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Beyond happy and sad: Exploring granular affect labeling to enhance emotion regulation ability 超越快乐和悲伤:探索颗粒情感标签,提高情绪调节能力
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-26 DOI: 10.1016/j.ijhcs.2025.103723
Mia Huong Nguyen, Dixon Prem Daniel Rajendran, Suranga Chandima Nanayakkara
Growing evidence in affective neuroscience suggests that emotion words do more than simply label emotions; they actively shape emotion concepts, which in turn influence how we experience and regulate emotions. Emotion concepts are mental representations that the brain uses to categorize and make sense of affective experiences. Expanding one’s repertoire of nuanced emotion concepts has been linked to better emotion regulation, yet this promising potential has been largely overlooked by existing technologies and interventions. To address this, we developed a conversational agent informed by the Theory of Constructed Emotions, employing granular affect labeling to expand users’ emotion concepts and strengthen regulation abilities. Through a 24-day controlled field study involving 33 participants, we found that our chatbot broadens participants’ active emotion vocabulary—a direct window to one’s emotion concepts—and significantly improves their ability to regulate emotions compared to a control emotional support chatbot. Our findings contribute to a deeper understanding of how granular affect labeling can be leveraged in technology to cultivate more nuanced emotional experiences and enhance well-being.
情感神经科学中越来越多的证据表明,情感词汇不仅仅是简单地标记情绪;他们积极塑造情感概念,反过来影响我们如何体验和调节情绪。情感概念是大脑用来分类和理解情感体验的心理表征。扩大一个人对细微情感概念的理解与更好的情绪调节有关,然而这种有希望的潜力在很大程度上被现有的技术和干预措施所忽视。为了解决这个问题,我们开发了一个基于构建情绪理论的会话代理,采用颗粒情感标签来扩展用户的情感概念并加强调节能力。通过一项涉及33名参与者的为期24天的受控现场研究,我们发现我们的聊天机器人拓宽了参与者的主动情绪词汇——一个直接了解一个人情绪概念的窗口——并且与控制情绪支持聊天机器人相比,显著提高了他们调节情绪的能力。我们的研究结果有助于更深入地了解颗粒影响标签如何利用技术来培养更细致入微的情感体验并增强幸福感。
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引用次数: 0
A comprehensive on-site authoring tool for creating augmented reality technical documentation (STAAR-TECH) 用于创建增强现实技术文档的综合现场创作工具(star - tech)
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-23 DOI: 10.1016/j.ijhcs.2025.103722
Enricoandrea Laviola, Michele Gattullo, Antonio Emmanuele Uva
This study aims to validate STAAR-TECH, an Augmented Reality (AR) authoring tool for technical documentation designed for end users without expertise in AR development. Previous research on AR authoring tools has primarily focused on simplifying interfaces and interactions to enhance usability. However, these tools are inadequate for applying the Minimal AR authoring approach, according to which the information provided through AR visual assets should be the minimum needed to accomplish the task. The focus of this study is to propose an authoring tool that comprehensively adheres to this approach, ensuring the selection and customization of visual assets and their properties, which are essential for optimally conveying all information types according to the literature. To validate its effectiveness, we conducted a comparative user study with Microsoft Dynamics 365 Guides as baseline, involving 32 participants using HoloLens. We measured the authoring performance, the perceived workload, and the user experience while using both tools. Our findings confirmed that STAAR-TECH is a highly suitable tool for AR manual creation. Participants appreciated its extensive visual asset customization and flexibility, reinforcing its potential as an effective solution for AR authoring.
本研究旨在验证star - tech,这是一款为没有AR开发专业知识的最终用户设计的增强现实(AR)技术文档编写工具。以前对AR创作工具的研究主要集中在简化界面和交互以增强可用性。然而,这些工具不足以应用最小AR创作方法,根据该方法,通过AR可视化资产提供的信息应该是完成任务所需的最小信息。本研究的重点是提出一种全面遵循这一方法的创作工具,确保视觉资产及其属性的选择和自定义,这是根据文献优化传达所有信息类型所必需的。为了验证其有效性,我们以微软Dynamics 365指南为基准进行了一项比较用户研究,涉及32名使用HoloLens的参与者。在使用这两种工具时,我们测量了创作性能、感知工作负载和用户体验。我们的研究结果证实了star - tech是一个非常适合AR手动创建的工具。与会者赞赏其广泛的视觉资产定制和灵活性,增强了其作为AR创作有效解决方案的潜力。
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引用次数: 0
Investigating diverse Trace motion patterns as informative cues in the far periphery 研究不同的轨迹运动模式作为远周的信息线索
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-18 DOI: 10.1016/j.ijhcs.2025.103716
Fangli Song , Xinyi Gao , Wei Wang
Far periphery visual fields (≥ 60° eccentricities) offer great potential for designing informative peripheral displays. While Field of View (FOV) of various displays begins to push the boundary beyond far periphery, the potential of using the far periphery to encode and convey diverse information remains underexplored. Therefore, this study aims to provide information in far periphery, particularly for secondary tasks by investigating the possibility of using diverse Trace motion patterns. Each trace is generated by a small dot (1°-3°) moving across frames. We investigate the perception of geometric shape traces and directional line traces, revealing a mean accuracy of 92.7% for 12 geometric shapes and 95.7% for 64 directional lines at approximately 10° size at 60° eccentricity. We then select 22 Trace patterns and evaluate their effectiveness compared with Blink in conveying diverse secondary information in a driving scenario, a typical visually intensive task with high cognitive workload. The results demonstrate that Trace is generally more noticeable, understandable, comfortable, and less distracting to the primary task. Taken together, we suggest that diverse Trace motion patterns can be easily distinguished and are effective in presenting information in the far periphery. We discuss our findings and provide design implications for future motion graphic design in peripheral displays.
远周边视野(≥60°偏心)为设计信息丰富的周边显示提供了巨大的潜力。虽然各种显示器的视场(FOV)开始超越远周边的边界,但利用远周边编码和传递各种信息的潜力仍未得到充分开发。因此,本研究旨在通过研究使用不同轨迹运动模式的可能性,为远周边,特别是次要任务提供信息。每个轨迹是由一个小点(1°-3°)跨帧移动产生的。我们研究了几何形状轨迹和方向线轨迹的感知,揭示了12个几何形状的平均精度为92.7%,64个方向线的平均精度为95.7%,尺寸约为10°,偏心距为60°。然后,我们选择了22种轨迹模式,并将其与Blink在驾驶场景中传递各种次要信息的有效性进行了比较,这是一种典型的高认知工作量的视觉密集型任务。结果表明,Trace通常更引人注目、更容易理解、更舒适,而且对主要任务的干扰更小。综上所述,我们认为不同的Trace运动模式可以很容易地区分,并有效地在远周呈现信息。我们讨论了我们的研究结果,并为未来外围显示的动态图形设计提供了设计启示。
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引用次数: 0
Understanding trust toward human versus AI-generated health information through behavioral and physiological sensing 通过行为和生理感知了解对人类和人工智能生成的健康信息的信任
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-17 DOI: 10.1016/j.ijhcs.2025.103714
Xin Sun , Rongjun Ma , Shu Wei , Pablo Cesar , Jos A. Bosch , Abdallah El Ali
As AI-generated health information proliferates online and becomes increasingly indistinguishable from human-sourced information, it becomes critical to understand how people trust and label such content, especially when the information is inaccurate. We conducted two complementary studies: (1) a mixed-methods survey (N=142) employing a 2 (source: Human vs. LLM) × 2 (label: Human vs. AI) × 3 (type: General, Symptom, Treatment) design, and (2) a within-subjects lab study (N=40) incorporating eye-tracking and physiological sensing (ECG, EDA, skin temperature). Participants were presented with health information varying by source-label combinations and asked to rate their trust, while their gaze behavior and physiological signals were recorded. We found that LLM-generated information was trusted more than human-generated content, whereas information labeled as human was trusted more than that labeled as AI. Trust remained consistent across information types. Eye-tracking and physiological responses varied significantly by source and label. Machine learning models trained on these behavioral and physiological features predicted binary self-reported trust levels with 73 % accuracy and information source with 65 % accuracy. Our findings demonstrate that adding transparency labels to online health information modulates trust. Behavioral and physiological features show potential to verify trust perceptions and indicate if additional transparency is needed.
随着人工智能生成的健康信息在网上激增,并越来越难以与人类来源的信息区分开来,了解人们如何信任和标记此类内容变得至关重要,尤其是在信息不准确的情况下。我们进行了两项补充研究:(1)采用2(来源:人类vs. LLM) x2(标签:人类vs. AI) x3(类型:一般、症状、治疗)设计的混合方法调查(N=142),以及(2)纳入眼动追踪和生理传感(ECG、EDA、皮肤温度)的受试者内部实验室研究(N=40)。研究人员向参与者展示了不同来源标签组合的健康信息,并要求他们对自己的信任度进行评分,同时记录了他们的凝视行为和生理信号。我们发现llm生成的信息比人类生成的内容更受信任,而标记为人类的信息比标记为人工智能的信息更受信任。信任在信息类型之间保持一致。不同来源和标签的眼动追踪和生理反应差异显著。经过这些行为和生理特征训练的机器学习模型预测自我报告的二元信任水平的准确率为73%,信息源的准确率为65%。我们的研究结果表明,为在线健康信息添加透明标签会调节信任。行为和生理特征显示出验证信任感知的潜力,并表明是否需要额外的透明度。
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引用次数: 0
A music recommendation system for constructed music-evoked episodic memories (CoMEEMs) 构建音乐诱发情景记忆的音乐推荐系统
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-17 DOI: 10.1016/j.ijhcs.2025.103717
Paul Raingeard de la Bletiere , Mark Neerincx , Rebecca Schaefer , Catharine Oertel
Music is widely used in human–computer interaction (HCI) to enhance engagement, sustain attention, and support cognitive stimulation. Yet its potential for deliberate mood regulation, particularly through personalized memory recall, remains largely unexplored.
Music-evoked autobiographical memories (MEAMs) are often elicited by well-known, favorite songs, yielding stronger mood effects than music without personal memory associations. However, songs can also trigger distressing memories, and will never capture all positive personal memories. Since happy personal memories can enhance mood, broader methods for retrieval are needed.
To address this, we introduce Constructed Music-Evoked Episodic Memories (CoMEEMs), a framework linking chosen episodic memories to music. By creating a personalized song-memory database, CoMEEMs enable autonomous mood regulation and communication in interactive systems, integrating memory cues—such as people and places—alongside mood congruence, to help choose songs with high mood regulatory impact.
In an experiment with 71 Dutch and French adults, participants described 87 positive memories and received song recommendations based on associated people and places, with and without mood matching. Results showed that song familiarity and genre were the strongest predictors of perceived fit, while valence, arousal, tempo, and lyrics played smaller roles. Mood congruence, especially in valence, significantly influenced song relevance. Participants emphasized the need for user input on emotional states and memory context. Based on these findings, we propose design guidelines to improve future music recommendation systems targeting memories.
音乐被广泛应用于人机交互(HCI)中,以增强参与,保持注意力,并支持认知刺激。然而,它在有意调节情绪方面的潜力,特别是通过个性化的记忆回忆,在很大程度上仍未得到探索。音乐诱发的自传式记忆(MEAMs)通常是由知名的、喜爱的歌曲引起的,比没有个人记忆关联的音乐产生更强的情绪效应。然而,歌曲也会引发痛苦的记忆,永远不会捕捉到所有积极的个人记忆。由于愉快的个人记忆可以改善情绪,因此需要更广泛的检索方法。为了解决这个问题,我们引入了构建音乐诱发情景记忆(CoMEEMs),这是一个将选定的情景记忆与音乐联系起来的框架。通过创建个性化的歌曲记忆数据库,CoMEEMs可以在互动系统中实现自主情绪调节和交流,将记忆线索(如人物和地点)与情绪一致性结合起来,帮助选择具有高情绪调节影响的歌曲。在一项针对71名荷兰和法国成年人的实验中,参与者描述了87个积极的记忆,并根据相关的人和地点(有或没有情绪匹配)收到了歌曲推荐。结果表明,歌曲熟悉度和类型是感知契合度的最强预测因子,而效价、唤醒、节奏和歌词的作用较小。情绪一致性,特别是在效价上,显著影响歌曲关联。参与者强调需要用户输入情绪状态和记忆背景。基于这些发现,我们提出了设计指南,以改进未来针对记忆的音乐推荐系统。
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引用次数: 0
EMS hand prop: Leveraging the loss of sense of agency caused by electrical muscle stimulation to make hands serve better as virtual objects EMS手道具:利用电肌肉刺激导致的代理感丧失,使手更好地充当虚拟物体
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-17 DOI: 10.1016/j.ijhcs.2025.103715
Jianhui Yan , Jiesi Zhang , Haoqiang Hua , Wenxuan Wu , Hongnan Lin , Qiwei Xiong , Jianxiu Jin , Lin Shu
Electrical muscle stimulation (EMS) has become a popular technique in human-computer interaction (HCI). However, a common challenge with EMS is the loss of sense of agency (SoA), where users feel a reduced sense of control over the body parts being stimulated. In this paper, we introduce a novel concept that leverages the loss of sense of agency induced by EMS to enhance the immersion of hand-as-prop interactions. We present EMS Hand Prop, an interaction technique that applies EMS to actuate the users’ non-dominant hands into poses that simulate virtual objects and enables the users to interact with these hand-formed virtual objects using their dominant hands in virtual reality (VR). Through two user studies where participants were tasked to retrieve and interact with objects, comparing the EMS Hand Prop with non-EMS conditions, we collected both quantitative and qualitative feedback. The results indicate that EMS Hand Prop can enhance the perceptual transformation of users’ non-dominant hands into virtual objects and increase the immersion of interacting with the hand-formed virtual objects.
肌电刺激(EMS)已成为人机交互(HCI)中的一种流行技术。然而,EMS的一个常见挑战是代理感(SoA)的丧失,即用户对被刺激的身体部位的控制感降低。在本文中,我们引入了一个新的概念,利用由EMS引起的代理感的丧失来增强手-道具交互的沉浸感。我们提出了EMS Hand Prop,这是一种应用EMS的交互技术,它将用户的非主导手驱动成模拟虚拟物体的姿势,并使用户能够在虚拟现实(VR)中使用他们的主导手与这些手工形成的虚拟物体进行交互。通过两项用户研究,参与者被要求检索并与物体互动,比较EMS Hand Prop和非EMS条件,我们收集了定量和定性反馈。结果表明,EMS Hand Prop可以增强用户非惯用手对虚拟物体的感知转化,增加与手形虚拟物体交互的沉浸感。
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引用次数: 0
Persuasive explanations for recommender systems: how explanations can influence users’ choices? 推荐系统的说服性解释:解释如何影响用户的选择?
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-17 DOI: 10.1016/j.ijhcs.2025.103720
S.M.Tahsinur Rahman , Dominik Siemon , Tuukka Ruotsalo
Recommender systems increasingly depend on explanations to convey the importance and relevance of the options recommended to their users. Previous research on explanations has predominantly concentrated on developing new explanation methods and studying how explanations can enhance recommendation effectiveness and understandability. However, limited attention has been given to understanding the persuasiveness of recommendations, particularly whether manipulating explanations to be persuasive can influence users’ choices and preferences for options. Here, we report a study (N=231) in which participants were required to make choices among recommended options across three tasks based on the provided explanations. These explanations were presented in a form of natural language. To study the effect of persuasiveness, the explanations were systematically manipulated by incorporating principles of reciprocity, commitment, authority, social proof, liking, and scarcity. In addition, explanations were manipulated for their rationality. The results reveal that the persuasiveness of explanations significantly impacts participants’ recommendation choice behavior, with persuasive explanations being preferred over non-persuasive ones. Moreover, persuasiveness also significantly increased participants’ tendencies toward irrational choices: an increased proportion of selecting a lower utility option when accompanied by a persuasive explanation. The results demonstrate that explanations substantially influence user choice behavior in recommender systems and that users’ choices, as well as the resulting user profiles, can be intentionally or unintentionally shaped by the introduction of persuasive elements in explanations. This could have unprecedented and cumulative effects on the bias of recommendations and can raise ethical concerns about the effect of persuasiveness on users’ long-term behavior in systems integrated with recommendation support.
推荐系统越来越依赖于解释来向用户传达推荐选项的重要性和相关性。以往的解释研究主要集中在开发新的解释方法和研究解释如何提高推荐的有效性和可理解性。然而,对理解建议的说服力的关注有限,特别是操纵解释使其具有说服力是否会影响用户的选择和对选项的偏好。在这里,我们报告了一项研究(N=231),在该研究中,参与者被要求根据提供的解释,在三个任务的推荐选项中做出选择。这些解释是以自然语言的形式呈现的。为了研究说服力的效果,这些解释被系统地操纵,包括互惠原则、承诺原则、权威原则、社会认同原则、喜好原则和稀缺性原则。此外,解释也因其合理性而被篡改。结果表明,解释的说服力显著影响被试的推荐选择行为,有说服力的解释比无说服力的解释更受青睐。此外,说服力也显著增加了参与者非理性选择的倾向:当有说服力的解释时,选择低效用选项的比例增加。结果表明,解释在很大程度上影响了推荐系统中的用户选择行为,并且用户的选择以及由此产生的用户档案可以通过在解释中引入说服性元素有意或无意地形成。这可能会对推荐的偏见产生前所未有的累积影响,并可能引发关于在集成了推荐支持的系统中,说服力对用户长期行为的影响的伦理担忧。
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引用次数: 0
Heart rate changes with visual flow speed in virtual reality cycling 在虚拟现实循环中,心率随视觉流速的变化而变化
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-16 DOI: 10.1016/j.ijhcs.2025.103718
Carla Luttmann, Petra Jansen
Virtual reality has emerged as a helpful tool in exercise facilitation and performance enhancement. As a highly immersive medium, it enables diversion of attention, embodiment of virtual avatars, and display of false performance feedback. These mechanisms can reduce strain, improve affective responses, and influence behaviour or performance. While the role of avatar design in these relations has been extensively studied, other areas of virtual reality require further investigation. Especially scene configurations bear the potential to enable realistic first-person scenarios of exercise, for instance, by showing action feedback such as visual flow during locomotion. The present study aims to investigate the impact of unmatching visual flow speed on heart rate and subjective effort during moderate intensity cycling in virtual reality. Both were expected to decrease with increasing visual flow speed. Eighty university sports students cycled at a self-chosen cadence for ten minutes, viewing a virtual cycling track at one of two velocities (0.5*actual speed or 1.5*actual speed). Each participant experienced both velocity conditions in counterbalanced order. Heart rate and perceived exertion were recorded continuously. Linear mixed model analyses revealed a significant main effect of visual flow speed on heart rate but not on perceived exertion. This suggests a dissociation between physiological and perceived effort, which calls for future research to identify the specific sources of effort ratings.
虚拟现实已经成为促进运动和提高成绩的有用工具。作为一种高度沉浸的媒介,它可以转移注意力,体现虚拟化身,并显示虚假的表现反馈。这些机制可以减少压力,改善情感反应,影响行为或表现。虽然化身设计在这些关系中的作用已经被广泛研究,但虚拟现实的其他领域还需要进一步研究。特别是场景配置具有实现真实的第一人称运动场景的潜力,例如,通过显示运动过程中的视觉流等动作反馈。本研究旨在探讨虚拟现实中高强度自行车运动中不匹配的视觉流速度对心率和主观努力的影响。两者都随着视觉流速度的增加而下降。80名大学生以自己选择的节奏骑行10分钟,在0.5*实际速度和1.5*实际速度两种速度中选择一种观看虚拟自行车道。每个参与者都以平衡的顺序体验了两种速度条件。连续记录心率和感觉运动。线性混合模型分析显示,视觉血流速度对心率有显著的主要影响,而对感知运动无显著影响。这表明生理努力和感知努力之间存在分离,这需要未来的研究来确定努力评级的具体来源。
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引用次数: 0
Strategic misdirection: Attempts to protect privacy with made-up email addresses 策略性误导:试图用编造的电子邮件地址来保护隐私
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-03 DOI: 10.1016/j.ijhcs.2025.103599
Sharmin Ahmed , Emilee Rader , Sameer Patil
People are often asked to provide their email addresses for identification, authentication, or communication purposes. In many such circumstances, people provide made-up email addresses instead of their own. To understand why people provide made-up email addresses, we interviewed 20 people who reported doing so. We found that the participants provided made-up email addresses to avoid information overload and protect privacy. The participants chose to provide made-up email addresses based on several factors, such as the context, personal benefits and risks, past experiences, and verification requirements. When composing made-up email addresses, the participants employed several common patterns based on their mental models of email address formats and threat models for undesirable uses of their email addresses. The participants reported using these patterns strategically to navigate the social expectations to comply with such requests and to avoid embarrassment from being perceived as deceptive. We connect our findings to email privacy more broadly through the theoretical perspectives of boundary regulation, communication privacy management, contextual integrity, social desirability, and interdependent privacy. Our insight points to design and regulatory suggestions to address the interdependent privacy issues resulting from made-up email addresses and to help users deal more effectively with email overload and email marketing.
人们经常被要求提供他们的电子邮件地址,用于身份识别、身份验证或通信目的。在许多这样的情况下,人们会提供虚构的电子邮件地址,而不是他们自己的。为了理解为什么人们会提供虚构的电子邮件地址,我们采访了20位自称这样做的人。我们发现,为了避免信息过载和保护隐私,参与者提供了虚构的电子邮件地址。参与者根据几个因素选择提供虚构的电子邮件地址,例如上下文、个人利益和风险、过去的经验和验证要求。在组成电子邮件地址时,参与者根据他们对电子邮件地址格式的心理模型和对电子邮件地址的不良使用的威胁模型采用了几种常见的模式。参与者报告说,他们有策略地使用这些模式来驾驭社会期望,以遵守这些要求,并避免因被认为是骗子而感到尴尬。我们通过边界监管、通信隐私管理、上下文完整性、社会可取性和相互依赖隐私的理论视角,将我们的研究结果与更广泛的电子邮件隐私联系起来。我们的见解指向设计和监管建议,以解决由编造的电子邮件地址导致的相互依赖的隐私问题,并帮助用户更有效地处理电子邮件过载和电子邮件营销。
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引用次数: 0
Feel–Play–Imagine: Structured introduction and imagination of haptics with storytellers 感觉-游戏-想象:通过讲故事者对触觉进行结构化的介绍和想象
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-01 DOI: 10.1016/j.ijhcs.2025.103631
Bibhushan Raj Joshi , Ana Lucia Diaz de Leon Derby , Jennifer J. Llewellyn , Kristina Llewellyn , Jennifer Roberts-Smith , Oliver Schneider
Haptic technology offers new opportunities for interaction, yet remains inaccessible to people unfamiliar with the technology due to challenges in rapid prototyping and the absence of a widely understood vocabulary, making early-stage design communication difficult. To address these challenges, we developed Feel–Play–Imagine (FPI), a method for haptics experts to involve team members and stakeholders in the early stages of design, and explored its use in the context of storytelling. FPI involves introducing people to haptics through experiencing polished haptic experiences in context (Feel) and experimenting with alternative modalities (Play), then engaging in discussions using stories to imagine designed experiences (Imagine). We report on the results of using FPI in an ongoing co-design project and a lab study with 10 expert storytellers from various backgrounds. Our findings include the value of hands-on and playful experiences to learn about haptic technologies, the ability of FPI to support design decisions, the ability of our developed Worksheet to structure discussion in some contexts, and the need to support multimodal and gestural communication when discussing haptic and tangible interaction.
触觉技术为交互提供了新的机会,但由于快速原型的挑战和缺乏广泛理解的词汇,不熟悉该技术的人仍然无法接触到,这使得早期设计沟通变得困难。为了应对这些挑战,我们开发了“感觉-游戏-想象”(Feel-Play-Imagine,简称FPI),这是一种让触觉专家在设计的早期阶段让团队成员和利益相关者参与进来的方法,并探索了它在故事叙述中的应用。FPI包括通过在情境中体验完善的触觉体验(Feel)和实验替代模式(Play)向人们介绍触觉,然后利用故事参与讨论,想象设计的体验(imagine)。我们报告了在一个正在进行的共同设计项目中使用FPI的结果,以及与来自不同背景的10位专家讲故事的实验室研究。我们的发现包括动手和有趣的体验对学习触觉技术的价值,FPI支持设计决策的能力,我们开发的工作表在某些情况下组织讨论的能力,以及在讨论触觉和有形交互时支持多模态和手势交流的必要性。
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引用次数: 0
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