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Using animation to develop a usability questionnaire: Scale development and psychological measurements 利用动画制作可用性问卷:量表开发和心理测量
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-03-15 DOI: 10.1016/j.ijhcs.2024.103258
Wang Yuhui , Zhang Yiyang , Chen Yanying

This paper describes the development of a cartoon animation system usability scale (A-SUS) based on the established text-based SUS questionnaire. We propose a methodology and design a short graphic interchange format (.GIF) animation for each SUS item. Experimental evaluations confirm that the scale has satisfactory psychometric properties (e.g., structural validity, reliability factor structure, concurrent validity, and sensitivity). A second experiment is used to evaluate and compare the questionnaire experiences associated with the SUS, a pictorial SUS (P-SUS), and the developed A-SUS. The results indicate that A-SUS performs well in terms of recommendations, aesthetics, motivations, and completion time. Compared with the SUS and P-SUS, the animated version is more interesting, and the overall questionnaire experience is better.

本文介绍了在已有的基于文本的 SUS 问卷基础上开发的卡通动画系统可用性量表(A-SUS)。我们提出了一种方法,并为每个 SUS 项目设计了一个简短的图形交换格式(.GIF)动画。实验评估证实,该量表具有令人满意的心理测量特性(如结构效度、信度因子结构、并发效度和灵敏度)。第二个实验用于评估和比较与 SUS、图形 SUS(P-SUS)和开发的 A-SUS 相关的问卷体验。结果表明,A-SUS 在建议、美学、动机和完成时间方面表现出色。与 SUS 和 P-SUS 相比,动画版本更有趣,整体问卷体验更好。
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引用次数: 0
In pursuit of thermal comfort: An exploration of smart heating in everyday life 追求热舒适:探索日常生活中的智能供暖
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-03-09 DOI: 10.1016/j.ijhcs.2024.103245
Asimina Vasalou , Andrea Gauthier , Ana Luisa Serta , Ceylan Beşevli , Sarah Turner , Racheal Payler , Rea Gill , Kevin McAreavey , George Loukas , Weiru Liu , Roser Beneito-Montagut

Smart Home Heating Technologies (SHHT) have been designed to improve demand flexibility and energy conservation. SHHT rely on rational theories of energy use postulating that people will use less energy when the energy cost is higher. The inclusion of AI within SHHT is poised to optimise energy use in the future as the introduction of lower carbon energy sources place new demands on the grid. When SHHT is introduced in the home, however, they become situated in temporal heating practices that are shaped by an interplay of materiality, meanings, and competencies. We report findings from a mixed methods field study involving eleven households utilising an AI-enabled SHHT probe ‘Squid’. Taking a temporal focus throughout, our study contributes a new lens as to why households may not fully engage with SHHT's rational design, given that energy conversation is already embedded in their ongoing socio-material practices with heating. Focusing on the AI-human relation, we articulate the necessity for human agency where heating is involved, whilst also advancing an understanding of the new forms of hidden labour that households incur before they can engage with the AI. Crucially, our research informs the ongoing HCI concern over how humans understand AI, raising the question of who is responsible to assess the appropriateness of AI when the effects of human-AI performance remain opaque. Our findings contribute a new theoretical perspective into the intricate relationship between individuals and AI in the home and raise several new design implications for SHHT.

智能家居供暖技术(SHT)旨在提高需求灵活性和节约能源。智能家庭供暖技术依赖于合理的能源使用理论,即当能源成本较高时,人们会减少使用能源。随着低碳能源的引入,对电网提出了新的要求,将人工智能纳入家庭供暖技术有望在未来优化能源使用。然而,当家庭引入太阳能热水器时,它们就会被置于由物质性、意义和能力相互作用而形成的时间性供暖实践中。我们报告了一项混合方法实地研究的结果,该研究涉及 11 个使用人工智能自助供暖系统探测器 "鱿鱼 "的家庭。我们的研究自始至终以时间为重点,从一个新的视角探讨了为什么家庭可能无法完全参与到SHT的合理设计中,因为能源对话已经融入到他们正在进行的取暖社会物质实践中。我们将重点放在人工智能与人类的关系上,阐明了在涉及供暖的情况下人类机构的必要性,同时也加深了对家庭在参与人工智能之前所承担的新形式隐性劳动的理解。最重要的是,我们的研究为当前人机交互领域对人类如何理解人工智能的关注提供了信息,提出了在人类与人工智能的表现效果仍不透明的情况下,由谁来负责评估人工智能是否合适的问题。我们的研究结果为家庭中个人与人工智能之间错综复杂的关系提供了一个新的理论视角,并为智能家居系统提出了一些新的设计含义。
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引用次数: 0
User perception of animation fluency: The effect of time duration in different phases of animated transitions during application usage 用户对动画流畅性的感知:应用程序使用过程中动画过渡不同阶段的时间长度的影响
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-03-02 DOI: 10.1016/j.ijhcs.2024.103257
Yan Ge , Hongyu Chen , Yuchen Wang , Weina Qu , Yubo Zhang , Yanfang Liu

Animation fluency is an important factor of user experience in smartphone applications. The purpose of this study is to explore the effect of time duration in different sections of application usage on users’ perceived fluency. We manipulated the duration of different phases, including the click-response delay (CD), duration of animation (DA), and duration of loading completion (DL), in an open app task and an in-app page switching task. The participants evaluated the perceived fluency during their smartphone use. The results showed that the CD and DL had a significant effect on perceived fluency and that the CD, DA and DL showed significant interactions in some situations. These results could supply detailed parameters for smartphone design and could be used to build a model to guide manufacturers to provide a better user experience.

动画流畅度是智能手机应用程序用户体验的一个重要因素。本研究的目的是探讨应用程序使用过程中不同部分的时间长度对用户感知流畅度的影响。我们在打开应用任务和应用内页面切换任务中对不同阶段的持续时间进行了操作,包括点击响应延迟(CD)、动画持续时间(DA)和加载完成持续时间(DL)。参与者在使用智能手机的过程中对感知流畅度进行了评估。结果表明,CD 和 DL 对感知流畅度有显著影响,而且在某些情况下,CD、DA 和 DL 显示出显著的交互作用。这些结果可为智能手机设计提供详细参数,并可用于建立一个模型,指导制造商提供更好的用户体验。
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引用次数: 0
Adaptable automation for a more human-centered work design? Effects on human perception and behavior 适应性强的自动化系统如何实现更加以人为本的工作设计?对人类感知和行为的影响
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-02-21 DOI: 10.1016/j.ijhcs.2024.103246
Michèle Rieth , Linda Onnasch , Vera Hagemann

This experiment systematically examines whether, in safety-critical environments such as Air Traffic Control, the negative effects of increasing automation associated with static automation concepts can be mitigated by adaptable automation. Adaptable automation is a form of flexible automation in which the human operator (rather than the system as in adaptive automation) can decide when and to what extent to delegate tasks. A special focus is on its effects on human perception in terms of perceived autonomy and competence, satisfaction, and human role perception. We conducted two online studies using the same dual-task paradigm. Study 1 was conducted with a novice sample via Prolific (N = 93) and study 2 with an expert sample of Air Traffic Controllers (N = 126). Participants were either supported by static information automation, static decision automation, or an adaptable solution that allowed them to switch between the two automation stages. The findings of both studies are similar. Results indicated that, even when humans rarely switched, adaptable automation could increase perceived autonomy, led to high satisfaction, and had positive effects on role perceptions without impairing performance or workload. Furthermore, satisfaction was found to correlate with performance. From a human-centered perspective, flexible concepts seem to be particularly suitable when automation increasingly takes over parts of a job task not only at the stage of information analysis but also at the stage of decision-making.

本实验系统地研究了在空中交通管制等对安全至关重要的环境中,能否通过适应性自动化来减轻静态自动化概念所带来的日益自动化的负面影响。适应性自动化是一种灵活的自动化形式,其中人类操作员(而不是适应性自动化中的系统)可以决定何时以及在多大程度上委派任务。我们特别关注它在自主感知和能力、满意度以及人类角色感知方面对人类感知的影响。我们使用相同的双任务范式进行了两项在线研究。研究 1 是通过 Prolific 对新手样本(93 人)进行的,研究 2 是对空中交通管制员专家样本(126 人)进行的。参加者要么得到静态信息自动化、静态决策自动化的支持,要么得到可在两个自动化阶段之间切换的适应性解决方案的支持。两项研究的结果相似。结果表明,即使人类很少切换,适应性自动化也能提高自主感知,带来高满意度,并在不影响绩效或工作量的情况下对角色感知产生积极影响。此外,研究还发现满意度与绩效相关。从以人为本的角度来看,当自动化不仅在信息分析阶段,而且在决策阶段越来越多地接管部分工作任务时,灵活的概念似乎尤其适用。
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引用次数: 0
Effects of context-sensitive distraction warnings on drivers’ smartphone use and acceptance: A long-term naturalistic field study 情境敏感型分心警告对驾驶员使用和接受智能手机的影响:一项长期自然实地研究
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-02-20 DOI: 10.1016/j.ijhcs.2024.103247
Tuomo Kujala , Hilkka Grahn , Jakke Mäkelä , Johanna Silvennoinen , Timo Tokkonen

Driver distraction by smartphone use is a major contributor in traffic accidents. Context-sensitive driver (in)attention monitoring and warning systems might mitigate the associated risks. However, few naturalistic studies are yet available on the effects of such systems. In this paper, utility of context-sensitivity in inattention monitoring was studied by a smartphone-based context-sensitive distraction warning system. The warnings were based on driver's phone use and the attentional demands of the upcoming traffic environment. The system's effects on 26 heavy smartphone users’ phone usage and acceptance were analyzed after a within-subject naturalistic study with 12 weeks of control (warnings off) and 12 weeks of interventions (warnings on). The system decreased odds that the drivers would touch their smartphones in reminder areas that were defined a priori as high demanding for attention. Against expectations, the system had no effect in urban road environments. The drivers reported that they had paid more attention to traffic because of the system and that the warnings were acceptable and useful, even if annoying. Similar systems’ safety effects should be further studied. No eye-tracking or driving performance measures were collected and thereby it is questionable if there was a true positive effect on participants’ attention. However, the findings suggest that (in)attention warning systems might benefit from adaptation of the warnings to the upcoming driving demands. The findings can be utilized for the development of proactive and context-sensitive (in)attention monitoring and distraction mitigation systems.

驾驶员因使用智能手机而分心是造成交通事故的主要原因。对情境敏感的驾驶员(注意力不集中)监测和警告系统可能会降低相关风险。然而,有关此类系统效果的自然研究还很少。本文通过一个基于智能手机的情境敏感分心警告系统,研究了情境敏感在注意力监测中的实用性。警告基于驾驶员的手机使用情况和即将到来的交通环境对注意力的要求。在进行了为期 12 周的对照(关闭警告)和 12 周的干预(开启警告)的主体内自然研究后,分析了该系统对 26 名重度智能手机用户的手机使用和接受程度的影响。该系统降低了驾驶员在预先定义为需要高度关注的提醒区域触摸智能手机的几率。与预期相反,该系统在城市道路环境中没有任何效果。驾驶员表示,由于使用了该系统,他们更加注意交通情况,而且警告即使令人讨厌,也是可以接受和有用的。类似系统的安全效果有待进一步研究。由于没有收集眼动跟踪或驾驶性能方面的测量数据,因此是否真的对参与者的注意力产生了积极影响还值得怀疑。不过,研究结果表明,(注意力不集中)警告系统可能会受益于根据即将到来的驾驶需求对警告进行的调整。这些研究结果可用于开发积极主动、对情境敏感的(注意力不集中)监测和分心缓解系统。
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引用次数: 0
Evaluating gesture user interfaces: Quantitative measures, qualitative scales, and method 评估手势用户界面:定量测量、定性量表和方法
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-02-10 DOI: 10.1016/j.ijhcs.2024.103242
Quentin Sellier , Arthur Sluÿters , Jean Vanderdonckt , Ingrid Poncin

Although many methods currently exist to evaluate a user interface, they have been mainly developed and applied for graphical and vocal user interfaces, leaving aside other modalities such as gesture interaction. As a consequence, the evaluation of the global quality of a gesture user interface most often resorts to these methods, which take little or no explicit and specific account of the gesture modality or which adapt existing methods in a way that jeopardizes their validity. To remedy this situation, this paper introduces, defines, and justifies a method for evaluating explicitly and specifically a gesture user interface based on a conceptual model that consists of: (1) six quantitative measures covering user and system aspects, such as gesture thinking time and recognition rate; (2) three new qualitative scales, i.e., discoverability, learnability, and social acceptability, combined with seven scales in a gesture evaluation scheme, which is formally based on four measures, i.e., subscale score, subscale importance, scale mean score and scale mean importance; (3) a debriefing interview to cross-analyze the results of the quantitative measures and qualitative scales. This method also includes the use of multiple sessions to take into account short and long-term memory, as well as discoverability, and integrates tests specific to each gesture, as well as concrete use cases. For validation and illustration purposes, this method is applied to a gesture user interface serving as a case study. The results are then analyzed, starting with classic methods and gradually adding the particularities of our method to highlight its added value. Based on this experiment, we suggest some implications for evaluating gesture interfaces and for incorporating these scales into UEQ+, a modular user interface evaluation method.

尽管目前有许多评估用户界面的方法,但这些方法主要是针对图形和语音用户界面开发和应用的,而忽略了手势交互等其他模式。因此,对手势用户界面整体质量的评估往往只能依赖于这些方法,而这些方法很少或根本没有明确、具体地考虑到手势模式,或者对现有方法进行了调整,从而损害了这些方法的有效性。为了纠正这种情况,本文介绍、定义并论证了一种基于概念模型的方法,用于明确而具体地评估手势用户界面:(1) 六个定量指标,涵盖用户和系统方面,如手势思考时间和识别率;(2) 三个新的定性量表,即可发现性、可学习性和社会可接受性,结合手势评估方案中的七个量表,正式基于四个指标,即子量表得分、子量表重要性、量表平均得分和量表平均重要性;(3) 一个汇报访谈,交叉分析定量指标和定性量表的结果。这种方法还包括使用多个环节,以考虑到短期和长期记忆以及可发现性,并整合了针对每种手势的测试以及具体的使用案例。为了进行验证和说明,我们将此方法应用于作为案例研究的手势用户界面。然后对结果进行分析,从经典方法开始,逐步加入我们方法的特殊性,以突出其附加值。在此实验的基础上,我们提出了评估手势界面以及将这些量表纳入模块化用户界面评估方法 UEQ+ 的一些建议。
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引用次数: 0
Augmenting the feel of real objects: An analysis of haptic augmented reality 增强真实物体的触感:触觉增强现实分析
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-02-07 DOI: 10.1016/j.ijhcs.2024.103244
Arpit Bhatia , Kasper Hornbæk , Hasti Seifi

Advances in haptic technologies can alter how real objects feel to our touch and create the experience of haptic augmented reality (AR). However, the definition, use cases, and value to end users of such haptic AR remain unclear. Existing work is concerned with technological implementation and lacks a user-centered perspective. To address these limitations, we analyze haptic AR systems in the literature to understand what constitutes haptic AR, why we would want to alter our sense of touch, and how haptic AR interactions take place. To demonstrate the value of studying haptic AR in the context of real-world tasks and user impressions of the concept itself, we also conducted a small exploratory study with five prototypical applications of different haptic AR systems. Our analysis highlights unexplored areas for haptics and HCI researchers and the need to conduct user evaluations of the overall concept rather than just point examples.

触觉技术的进步可以改变真实物体给我们带来的触感,并创造出触觉增强现实(AR)体验。然而,这种触觉增强现实技术的定义、用例以及对终端用户的价值仍不明确。现有工作关注的是技术实现,缺乏以用户为中心的视角。为了解决这些局限性,我们分析了文献中的触觉 AR 系统,以了解什么是触觉 AR、为什么我们想要改变我们的触觉以及触觉 AR 交互是如何进行的。为了证明在现实任务和用户对触觉 AR 概念本身印象的背景下研究触觉 AR 的价值,我们还对不同触觉 AR 系统的五个原型应用进行了小型探索性研究。我们的分析凸显了触觉和人机交互研究人员尚未探索的领域,以及对整体概念进行用户评估的必要性,而不仅仅是点实例。
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引用次数: 0
VISHnu: An approach to support the personalization of self-expressive avatars using context-awareness VISHnu:利用情境感知支持自我表达化身个性化的方法
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-02-06 DOI: 10.1016/j.ijhcs.2024.103243
Ailton Ribeiro , Vaninha Vieira , Lynn Alves , Cristiano Maciel

The avatar is a digital character that represents a person in a virtual environment, such as the metaverse. It is widely used in games and is also becoming a reality in other domains. Research indicates that the characteristics of a person’s avatar can influence his/her behavior while using a system, improving the sense of presence, immersion, and self-expression. A gap is how to support developers proposing avatar personalization, considering a user’s context, and understanding how context-awareness applied to avatars influences self-expression. In this article, we investigate how to support the development of self-expressive avatars. We present VISHnu, an approach developed to support the formalization of the use of context for avatar personalization. We conducted three evaluations to investigate the potential and feasibility of the VISHnu approach with specialists and developers: a focus group (n = 6), interviews (n = 6), and a questionnaire (n = 12). In addition to guidelines derived from mixed qualitative methods and data triangulation, including insights from the literature review, we present two tangible artifacts—the checklist and glossary. These artifacts provide a robust initial foundation for developers and enthusiasts aiming to create avatar customization solutions aligned with advancements in immersive worlds like the metaverse. Our results have the potential to contribute to the creation of avatar personalization solutions that are more inclusive and more representative of human diversity.

头像是在虚拟环境(如元宇宙)中代表一个人的数字角色。它被广泛应用于游戏中,在其他领域也逐渐成为现实。研究表明,一个人的化身特征可以影响他/她在使用系统时的行为,提高临场感、沉浸感和自我表达能力。目前的空白是如何支持开发人员提出化身个性化建议,考虑用户的情境,并理解应用于化身的情境感知如何影响自我表达。在本文中,我们研究了如何支持开发自我表达化身。我们介绍了 VISHnu,这是一种为支持化身个性化语境使用的正规化而开发的方法。我们进行了三次评估,与专家和开发人员一起研究 VISHnu 方法的潜力和可行性:焦点小组(6 人)、访谈(6 人)和问卷调查(12 人)。除了从混合定性方法和数据三角测量(包括从文献综述中获得的见解)中得出的指导原则外,我们还提出了两个有形的工具--核对表和词汇表。这些工具为开发者和爱好者提供了一个强大的初始基础,使他们能够创建与元宇宙等沉浸式世界的发展相一致的化身定制解决方案。我们的研究成果有可能有助于创建更具包容性、更能代表人类多样性的化身个性化解决方案。
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引用次数: 0
Selection as Tapping: An evaluation of 3D input techniques for timing tasks in musical Virtual Reality 选择即敲击:评估音乐虚拟现实中用于计时任务的 3D 输入技术
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-02-03 DOI: 10.1016/j.ijhcs.2024.103231
Alberto Boem, Luca Turchet

While numerous studies have examined 3D interaction techniques for Virtual Reality (VR) across various tasks and scenarios, limited research has focused on music-related applications. However, the most common input techniques in consumer VR systems have been developed outside of the musical domain. Therefore they have not been tested in tasks where synchronization with auditory stimuli and timing plays a crucial role. There is a lack of empirical knowledge about performance and user experience. This paper presents a comparison of five selection input techniques for VR employing the tapping paradigm commonly utilized in the research on sensorimotor synchronization. We assess asynchrony and timing variance as well as user experience, encompassing factors such as ease of use, workload, and cybersickness of such techniques. The study involved 30 participants, both with and without musical expertise, and encompassed the examination of all techniques using one and two hands. Our analysis yielded several key findings: (1) different input techniques yielded distinct outcomes regarding timing asynchrony and variance; (2) the choice of interaction metaphor significantly influenced the user experience; (3) tracking stability emerged as a critical factor. Building upon these insights, we identified essential considerations for selecting the most suitable technique for music creation in VR and proposed design guidelines and future research directions in this domain.

尽管已有大量研究对虚拟现实(VR)在各种任务和场景中的三维交互技术进行了研究,但专注于音乐相关应用的研究却十分有限。然而,消费级 VR 系统中最常见的输入技术都是在音乐领域之外开发的。因此,它们还没有在与听觉刺激同步和计时起关键作用的任务中进行过测试。在性能和用户体验方面缺乏经验知识。本文比较了五种用于 VR 的选择输入技术,这些技术采用了传感器运动同步研究中常用的敲击范式。我们评估了不同步和时间差异以及用户体验,包括这些技术的易用性、工作量和晕机等因素。这项研究有 30 名参与者参加,其中既有具有音乐专业知识的人,也有不具备音乐专业知识的人,研究内容包括使用单手和双手的所有技巧。我们的分析得出了几个重要发现:(1) 不同的输入技术在时间不同步和差异方面产生了不同的结果;(2) 交互隐喻的选择对用户体验产生了重大影响;(3) 跟踪稳定性成为一个关键因素。基于这些发现,我们确定了在 VR 中选择最合适的音乐创作技术的基本考虑因素,并提出了该领域的设计指南和未来研究方向。
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引用次数: 0
Monetary valuation of personal health data in the wild 野生个人健康数据的货币估值
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-02-01 DOI: 10.1016/j.ijhcs.2024.103241
Andy Alorwu , Niels van Berkel , Aku Visuri , Sharadhi Suryanarayana , Takuya Yoshihiro , Simo Hosio

The value of personal health data continues to be a debated topic in HCI and society more broadly. We investigate the monetary value people attach to their health data. Using a custom mobile app for 14 days with 55 participants, we collected health data (sleep duration, sleep quality, pain intensity, wake-up times) and a daily monetary data valuation using a reverse second-price auction. Participants bid to sell their data to a for-profit company, the government, or academia. Our findings indicate that people value their data differently based on who is buying. We also show that people are interested in monetizing their personal health data despite privacy and data protection concerns. The presented study helps us understand the data value landscape and paves way to a healthier data-driven future where people may benefit more from their own contributions, either in monetary or other forms.

个人健康数据的价值一直是人机交互领域乃至整个社会争论的话题。我们调查了人们对其健康数据所赋予的货币价值。我们使用一个定制的移动应用程序,对 55 名参与者进行了为期 14 天的健康数据收集(睡眠时间、睡眠质量、疼痛强度、起床时间),并采用反向二次价格拍卖的方式对每日数据进行货币估值。参与者竞价将自己的数据出售给营利性公司、政府或学术界。我们的研究结果表明,根据购买者的不同,人们对其数据的估值也不同。我们还表明,尽管存在隐私和数据保护方面的顾虑,人们还是对个人健康数据货币化感兴趣。本研究有助于我们了解数据价值格局,并为更健康的数据驱动型未来铺平道路。
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引用次数: 0
期刊
International Journal of Human-Computer Studies
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