions, by asking social media users to rate photo-based memes depicting strangers on the degree to which they were too private to share. Users also completed questionnaires measuring social media usage and personality. Separate groups rated the memes on shareability, valence, and entertainment value. Users were less likely to share memes that were rated as private, except when the meme was entertaining or when users exhibited dark triad characteristics. Users with dark triad characteristics demonstrated a heightened awareness of interdependent privacy and increased sharing of others’ photos. A model is introduced that highlights user types and characteristics that correspond to different privacy preferences: privacy preservers, ignorers, and violators. We discuss how interventions to support interdependent privacy must effectively influence diverse users.
当用户未经许可在社交媒体上分享他人的私人照片和信息时,就会发生“相互依赖”的隐私侵犯。这项研究调查了与相互依存的隐私感知相关的用户特征,要求社交媒体用户对描述陌生人的基于照片的模因进行评分,以确定它们过于隐私而无法分享的程度。用户还完成了测量社交媒体使用情况和个性的问卷调查。不同的小组对模因的可分享性、效价和娱乐价值进行了评分。用户不太可能分享被评为私人的模因,除非模因很有趣,或者用户表现出黑暗的黑社会特征。具有黑社会特征的用户表现出对相互依存的隐私的高度意识,并增加了对他人照片的共享。引入了一个模型,突出了与不同隐私偏好相对应的用户类型和特征:隐私保护者、忽视者和违反者。我们讨论了支持相互依存的隐私的干预措施必须如何有效地影响不同的用户。
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引用次数: 1
Intercorporeal Biofeedback for Movement Learning 运动学习的身体间生物反馈
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 10.1145/3582428
Laia Turmo Vidal, Elena Márquez Segura, Annika Wærn
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引用次数: 0
Malicious Selling Strategies in Livestream E-commerce: A Case Study of Alibaba’s Taobao and ByteDance’s TikTok 直播电商中的恶意销售策略——以阿里巴巴旗下淘宝和字节跳动旗下抖音为例
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-12-22 DOI: 10.1145/3577199
Qunfang Wu, Yisi Sang, Dakuo Wang, Zhicong Lu
Due to the limitations imposed by the COVID-19 pandemic, customers have shifted their shopping patterns from offline to online. Livestream shopping has become popular as one of the online shopping media. However, various streamers’ malicious selling behaviors have been reported. In this research, we sought to explore streamers’ malicious selling strategies and understand how viewers perceive these strategies. First, we recorded 40 livestream shopping sessions from two popular livestream platforms in China—Taobao, and TikTok. We identified 16 malicious selling strategies that were used to deceive, coerce, or manipulate viewers and found that platform designs enhanced nine of the malicious selling strategies. Second, through an interview study with 13 viewers, we report three challenges of overcoming malicious selling in relation to imbalanced power between viewers, streamers, and the platforms. We conclude by discussing the policy and design implications of countering malicious selling.
由于新冠肺炎疫情的限制,消费者的购物模式已经从线下转向线上。作为一种网络购物媒体,直播购物已经变得很受欢迎。然而,各种主播的恶意销售行为已经被报道。在这项研究中,我们试图探索流媒体的恶意销售策略,并了解观众如何看待这些策略。首先,我们从中国两个流行的直播平台淘宝和抖音上录制了40个直播购物过程。我们确定了16种用于欺骗、胁迫或操纵观众的恶意销售策略,并发现平台设计增强了其中9种恶意销售策略。其次,通过对13名观众的访谈研究,我们报告了克服恶意销售的三个挑战,即观众、主播和平台之间的权力不平衡。最后,我们将讨论反恶意销售的策略和设计含义。
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引用次数: 2
期刊
ACM Transactions on Computer-Human Interaction
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