Pub Date : 2024-06-19DOI: 10.1016/j.ijhcs.2024.103322
Tianyi Xiao , Kevin Gonyop Kim , Jakub Krukar , Rajasirpi Subramaniyan , Peter Kiefer , Angela Schwering , Martin Raubal
An intuitive way to externalize spatial memory is to sketch it. Compared to traditional paper-based sketches, virtual reality (VR) creates new opportunities to investigate the 3D aspect of spatial memory as it empowers users to express 3D information on a 3D interface directly. The goal of this study is to design a 3D sketch mapping tool for researchers and non-expert users without sketching expertise that enables externalizing memories of spatial information after some 3D-critical tasks. There exist 3D sketching tools using VR, but there are two issues with the current mid-air 3D sketching approach: (1) distortion of sketches due to depth perception errors and (2) increased cognitive and sensorimotor demands due to an increased degree of freedom and absence of physical support. To address these problems, we implemented VResin, a novel sketching interface that synergizes 3D mid-air sketching with 2D surface sketching to scaffold 3D sketching into a layer-by-layer process. An experimental study with 48 participants on multi-layer building scenarios showed that VResin supports users in creating less distorted sketches while maintaining the level of completeness and generalization compared to mid-air sketching in VR. We also demonstrate the potential applications that can benefit from 3D sketch maps and the suitability of VResin for a variety of building shapes.
{"title":"VResin: Externalizing spatial memory into 3D sketch maps","authors":"Tianyi Xiao , Kevin Gonyop Kim , Jakub Krukar , Rajasirpi Subramaniyan , Peter Kiefer , Angela Schwering , Martin Raubal","doi":"10.1016/j.ijhcs.2024.103322","DOIUrl":"https://doi.org/10.1016/j.ijhcs.2024.103322","url":null,"abstract":"<div><p>An intuitive way to externalize spatial memory is to sketch it. Compared to traditional paper-based sketches, virtual reality (VR) creates new opportunities to investigate the 3D aspect of spatial memory as it empowers users to express 3D information on a 3D interface directly. The goal of this study is to design a 3D sketch mapping tool for researchers and non-expert users without sketching expertise that enables externalizing memories of spatial information after some 3D-critical tasks. There exist 3D sketching tools using VR, but there are two issues with the current mid-air 3D sketching approach: (1) distortion of sketches due to depth perception errors and (2) increased cognitive and sensorimotor demands due to an increased degree of freedom and absence of physical support. To address these problems, we implemented VResin, a novel sketching interface that synergizes 3D mid-air sketching with 2D surface sketching to scaffold 3D sketching into a layer-by-layer process. An experimental study with 48 participants on multi-layer building scenarios showed that VResin supports users in creating less distorted sketches while maintaining the level of completeness and generalization compared to mid-air sketching in VR. We also demonstrate the potential applications that can benefit from 3D sketch maps and the suitability of VResin for a variety of building shapes.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.3,"publicationDate":"2024-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S107158192400106X/pdfft?md5=c7b98f3783f62575f93cd1ebb3ae5516&pid=1-s2.0-S107158192400106X-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141480308","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-06-19DOI: 10.1016/j.ijhcs.2024.103313
George Catalin Muresan, Sebastian Mititelu, Josh Andres, m.c. schraefel
{"title":"Corrigendum to ‘“Should I Introduce myself?”: Asynchronous Semi-Guided Professional Introductions for Enhanced Perceived Team Effectiveness in New Virtual Dyadic Teams’ [International Journal of Human - Computer Studies, Vol. 188 (2024) 103279]","authors":"George Catalin Muresan, Sebastian Mititelu, Josh Andres, m.c. schraefel","doi":"10.1016/j.ijhcs.2024.103313","DOIUrl":"https://doi.org/10.1016/j.ijhcs.2024.103313","url":null,"abstract":"","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000971/pdfft?md5=1e28a0f152364356ee5d36f4b4350998&pid=1-s2.0-S1071581924000971-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141429766","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Online peer-production communities (OPPCs) have witnessed producer conflicts that negatively impact their project quality and producer morale. In response to such issues, OPPCs have supported producers to self-manage conflict as its frequency is exceeding the capacity of volunteer moderators. In this paper, we solicit design guidelines reflecting producers’ requirements and perspectives for self-conflict management in an OPPC called OpenStreetMap (OSM). We use the OSM Changeset Discussions user interface – one of OSM’s tools designed to facilitate conflict management – as our target interface. We conduct co-design workshops to collect OSM mappers’ perspectives on the existing conflict management user interface (UI) and re-design alternatives based on mappers’ suggestions. We collect rich reflections on four design prompts covering the User Experience (UX) criteria of utility, usability, desirability, and adoptability, contrasting the current and alternative Changeset Discussion UI designs. Our results lead to two design guidelines: (1) provide gentle and non-intrusive reminders customized based on OSM’s mapper profile and (2) provide customizable mapper profile information displayed during online discussion. We discuss challenges associated with the co-designing process in an OPPC as OSM and how future studies should focus on making incremental changes based on user-participatory methods to minimize any user resistance.
在线同侪生产社区(OPPCs)目睹了生产者冲突对项目质量和生产者士气造成的负面影响。为了应对这些问题,OPPC 支持制作者自我管理冲突,因为冲突的频率已经超出了志愿主持人的能力范围。在本文中,我们将征求设计指南,以反映制作者对开放街图(OSM)中自我冲突管理的要求和观点。我们将OSM变更集讨论用户界面--OSM旨在促进冲突管理的工具之一--作为我们的目标界面。我们举办共同设计研讨会,收集 OSM 制图者对现有冲突管理用户界面(UI)的看法,并根据制图者的建议重新设计替代界面。我们就四个设计提示收集了丰富的反思,这四个提示涵盖了用户体验(UX)标准,即实用性、可用性、可取性和可采用性,并对比了当前和备选的 "变更集讨论 "用户界面设计。我们的研究结果提出了两条设计准则:(1) 提供基于 OSM 制图人员配置文件定制的温和、非侵入式提醒;(2) 在在线讨论期间提供可定制的制图人员配置文件信息。我们讨论了在像 OSM 这样的 OPPC 中共同设计过程所面临的挑战,以及未来的研究应如何将重点放在基于用户参与方法的渐进式改变上,以尽量减少用户的抵触情绪。
{"title":"Mapping in harmony: Co-designing user interfaces for conflict management on OSM","authors":"Youjin Choe , Senuri Wijenayake , Martin Tomko , Mohsen Kalantari","doi":"10.1016/j.ijhcs.2024.103316","DOIUrl":"10.1016/j.ijhcs.2024.103316","url":null,"abstract":"<div><p>Online peer-production communities (OPPCs) have witnessed producer conflicts that negatively impact their project quality and producer morale. In response to such issues, OPPCs have supported producers to self-manage conflict as its frequency is exceeding the capacity of volunteer moderators. In this paper, we solicit design guidelines reflecting producers’ requirements and perspectives for self-conflict management in an OPPC called OpenStreetMap (OSM). We use the OSM Changeset Discussions user interface – one of OSM’s tools designed to facilitate conflict management – as our target interface. We conduct co-design workshops to collect OSM mappers’ perspectives on the existing conflict management user interface (UI) and re-design alternatives based on mappers’ suggestions. We collect rich reflections on four design prompts covering the User Experience (UX) criteria of utility, usability, desirability, and adoptability, contrasting the current and alternative Changeset Discussion UI designs. Our results lead to two design guidelines: (1) provide gentle and non-intrusive reminders customized based on OSM’s mapper profile and (2) provide customizable mapper profile information displayed during online discussion. We discuss challenges associated with the co-designing process in an OPPC as OSM and how future studies should focus on making incremental changes based on user-participatory methods to minimize any user resistance.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.3,"publicationDate":"2024-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141410059","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-06-15DOI: 10.1016/j.ijhcs.2024.103320
Jiahao Chen , Mingming Li , Jaap Ham
Text-based chatbots are widely used to deliver personalized services by leveraging user-provided information, and anthropomorphic design is crucial for their effectiveness. However, most earlier studies investigated the effects of anthropomorphic design of chatbots while manipulating only one dimension of anthropomorphic cues. The current research investigated how different dimensions of anthropomorphic design cues affect users’ information disclosure tendency towards chatbots. That is, the present study examined the effects of visual appearance (high anthropomorphism vs. low anthropomorphism), manipulating the visual cues dimension, and conversational style (human-like vs. mechanical), manipulating the verbal cues dimension, on users’ information disclosure tendency towards chatbots. Results showed positive effects of human-like conversational style on users’ information disclosure tendency. Of particular significance, an interaction effect between visual appearance and conversational style on users’ information disclosure tendency was found. Users reported a higher information disclosure tendency when the chatbot was designed with anthropomorphic cues consistent over dimensions. This finding suggested that an expectancy violation effect occurs when a chatbot exhibits inconsistent anthropomorphic design cues on two different dimensions. Besides, perceived security was identified as a positive mediating factor in the relationship between conversational style and users’ information disclosure tendency. This study advances research on users’ information disclosure tendency towards anthropomorphic chatbots and highlights the importance of different dimensions of anthropomorphic cues in chatbot design. Additionally, practical guidance for chatbot designers was also provided.
{"title":"Different dimensions of anthropomorphic design cues: How visual appearance and conversational style influence users’ information disclosure tendency towards chatbots","authors":"Jiahao Chen , Mingming Li , Jaap Ham","doi":"10.1016/j.ijhcs.2024.103320","DOIUrl":"10.1016/j.ijhcs.2024.103320","url":null,"abstract":"<div><p>Text-based chatbots are widely used to deliver personalized services by leveraging user-provided information, and anthropomorphic design is crucial for their effectiveness. However, most earlier studies investigated the effects of anthropomorphic design of chatbots while manipulating only one dimension of anthropomorphic cues. The current research investigated how different dimensions of anthropomorphic design cues affect users’ information disclosure tendency towards chatbots. That is, the present study examined the effects of visual appearance (high anthropomorphism vs. low anthropomorphism), manipulating the visual cues dimension, and conversational style (human-like vs. mechanical), manipulating the verbal cues dimension, on users’ information disclosure tendency towards chatbots. Results showed positive effects of human-like conversational style on users’ information disclosure tendency. Of particular significance, an interaction effect between visual appearance and conversational style on users’ information disclosure tendency was found. Users reported a higher information disclosure tendency when the chatbot was designed with anthropomorphic cues consistent over dimensions. This finding suggested that an expectancy violation effect occurs when a chatbot exhibits inconsistent anthropomorphic design cues on two different dimensions. Besides, perceived security was identified as a positive mediating factor in the relationship between conversational style and users’ information disclosure tendency. This study advances research on users’ information disclosure tendency towards anthropomorphic chatbots and highlights the importance of different dimensions of anthropomorphic cues in chatbot design. Additionally, practical guidance for chatbot designers was also provided.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.3,"publicationDate":"2024-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141409574","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-06-15DOI: 10.1016/j.ijhcs.2024.103318
Houda Elmimouni , Jennifer A. Rode , Selma Šabanović
Robotic Telepresence (TR) is a promising medium for providing classroom access for students who are unable to attend classes in-person. While existing research has focused on TR’s usability, adoption, and embodiment, there is a need for research focusing on how TR supports key user values — like identity, privacy, and courtesy — in educational contexts. To bridge this gap, we engaged 22 university students in a field study using Beam telepresence robots, which enabled us to discern the key manifestations of these three values in classroom human–robot interactions. We also identified articulation work improvised by remote students to maintain these values. Based on our findings, we propose recommendations for use that can support these values and offer design recommendations for future telepresence robots. Our insights offer valuable guidance to educational institutions intending to integrate telepresence robots, as well as to their designers.
{"title":"Articulation work for supporting the values of students attending class via telepresence robots","authors":"Houda Elmimouni , Jennifer A. Rode , Selma Šabanović","doi":"10.1016/j.ijhcs.2024.103318","DOIUrl":"10.1016/j.ijhcs.2024.103318","url":null,"abstract":"<div><p>Robotic Telepresence (TR) is a promising medium for providing classroom access for students who are unable to attend classes in-person. While existing research has focused on TR’s usability, adoption, and embodiment, there is a need for research focusing on how TR supports key user values — like identity, privacy, and courtesy — in educational contexts. To bridge this gap, we engaged 22 university students in a field study using Beam telepresence robots, which enabled us to discern the key manifestations of these three values in classroom human–robot interactions. We also identified articulation work improvised by remote students to maintain these values. Based on our findings, we propose recommendations for use that can support these values and offer design recommendations for future telepresence robots. Our insights offer valuable guidance to educational institutions intending to integrate telepresence robots, as well as to their designers.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.3,"publicationDate":"2024-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141416149","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-06-14DOI: 10.1016/j.ijhcs.2024.103319
Andreas Balaskas , Stephen M. Schueller , Kevin Doherty , Anna L. Cox , Gavin Doherty
Anxiety disorders are the most common mental health problem, and cognitive-behavioral therapy is one of the most widely used, evidence-based treatments. While several mobile apps for anxiety that integrate cognitive-behavioral therapy (CBT) techniques exist, major challenges remain concerning uptake and engagement. Personalization is one strategy that can be used to improve client engagement, and integrating therapist input is one mechanism for such personalization. This study aims to understand therapist practices and identify new possibilities for delivering intervention content between face-to-face CBT therapy sessions. It comprised semi-structured interviews, followed by a series of ideation activities, and thematic analysis of the data. The results showed the central role of clients in shaping the content of therapy sessions, their challenges with homework practice, and therapists’ diverse practices. Analysis of the ideation activities elaborated the potential role of therapists in the personalization of apps for anxiety. We conclude with takeaways for designers of personalized mental health mobile applications.
{"title":"Designing personalized mental health interventions for anxiety: CBT therapists’ perspective","authors":"Andreas Balaskas , Stephen M. Schueller , Kevin Doherty , Anna L. Cox , Gavin Doherty","doi":"10.1016/j.ijhcs.2024.103319","DOIUrl":"10.1016/j.ijhcs.2024.103319","url":null,"abstract":"<div><p>Anxiety disorders are the most common mental health problem, and cognitive-behavioral therapy is one of the most widely used, evidence-based treatments. While several mobile apps for anxiety that integrate cognitive-behavioral therapy (CBT) techniques exist, major challenges remain concerning uptake and engagement. Personalization is one strategy that can be used to improve client engagement, and integrating therapist input is one mechanism for such personalization. This study aims to understand therapist practices and identify new possibilities for delivering intervention content between face-to-face CBT therapy sessions. It comprised semi-structured interviews, followed by a series of ideation activities, and thematic analysis of the data. The results showed the central role of clients in shaping the content of therapy sessions, their challenges with homework practice, and therapists’ diverse practices. Analysis of the ideation activities elaborated the potential role of therapists in the personalization of apps for anxiety. We conclude with takeaways for designers of personalized mental health mobile applications.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.3,"publicationDate":"2024-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924001034/pdfft?md5=36746f218e488e7d69c0dd7ba0a1bf52&pid=1-s2.0-S1071581924001034-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141410434","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-06-13DOI: 10.1016/j.ijhcs.2024.103317
Aunnoy K Mutasim , Anil Ufuk Batmaz , Moaaz Hudhud Mughrabi , Wolfgang Stuerzlinger
To determine in a user study whether proposed keyboard layouts, such as OPTI, can surpass QWERTY in performance, extended training through longitudinal studies is crucial. However, addressing the challenge of creating trained users presents a logistical bottleneck. A common alternative involves having participants type the same word or phrase repeatedly. We conducted two separate studies to investigate this alternative. The findings reveal that both approaches, repeatedly typing words or phrases, have limitations in accurately estimating trained user performance. Thus, we propose the Guided Evaluation Method (GEM), a novel approach to quickly estimate trained user performance with novices. Our results reveal that in a matter of minutes, participants exhibited performance similar to an existing longitudinal study — OPTI outperforms QWERTY. As it eliminates the need for resource-intensive longitudinal studies, our new GEM thus enables much faster estimation of trained user performance. This outcome will potentially reignite research on better text entry methods.
{"title":"The Guided Evaluation Method: An easier way to empirically estimate trained user performance for unfamiliar keyboard layouts","authors":"Aunnoy K Mutasim , Anil Ufuk Batmaz , Moaaz Hudhud Mughrabi , Wolfgang Stuerzlinger","doi":"10.1016/j.ijhcs.2024.103317","DOIUrl":"10.1016/j.ijhcs.2024.103317","url":null,"abstract":"<div><p>To determine in a user study whether proposed keyboard layouts, such as OPTI, can surpass QWERTY in performance, extended training through longitudinal studies is crucial. However, addressing the challenge of creating trained users presents a logistical bottleneck. A common alternative involves having participants type the same word or phrase repeatedly. We conducted two separate studies to investigate this alternative. The findings reveal that both approaches, repeatedly typing words or phrases, have limitations in accurately estimating trained user performance. Thus, we propose the Guided Evaluation Method (GEM), a novel approach to <em>quickly</em> estimate trained user performance with novices. Our results reveal that in a matter of minutes, participants exhibited performance similar to an existing longitudinal study — OPTI outperforms QWERTY. As it eliminates the need for resource-intensive longitudinal studies, our new GEM thus enables much faster estimation of trained user performance. This outcome will potentially reignite research on better text entry methods.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.3,"publicationDate":"2024-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141410239","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-06-11DOI: 10.1016/j.ijhcs.2024.103304
Eunhee Chang , Yongjae Lee , Mark Billinghurst , Byounghyun Yoo
When using Virtual Reality (VR) and Augmented Reality (AR) to support remote collaboration, effective communication between a remote expert in VR and a local worker in AR is important for guiding and following task instructions. This is especially crucial for assembly tasks, which require precise identification of parts and clear directions for their combination. Despite the increasing interest in efficient VR-AR communication methods, previous studies have been limited to complex hardware setups and simplified assembly tasks. In this research, we introduce a communication approach for remote collaboration in complex assembly tasks, utilizing simplified hardware configurations. We conducted a user study () and compared three interaction interfaces (hand gestures, 3D drawing, and virtual replicas) in task completion time, subjective questionnaires, and preference rank. The results showed that the use of virtual replicas not only enhances task efficiency but also receives strong preference by users. These findings indicate that virtual replicas can provide intuitive instructions to local workers, resulting in a clearer understanding of the expert’s guidance.
在使用虚拟现实(VR)和增强现实(AR)支持远程协作时,VR 中的远程专家和 AR 中的本地工人之间的有效沟通对于指导和遵循任务指示非常重要。这一点对于装配任务尤为重要,因为装配任务需要精确识别部件并提供清晰的组合指示。尽管人们对高效的 VR-AR 通信方法越来越感兴趣,但以往的研究仅限于复杂的硬件设置和简化的装配任务。在本研究中,我们利用简化的硬件配置,为复杂装配任务中的远程协作引入了一种通信方法。我们进行了一项用户研究(n=30),比较了三种交互界面(手势、三维绘图和虚拟复制品)的任务完成时间、主观问卷和偏好等级。结果表明,使用虚拟复制品不仅能提高任务效率,还能获得用户的强烈偏好。这些研究结果表明,虚拟复制品可以为当地工人提供直观的指示,使他们更清楚地理解专家的指导。
{"title":"Efficient VR-AR communication method using virtual replicas in XR remote collaboration","authors":"Eunhee Chang , Yongjae Lee , Mark Billinghurst , Byounghyun Yoo","doi":"10.1016/j.ijhcs.2024.103304","DOIUrl":"10.1016/j.ijhcs.2024.103304","url":null,"abstract":"<div><p>When using Virtual Reality (VR) and Augmented Reality (AR) to support remote collaboration, effective communication between a remote expert in VR and a local worker in AR is important for guiding and following task instructions. This is especially crucial for assembly tasks, which require precise identification of parts and clear directions for their combination. Despite the increasing interest in efficient VR-AR communication methods, previous studies have been limited to complex hardware setups and simplified assembly tasks. In this research, we introduce a communication approach for remote collaboration in complex assembly tasks, utilizing simplified hardware configurations. We conducted a user study (<span><math><mrow><mi>n</mi><mo>=</mo><mn>30</mn></mrow></math></span>) and compared three interaction interfaces (hand gestures, 3D drawing, and virtual replicas) in task completion time, subjective questionnaires, and preference rank. The results showed that the use of virtual replicas not only enhances task efficiency but also receives strong preference by users. These findings indicate that virtual replicas can provide intuitive instructions to local workers, resulting in a clearer understanding of the expert’s guidance.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-06-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000880/pdfft?md5=41b9a30018bd997a2842345c45578261&pid=1-s2.0-S1071581924000880-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141405586","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-06-10DOI: 10.1016/j.ijhcs.2024.103314
Jeanine Kirchner-Krath , Maximilian Altmeyer , Linda Schürmann , Bastian Kordyaka , Benedikt Morschheuser , Ana Carolina Tomé Klock , Lennart Nacke , Juho Hamari , Harald F.O. von Korflesch
Gamification has become one of the main areas in information systems and human–computer interaction research related to users’ motivations and behaviors. Within this context, a significant research gap is the lack of understanding of how users’ characteristics, especially in terms of their preferences for gameful interaction (i.e., user typologies), moderate the effects of gamification and, furthermore, how gamification could be tailored to individual needs. Despite their prominence in classifying users, current typologies and their use in research and practice have received severe criticism regarding validity and reliability, as well as the application and interpretation of their results. Therefore, it is essential to reconsider the relationships and foundations of common user typologies and establish a sound empirical basis to critically discuss their value and limits for personalized gamification. To address this research gap, this study investigated the psychometric properties of the most popular player types within tailored gamification literature (i.e., Bartle’s player types, Yee’s motivations to play, BrainHex, and HEXAD) through a survey study () using their respective measurement instruments, followed by a correlation analysis to understand their empirical relations and an exploratory factor analysis to identify the underlying factors. The results confirm that user typologies, despite their different origins, show considerable overlap, some being consistent whereas others contradicted theoretically assumed relationships. Furthermore, we show that these four user typologies overall factor into five underlying and fundamental dimensions of Socialization, Escapism, Achievement, Reward Pursuit, and Independence, which could be considered common concepts that may essentially reflect key determinants of user motivation in gamification. Our findings imply that future research and practice in tailored gamification design should shift the focus from developing and applying ever more nuanced typologies to understanding and measuring the key underlying determinants of user motivation in gameful systems. Moreover, given the considerable interrelationships between these determinants, we also argue that researchers should favor continuous representations of users’ motivations in specific situations instead of a dichotomous operationalization of user types as static manifestations of their preferences.
{"title":"Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design","authors":"Jeanine Kirchner-Krath , Maximilian Altmeyer , Linda Schürmann , Bastian Kordyaka , Benedikt Morschheuser , Ana Carolina Tomé Klock , Lennart Nacke , Juho Hamari , Harald F.O. von Korflesch","doi":"10.1016/j.ijhcs.2024.103314","DOIUrl":"https://doi.org/10.1016/j.ijhcs.2024.103314","url":null,"abstract":"<div><p>Gamification has become one of the main areas in information systems and human–computer interaction research related to users’ motivations and behaviors. Within this context, a significant research gap is the lack of understanding of how users’ characteristics, especially in terms of their preferences for gameful interaction (i.e., user typologies), moderate the effects of gamification and, furthermore, how gamification could be tailored to individual needs. Despite their prominence in classifying users, current typologies and their use in research and practice have received severe criticism regarding validity and reliability, as well as the application and interpretation of their results. Therefore, it is essential to reconsider the relationships and foundations of common user typologies and establish a sound empirical basis to critically discuss their value and limits for personalized gamification. To address this research gap, this study investigated the psychometric properties of the most popular player types within tailored gamification literature (i.e., Bartle’s player types, Yee’s motivations to play, BrainHex, and HEXAD) through a survey study (<span><math><mrow><mi>n</mi><mo>=</mo><mn>877</mn></mrow></math></span>) using their respective measurement instruments, followed by a correlation analysis to understand their empirical relations and an exploratory factor analysis to identify the underlying factors. The results confirm that user typologies, despite their different origins, show considerable overlap, some being consistent whereas others contradicted theoretically assumed relationships. Furthermore, we show that these four user typologies overall factor into five underlying and fundamental dimensions of <em>Socialization, Escapism, Achievement, Reward Pursuit, and Independence</em>, which could be considered common concepts that may essentially reflect key determinants of user motivation in gamification. Our findings imply that future research and practice in tailored gamification design should shift the focus from developing and applying ever more nuanced typologies to understanding and measuring the key underlying determinants of user motivation in gameful systems. Moreover, given the considerable interrelationships between these determinants, we also argue that researchers should favor continuous representations of users’ motivations in specific situations instead of a dichotomous operationalization of user types as static manifestations of their preferences.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000983/pdfft?md5=87b79cafe0b8b5075108d0b59d2035dc&pid=1-s2.0-S1071581924000983-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141324508","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-06-05DOI: 10.1016/j.ijhcs.2024.103312
Sharon Macias-Velasquez , Hugo I. Medellin-Castillo , Abel Garcia-Barrientos
Virtual reality (VR) systems have been developed to enhance the conventional industrial design and manufacturing process, including worker training and factory planning. However, research studies have shown that the prolonged use of VR systems can result in certain discomforts among users. This research evaluates the user experience (UX) during the first interaction in a semi-immersive and haptic-enabled virtual assembly system. The aim is to evaluate the UX by considering variations in task duration in order to determine whether the length of the time spent on a virtual assembly task has an effect on the improvement or deterioration of the UX during the initial interactions of new users. The UX evaluation is based on key elements that characterize the user experience, such as perceptions of the product, emotions, consequences to use, realism, and physiological factors. In particular, the interest is to investigate whether these factors vary when performing a virtual assembly task along different time frames. The results have revealed significant differences in some dimensions of the user experience, physiological factors, and realism. This information encourages the formulation of guidelines to enhance the user experience of new operators of haptic-enabled virtual assembly systems.
{"title":"New-user experience evaluation in a semi-immersive and haptic-enabled virtual reality system for assembly operations","authors":"Sharon Macias-Velasquez , Hugo I. Medellin-Castillo , Abel Garcia-Barrientos","doi":"10.1016/j.ijhcs.2024.103312","DOIUrl":"https://doi.org/10.1016/j.ijhcs.2024.103312","url":null,"abstract":"<div><p>Virtual reality (VR) systems have been developed to enhance the conventional industrial design and manufacturing process, including worker training and factory planning. However, research studies have shown that the prolonged use of VR systems can result in certain discomforts among users. This research evaluates the user experience (UX) during the first interaction in a semi-immersive and haptic-enabled virtual assembly system. The aim is to evaluate the UX by considering variations in task duration in order to determine whether the length of the time spent on a virtual assembly task has an effect on the improvement or deterioration of the UX during the initial interactions of new users. The UX evaluation is based on key elements that characterize the user experience, such as perceptions of the product, emotions, consequences to use, realism, and physiological factors. In particular, the interest is to investigate whether these factors vary when performing a virtual assembly task along different time frames. The results have revealed significant differences in some dimensions of the user experience, physiological factors, and realism. This information encourages the formulation of guidelines to enhance the user experience of new operators of haptic-enabled virtual assembly systems.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-06-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141290755","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}