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Addressing attentional issues in augmented reality with adaptive agents: Possibilities and challenges 用自适应代理解决增强现实中的注意力问题:可能性与挑战
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-01 DOI: 10.1016/j.ijhcs.2024.103324
Brandon Victor Syiem , Ryan M. Kelly , Tilman Dingler , Jorge Goncalves , Eduardo Velloso

Recent work on augmented reality (AR) has explored the use of adaptive agents to overcome attentional issues that negatively impact task performance. However, despite positive technical evaluations, adaptive agents have shown no significant improvements to user task performance in AR. Furthermore, previous works have primarily evaluated such agents using abstract tasks. In this paper, we develop an agent that observes user behaviour and performs appropriate actions to mitigate attentional issues in a realistic sense-making task in AR. We employ mixed methods to evaluate our agent in a between-subject experiment (N=60) to understand the agent’s effect on user task performance and behaviour. While we find no significant improvements in task performance, our analysis revealed that users’ preferences and trust in the agent affected their receptiveness of the agent’s recommendations. We discuss the pitfalls of autonomous agents and highlight the need to shift from designing better Human–AI interactions to better Human–AI collaborations.

最近有关增强现实(AR)的研究探索了自适应代理的使用,以克服对任务性能产生负面影响的注意力问题。然而,尽管技术评估结果良好,自适应代理在增强现实中对用户任务表现的改善并不明显。此外,以前的工作主要是通过抽象任务对这类代理进行评估。在本文中,我们开发了一种代理,它可以观察用户行为并执行适当的操作,以减轻 AR 中现实感知任务中的注意力问题。我们采用混合方法在主体间实验(N=60)中对代理进行评估,以了解代理对用户任务表现和行为的影响。虽然我们没有发现任务性能有明显改善,但我们的分析表明,用户的偏好和对代理的信任会影响他们对代理建议的接受程度。我们讨论了自主代理的陷阱,并强调需要从设计更好的人机交互转向更好的人机协作。
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引用次数: 0
MakeNodes: Opening connected-IoT making to people with intellectual disability MakeNodes:向智障人士开放互联物联网制作
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-29 DOI: 10.1016/j.ijhcs.2024.103325
Diego Morra , Giacomo Caslini , Marco Mores , Franca Garzotto , Maristella Matera

Recent developments in accessible electronic-making toolkits have opened up avenues for individuals with intellectual disabilities(ID) to actively participate in creating their own smart objects based on the Internet of Things (IoT) technology. These toolkits present a novel opportunity to foster the inclusion of this often-under-considered community in the development of personalized solutions that can impact their autonomy and well-being. However, understanding IoT encompasses comprehending the inter-object connection paradigm at the core of this technology, an aspect that is not adequately covered by the existing accessible toolkits. To fill this gap, this paper illustrates the design and evaluation of MakeNodes, a tangible toolkit to involve people with ID in making smart-thing networks in a guided, collaborative, and engaging way. The toolkit comprises a series of input and output nodes that can be paired to make any object or surface smart. The paper illustrates how MakeNodes empowers people with ID through IoT-making activities that promote collaborative work to address personal needs. Key findings are discussed in the form of lessons learned concerning the importance of physical and visual elements, hands-on exploration, and interaction robustness in improving the accessibility of IoT-making toolkits for people with ID.

无障碍电子制作工具包的最新发展为智障人士开辟了一条途径,使他们能够积极参与创建自己的基于物联网(IoT)技术的智能物品。这些工具包提供了一个新的机会,可以促进这一通常未被充分考虑的群体参与开发个性化解决方案,从而影响他们的自主性和福祉。然而,理解物联网包括理解作为该技术核心的物体间连接范式,而现有的无障碍工具包并未充分涵盖这一方面。为了填补这一空白,本文介绍了 MakeNodes 的设计和评估情况,这是一个有形的工具包,可引导智障人士以协作和参与的方式参与智能物联网的制作。该工具包由一系列输入和输出节点组成,这些节点可以配对使用,使任何物体或表面变得智能。本文阐述了 MakeNodes 如何通过物联网制造活动增强智障人士的能力,从而促进协同工作,满足个人需求。主要研究结果以经验教训的形式进行了讨论,这些经验教训涉及物理和视觉元素、动手探索和交互稳健性在提高智障人士对物联网制作工具包的可及性方面的重要性。
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引用次数: 0
On the potential of supporting autonomy in online video interview training platforms 论在线视频面试培训平台支持自主性的潜力
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-28 DOI: 10.1016/j.ijhcs.2024.103326
Pooja S.B. Rao , Laetitia Renier , Marc-Olivier Boldi , Marianne Schmid Mast , Dinesh Babu Jayagopi , Mauro Cherubini

Rising unemployment has led to many discouraged job seekers. While the impact of job seekers’ motivation on interview performance is acknowledged in previous research, little attention has been given to understanding the effect of training on interview motivation and performance. We present InterviewApp, an online interview training tool aiming to support interview motivation through autonomy, relatedness and competence needs derived from Self-Determination Theory and, in turn, performance. Through a four-month study (N=135), we assess its effectiveness in supporting job seekers’ interview motivation and performance. Our results demonstrate the role of autonomy in mediating the effect of training on performance. We found that the intervention significantly affected the job seekers’ perceived autonomy. Furthermore, engagement with the recording and feedback features of the tool positively impacted performance. Overall, job seekers found InterviewApp helpful for online interview training and valued the provided expert feedback. These findings have implications for the design of online interview training tools and for behaviour change interventions to support employment.

失业率上升导致许多求职者心灰意冷。虽然求职者的动机对面试表现的影响在以往的研究中得到了认可,但很少有人关注培训对面试动机和表现的影响。我们介绍的 InterviewApp 是一种在线面试培训工具,旨在通过源自自我决定理论的自主性、相关性和能力需求来支持面试动机,进而提高面试表现。通过为期四个月的研究(N=135),我们评估了该工具在支持求职者面试动机和表现方面的有效性。我们的研究结果表明,自主性在调解培训对绩效的影响方面发挥了作用。我们发现,干预措施极大地影响了求职者的自主感知。此外,参与该工具的记录和反馈功能也对表现产生了积极影响。总体而言,求职者认为 InterviewApp 有助于在线面试培训,并对提供的专家反馈意见非常重视。这些研究结果对在线面试培训工具的设计以及支持就业的行为改变干预措施都有启示意义。
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引用次数: 0
Unpacking Instagram use: The impact of upward social comparisons on usage patterns and affective experiences in the wild 解读 Instagram 的使用:向上的社交比较对野外使用模式和情感体验的影响
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-21 DOI: 10.1016/j.ijhcs.2024.103323
Jiwan Kim , Doyoung Lee , Mingyu Han , Jaeho Kim , Vassilis Kostakos , Ian Oakley

Users of Social Networking Sites (SNS) often engage in social comparison, an experience that can elicit various affective responses. While previous studies have established important links between social comparison and emotion, the granularity and ecological validity of this work remains limited. To address this issue, we conducted a field study with 40 Instagram users. We unobtrusively recorded their Instagram usage patterns (e.g., time on site and the type of content consumed, such as feed, story, or message). Additionally, we used experience sampling methods and questionnaires to capture their affective experiences, social comparisons, and depression severity. Our results elucidate the interplay between these emotions, traits, and tendencies during Instagram use. Notably, we find that while passive or prolonged Instagram use affects users’ emotions, the magnitude of this effect depends on the frequency of users’ social comparisons. These results can inform the design of systems to improve mental well-being on SNS.

社交网站(SNS)的用户经常进行社交比较,这种体验会引起各种情感反应。虽然之前的研究已经确定了社会比较与情感之间的重要联系,但这项工作的粒度和生态有效性仍然有限。为了解决这个问题,我们对 40 名 Instagram 用户进行了实地研究。我们以不显眼的方式记录了他们使用 Instagram 的模式(例如,在网站上停留的时间和消费的内容类型,如 feed、故事或消息)。此外,我们还使用经验取样方法和问卷调查来捕捉他们的情感体验、社会比较和抑郁严重程度。我们的研究结果阐明了这些情绪、特征和倾向在 Instagram 使用过程中的相互作用。值得注意的是,我们发现虽然被动或长时间使用 Instagram 会影响用户的情绪,但这种影响的程度取决于用户进行社交比较的频率。这些结果可以为设计系统提供参考,以改善 SNS 上的心理健康。
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引用次数: 0
Majority voting of doctors improves appropriateness of AI reliance in pathology 医生的多数投票提高了病理学领域对人工智能的依赖程度
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-21 DOI: 10.1016/j.ijhcs.2024.103315
Hongyan Gu , Chunxu Yang , Shino Magaki , Neda Zarrin-Khameh , Nelli S. Lakis , Inma Cobos , Negar Khanlou , Xinhai R. Zhang , Jasmeet Assi , Joshua T. Byers , Ameer Hamza , Karam Han , Anders Meyer , Hilda Mirbaha , Carrie A. Mohila , Todd M. Stevens , Sara L. Stone , Wenzhong Yan , Mohammad Haeri , Xiang ‘Anthony’ Chen

As Artificial Intelligence (AI) making advancements in medical decision-making, there is a growing need to ensure doctors develop appropriate reliance on AI to avoid adverse outcomes. However, existing methods in enabling appropriate AI reliance might encounter challenges while being applied in the medical domain. With this regard, this work employs and provides the validation of an alternative approach – majority voting – to facilitate appropriate reliance on AI in medical decision-making. This is achieved by a multi-institutional user study involving 32 medical professionals with various backgrounds, focusing on the pathology task of visually detecting a pattern, mitoses, in tumor images. Here, the majority voting process was conducted by synthesizing decisions under AI assistance from a group of pathology doctors (pathologists). Two metrics were used to evaluate the appropriateness of AI reliance: Relative AI Reliance (RAIR) and Relative Self-Reliance (RSR). Results showed that even with groups of three pathologists, majority-voted decisions significantly increased both RAIR and RSR – by approximately 9% and 31%, respectively – compared to decisions made by one pathologist collaborating with AI. This increased appropriateness resulted in better precision and recall in the detection of mitoses. While our study is centered on pathology, we believe these insights can be extended to general high-stakes decision-making processes involving similar visual tasks.

随着人工智能(AI)在医疗决策方面取得进展,确保医生适当依赖人工智能以避免不良后果的需求与日俱增。然而,现有的方法在医疗领域应用时可能会遇到挑战。有鉴于此,本研究采用了另一种方法--多数投票法--并对其进行了验证,以促进在医疗决策中适当依赖人工智能。为此,我们开展了一项多机构用户研究,涉及 32 名具有不同背景的医学专业人员,研究重点是病理学任务,即在肿瘤图像中视觉检测有丝分裂模式。在这项研究中,在一组病理学医生(病理学家)的人工智能协助下,通过综合决策进行了多数票表决。评估人工智能依赖性的适当性使用了两个指标:相对人工智能依赖度 (RAIR) 和相对自我依赖度 (RSR)。结果显示,即使是由三名病理学家组成的小组,与一名病理学家与人工智能合作做出的决定相比,多数票通过的决定也显著提高了 RAIR 和 RSR,分别提高了约 9% 和 31%。适当性的提高提高了有丝分裂检测的精确度和召回率。虽然我们的研究以病理学为中心,但我们相信这些见解可以推广到涉及类似视觉任务的一般高风险决策过程中。
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引用次数: 0
Adaptive virtual agent: Design and evaluation for real-time human-agent interaction 自适应虚拟代理:实时人机交互的设计与评估
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-19 DOI: 10.1016/j.ijhcs.2024.103321
Jieyeon Woo , Kazuhiro Shidara , Catherine Achard , Hiroki Tanaka , Satoshi Nakamura , Catherine Pelachaud

When we converse, we adapt our behaviors to our interlocutors. The adaptation can serve to indicate our engagement which can also elicit enhancement of the involvement of others. Virtual agents (or socially interactive virtual agents) that play the role of interaction partners can improve the human users’ interaction experience by displaying continuous and adaptive behaviors in real time. Virtual agents have been used in multiple domains to improve user interaction and performance. The promising results of the endowment of adaptation to agents in increasing the agents’ perception and user experience were shown in previous studies. In this paper, we develop an adaptive virtual agent that renders real-time adaptive behaviors based on the behaviors shown by its human interlocutor. The ASAP model rendering reciprocally adaptive agent behavior was employed to realize the system. The system consists of four main parts: perception of social signals, agent adaptive behavior generation, agent visualization (i.e. rendering of the agent’s verbal and nonverbal behavior), and communication of signals. To showcase the usefulness of our adaptive agent, as a proof-of-concept we choose the e-health application of cognitive behavior therapy (CBT), which identifies and rectifies biased and irrational thoughts (or automatic thoughts). Through this study, we show the importance of giving the agent reciprocal adaptation capability notably in enhancing the user experience and the effectiveness of the CBT session. We validate the importance of endowing such adaptation capability by studying the difference between agents that are reciprocally adaptive, solely expressive (with mismatched behavior), and inexpressive (in a still posture) via questionnaires and measures related to the agent perception (naturalness, human-likeliness, synchrony, and engagement) for user experience and the CBT effectiveness (mood, anxiety, stress, and cognitive change). These results highlight the value of making virtual agents adapt in real time. This could lead to agents being capable of providing more personalized and interactive experiences for a wide range of applications. Also, we have collected a new human-agent interaction (HAI) database, HAI-CBT database, which is publicly available to the research community.

当我们交谈时,我们会根据对话者的情况调整自己的行为。这种适应可以表明我们的参与,也可以增强他人的参与。扮演互动伙伴角色的虚拟代理(或社交互动虚拟代理)可以通过实时显示连续的适应性行为来改善人类用户的互动体验。虚拟代理已被用于多个领域,以改善用户交互和性能。以往的研究表明,赋予代理自适应能力在提高代理感知和用户体验方面具有良好的效果。在本文中,我们开发了一种自适应虚拟代理,它能根据人类对话者的行为表现实时呈现自适应行为。该系统采用了呈现互适应代理行为的 ASAP 模型。该系统由四个主要部分组成:社会信号感知、代理自适应行为生成、代理可视化(即代理的语言和非语言行为渲染)以及信号交流。为了展示自适应代理的实用性,我们选择了认知行为疗法(CBT)的电子健康应用作为概念验证,该疗法可识别并纠正偏颇和不合理的想法(或自动想法)。通过这项研究,我们证明了赋予代理对等适应能力的重要性,尤其是在增强用户体验和 CBT 治疗效果方面。我们通过问卷调查以及与用户体验和 CBT 效果(情绪、焦虑、压力和认知变化)相关的代理感知(自然度、人性化、同步性和参与度)测量,研究了具有互惠适应能力的代理、仅有表达能力(行为不匹配)的代理和无表达能力(静止姿态)的代理之间的差异,从而验证了赋予这种适应能力的重要性。这些结果凸显了虚拟代理实时适应的价值。这将使虚拟代理能够为各种应用提供更加个性化的互动体验。此外,我们还收集了一个新的人机交互(HAI)数据库,即 HAI-CBT 数据库,该数据库已向研究界公开。
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引用次数: 0
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] 我应该自我介绍吗?异步半引导式专业介绍可提高新的虚拟二元团队中的团队效率》[《国际人机研究杂志》,第 188 卷(2024 年),第 103279 期]。
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-19 DOI: 10.1016/j.ijhcs.2024.103313
George Catalin Muresan, Sebastian Mititelu, Josh Andres, m.c. schraefel
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引用次数: 0
VResin: Externalizing spatial memory into 3D sketch maps VResin:将空间记忆外化为三维草图
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-19 DOI: 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.

将空间记忆外化的一种直观方式是绘制草图。与传统的纸质草图相比,虚拟现实(VR)为研究空间记忆的三维方面创造了新的机会,因为它使用户能够直接在三维界面上表达三维信息。本研究的目标是为研究人员和不具备草图绘制专业知识的非专业用户设计一款三维草图绘制工具,使他们在完成一些三维关键任务后能够将空间信息记忆外化。目前已有使用虚拟现实技术的三维草图绘制工具,但目前的半空三维草图绘制方法存在两个问题:(1) 深度知觉错误导致草图失真;(2) 由于自由度增加和缺乏物理支持,对认知和感觉运动的要求提高。为了解决这些问题,我们开发了一种新颖的草图界面 VResin,它将三维半空草图与二维表面草图协同使用,将三维草图构建成一个逐层绘制的过程。一项由 48 名参与者参与的多层建筑场景实验研究表明,与在 VR 中进行空中草图绘制相比,VResin 支持用户绘制变形较小的草图,同时保持了草图的完整性和概括性。我们还展示了可从三维草图中获益的潜在应用,以及 VResin 对各种建筑形状的适用性。
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引用次数: 0
Different dimensions of anthropomorphic design cues: How visual appearance and conversational style influence users’ information disclosure tendency towards chatbots 拟人化设计线索的不同维度:视觉外观和对话风格如何影响用户对聊天机器人的信息披露倾向
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-15 DOI: 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.

基于文本的聊天机器人被广泛用于利用用户提供的信息提供个性化服务,而拟人化设计对其有效性至关重要。然而,大多数早期研究在研究聊天机器人拟人化设计的效果时,只对拟人化线索的一个维度进行了操作。本研究调查了拟人化设计线索的不同维度如何影响用户对聊天机器人的信息披露倾向。也就是说,本研究考察了操纵视觉线索维度的视觉外观(高拟人化与低拟人化)和操纵语言线索维度的对话风格(类人与机械)对用户对聊天机器人的信息披露倾向的影响。结果显示,类人对话风格对用户的信息披露倾向有积极影响。尤其重要的是,视觉外观和对话风格对用户信息披露倾向的交互效应被发现。当聊天机器人的拟人化线索在各个维度上保持一致时,用户会报告更高的信息披露倾向。这一发现表明,当聊天机器人在两个不同的维度上表现出不一致的拟人化设计线索时,就会出现期望违背效应。此外,在对话风格与用户信息披露倾向之间的关系中,感知到的安全性被认为是一个积极的中介因素。本研究推进了有关用户对拟人化聊天机器人的信息披露倾向的研究,并强调了拟人化线索的不同维度在聊天机器人设计中的重要性。此外,研究还为聊天机器人设计者提供了实用指导。
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引用次数: 0
Mapping in harmony: Co-designing user interfaces for conflict management on OSM 和谐绘图:共同设计用户界面,促进 OSM 上的冲突管理
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-15 DOI: 10.1016/j.ijhcs.2024.103316
Youjin Choe , Senuri Wijenayake , Martin Tomko , Mohsen Kalantari

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。
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引用次数: 0
期刊
International Journal of Human-Computer Studies
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