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Understanding middle school students’ experiences, perceptions, and desired designs about intelligent tutoring systems through co-designing activities 通过共同设计活动了解中学生对智能辅导系统的体验、感知和期望设计
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-03 DOI: 10.1016/j.ijhcs.2025.103654
Yumeng Zhu, Yan Li
Children are spending more and more time learning with intelligent tutoring systems (ITSs), which aim to enhance children’s learning experiences and outcomes by recommending personalized learning materials according to individual learning progress and learning science theory. However, limited research has explored children’s experiences, perceptions, needs, and values of these systems. This study applied a child-centered approach to understand how children experience and perceive ITSs, and what kind of design they desire and need in these systems. To achieve this, we conducted a questionnaire and a three-week co-design workshop, based on the Collaborative Design Thinking approach, with 56 children aged 12–14 from a Chinese middle school. Our findings explored children’s current experiences and perceptions about ITSs and identified various desired design features expected by children, including involving students and teachers in the loop, providing both cognitive and affective scaffolding, conducting ethical data practices and open resources, enabling social and multimodal engagement, and offering personalized digital tutors with incentive mechanisms. The results provide crucial insights for designing ITSs to support children's learning autonomy and data autonomy in these systems, entailing multimodal and affective interactions beyond the current systems, and balancing parental engagement and teacher involvement with these systems.
孩子们花越来越多的时间在智能辅导系统(ITSs)上,它旨在根据个人学习进度和学习科学理论,推荐个性化的学习材料,提高孩子的学习体验和成果。然而,有限的研究探讨了儿童的经验,观念,需求和这些系统的价值。本研究采用以儿童为中心的方法来了解儿童如何体验和感知信息技术系统,以及他们希望和需要什么样的系统设计。为了实现这一目标,我们基于协作设计思维方法,对来自中国一所中学的56名12-14岁的儿童进行了问卷调查和为期三周的共同设计研讨会。我们的研究结果探讨了儿童目前对信息技术系统的体验和看法,并确定了儿童期望的各种设计特征,包括让学生和教师参与到循环中,提供认知和情感脚手架,进行道德数据实践和开放资源,实现社会和多模式参与,并提供个性化的数字导师激励机制。这些结果为设计信息技术系统提供了重要的见解,以支持这些系统中儿童的学习自主和数据自主,需要超越当前系统的多模式和情感互动,并平衡家长参与和教师参与这些系统。
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引用次数: 0
Agency and authorship in AI art: Transformational practices for epistemic troubles 人工智能艺术中的代理和作者身份:认知问题的转化实践
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-02 DOI: 10.1016/j.ijhcs.2025.103652
Federico Bomba, Antonella De Angeli
The integration of Generative AI into artistic practices is not only expanding the possibilities for creative expression but also challenging foundational concepts such as agency and authorship. Combining Agential Realism and Speech Act Theory, this paper presents a case study involving three internationally recognised artists with extensive experience using text and image-based models. It combines in-depth interviews with critical readings of selected artworks to explore how generative AI Art emerges from the intra-actions between artists, data, and algorithms. Our contribution unfolds along two complementary directions. Firstly, we engage with epistemological debates by conceptualising agency and authorship as relational and distributed phenomena. Secondly, we challenge the notion of AI as a mere tool and advocate for design approaches that foreground shared authorship. By focusing on studio-level practices, this paper offers situated insights into artist–AI interaction, expands our understanding of de-individualised knowledge production, and points toward systems that support responsible co-creation.
将生成式人工智能整合到艺术实践中,不仅扩大了创造性表达的可能性,而且挑战了代理和作者身份等基本概念。结合代理现实主义和言语行为理论,本文介绍了一个案例研究,涉及三位国际知名的艺术家,他们在使用基于文本和图像的模型方面有着丰富的经验。它结合了深度访谈和对选定艺术品的批判性阅读,探索生成式人工智能艺术是如何从艺术家、数据和算法之间的相互作用中产生的。我们的贡献沿着两个互补的方向展开。首先,我们通过将代理和作者身份概念化为关系和分布现象来参与认识论辩论。其次,我们挑战人工智能仅仅是一个工具的概念,并提倡前景共享作者的设计方法。通过关注工作室层面的实践,本文提供了艺术家与人工智能互动的定位见解,扩展了我们对去个性化知识生产的理解,并指出了支持负责任的共同创造的系统。
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引用次数: 0
Understanding user mental models in AI-driven code completion tools: Insights from an elicitation study 理解人工智能驱动的代码完成工具中的用户心理模型:来自启发研究的见解
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-01 DOI: 10.1016/j.ijhcs.2025.103648
Giuseppe Desolda , Andrea Esposito , Francesco Greco , Cesare Tucci , Paolo Buono , Antonio Piccinno
Integrated Development Environments increasingly implement AI-powered code completion tools (CCTs), which promise to enhance developer efficiency, accuracy, and productivity. However, interaction challenges with CCTs persist, mainly due to mismatches between developers’ mental models and the unpredictable behavior of AI-generated suggestions, which is an aspect underexplored in the literature. We conducted an elicitation study with 56 developers using co-design workshops to elicit their mental models when interacting with CCTs. Different important findings that might drive the interaction design with CCTs emerged. For example, developers expressed diverse preferences on when and how code suggestions should be triggered (proactive, manual, hybrid), where and how they are displayed (inline, sidebar, popup, chatbot), as well as the level of detail. It also emerged that developers need to be supported by customization of activation timing, display modality, suggestion granularity, and explanation content, to better fit the CCT to their preferences. To demonstrate the feasibility of these and the other guidelines that emerged during the study, we developed ATHENA, a proof-of-concept CCT that dynamically adapts to developers’ coding preferences and environments, ensuring seamless integration into diverse workflows.
集成开发环境越来越多地实现人工智能驱动的代码完成工具(cct),这些工具承诺提高开发人员的效率、准确性和生产力。然而,cct的交互挑战仍然存在,主要是由于开发人员的心智模型与ai生成的建议的不可预测行为之间的不匹配,这是文献中未充分探讨的一个方面。我们对56名开发人员进行了一项启发研究,使用协同设计研讨会来引出他们在与cct互动时的心理模型。不同的重要发现可能会推动cct的交互设计。例如,开发人员对何时以及如何触发代码建议(主动、手动、混合)、在何处以及如何显示(内联、侧边栏、弹出式、聊天机器人)以及详细程度表达了不同的偏好。开发人员还需要定制激活时间、显示方式、建议粒度和解释内容,以更好地使CCT符合他们的偏好。为了证明这些和研究期间出现的其他指导方针的可行性,我们开发了ATHENA,这是一个概念验证CCT,可以动态适应开发人员的编码偏好和环境,确保无缝集成到不同的工作流程中。
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引用次数: 0
Avatars in mixed-reality meetings: A longitudinal field study of realistic versus cartoon facial likeness effects on communication, task satisfaction, presence, and emotional perception 混合现实会议中的化身:一项关于真实与卡通面部相似对沟通、任务满意度、在场和情绪感知影响的纵向实地研究
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-30 DOI: 10.1016/j.ijhcs.2025.103632
Georgiana Cristina Dobre , Marta Wilczkowiak , Marco Gillies , Xueni Pan , Sean Rintel
We conducted a within-subjects study to examine how realistic faces and cartoon faces on avatars affect communication, task satisfaction, sense of presence, and mood perception in mixed reality meetings. Over the course of two weeks, six groups of co-workers (14 people) held recurring meetings using Microsoft HoloLens2 devices, each person embodying a personal full-body avatar with either a realistic face or cartoon face. Half of the groups started with the realistic face avatar and switched to the cartoon face version halfway through (RC condition), and the other half with the cartoon-face avatar first (CR condition). Results showed that participants in the RC condition may have had higher expectations and more errors in perceiving their colleagues’ moods. Participants in the CR condition reported that the avatars’ appearance mattered less over time and experienced increased comfort and improved identification of their colleagues. Participants rated words, tone of voice, and movement as the most useful cues for perceiving colleagues’ moods, regardless of avatar rendering style. In the RC condition, participants rated gaze as more useful than facial expressions, while in the CR condition, both gaze and facial expressions were rated as the least useful. Results also suggested that participants had more errors when perceiving negative moods in their colleagues, with this trend appearing for most moods, but depending on conditions. Implications of these findings for mixed and virtual reality meetings are discussed. This work contributes to the field of remote collaboration by providing insights from longitudinal data on the impact of avatar appearance on various aspects of work meetings in virtual environments.
我们进行了一项主题内研究,以研究虚拟化身上的真实面孔和卡通面孔如何影响混合现实会议中的沟通、任务满意度、存在感和情绪感知。在两周的时间里,六组同事(14人)使用微软HoloLens2设备反复召开会议,每个人都有一个真实面孔或卡通面孔的个人全身化身。一半的小组从逼真的脸化身开始,中途切换到卡通脸版本(RC条件),另一半先使用卡通脸化身(CR条件)。结果表明,RC条件下的参与者在感知同事情绪时可能有更高的期望和更多的错误。CR条件下的参与者报告说,随着时间的推移,化身的外表变得不那么重要了,他们感到越来越舒服,对同事的认同感也提高了。不管虚拟形象的渲染风格如何,参与者都认为言语、语调和动作是感知同事情绪的最有用的线索。在RC条件下,参与者认为凝视比面部表情更有用,而在CR条件下,凝视和面部表情都被认为是最没用的。研究结果还表明,参与者在感知同事的消极情绪时更容易出错,这种趋势出现在大多数情绪中,但取决于具体情况。讨论了这些发现对混合现实和虚拟现实会议的影响。这项工作通过提供纵向数据对虚拟环境中工作会议的各个方面的化身外观影响的见解,为远程协作领域做出了贡献。
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引用次数: 0
Effects of interface layouts on cognitive performance for pedicle screw placement simulator in immersive environments 沉浸式环境下界面布局对椎弓根螺钉放置模拟器认知性能的影响
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-27 DOI: 10.1016/j.ijhcs.2025.103650
Lang Qin , Kadek Ananta Satriadi , Jiazhou Liu , Yuhan Zhan , Jiang Shao , Peimeng Liu , Zhiyong Chen , Yongtao Liu
Many medical procedures, including pedicle screw placement, require intricate hand-sight coordination. In recent years, immersive virtual reality (VR) technologies have gained traction in supporting training of such complex tasks. To effectively perform the task, the ability to see the screw position from different angles during the procedure is crucial, as it meets the user’s need for comprehensive spatial information to guide their actions. Yet, current literature lacks guidelines for designing view layouts for VR simulators in this context. We conducted a repeated measure experiment investigating various layout parameters (8 layouts and 2 view sizes). We gathered behavioral metrics, eye-tracking data, and subjective ratings from 27 participants. We found that layout design significantly impacts task performance, with placing views on the left of the visual field in a vertical arrangement reducing task response time. Furthermore, we found the effects of view arrangements on the flow of visual search patterns. Our study provides design guidelines to inform future design of VR pedicle screw placement simulators and other types of simulators requiring the combination of manual tasks and multiple-perspective views.
许多医疗程序,包括椎弓根螺钉置入,需要复杂的手眼协调。近年来,沉浸式虚拟现实(VR)技术在支持此类复杂任务的培训方面取得了进展。为了有效地完成任务,在操作过程中从不同角度看到螺钉位置的能力是至关重要的,因为它满足了用户对综合空间信息的需求,以指导他们的行动。然而,目前的文献缺乏在这种情况下为VR模拟器设计视图布局的指导方针。我们进行了重复测量实验,研究了不同的布局参数(8种布局和2种视图尺寸)。我们收集了27名参与者的行为指标、眼球追踪数据和主观评分。我们发现布局设计对任务表现有显著影响,将视图垂直放置在视野左侧可以减少任务响应时间。此外,我们还发现了视图排列对视觉搜索模式流动的影响。我们的研究为未来设计VR椎弓根螺钉置入模拟器和其他需要手动任务和多视角结合的模拟器提供了设计指南。
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引用次数: 0
Engaging with ethics in the HCI design process: A study of ethical design practice in different work contexts 参与人机交互设计过程中的伦理:不同工作环境中伦理设计实践的研究
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-22 DOI: 10.1016/j.ijhcs.2025.103634
Leonor Costa Tejo , Paula Alexandra Silva
As technology increasingly permeates daily life, HCI designers must move beyond acknowledging the ethical impacts of the outcomes of their designs to engaging with ethics throughout the design process. While previous research has explored theoretical perspectives and corporate practices, less is known about how ethics is understood and enacted across different professional contexts. This paper investigates how 12 HCI designers from academia, corporate, and applied research settings understand and engage with ethics in their work. Through qualitative interviews, we examined designers’ perspectives on ethics and ethics in the design process, the challenges they face, and the strategies they apply in practice. We found that designers across contexts struggle to define ethics and feel unprepared to address it. They discuss ethics in relation to design practice, and despite shared concerns, our findings show differences among work contexts. Participants are a central concern, with non-corporate designers adopting more formal approaches and deeper participant engagement. Corporate designers take more practical approaches, aligning ethics with company goals. Interviewees described strategies to address ethical challenges, offering insights into how ethics is applied in practice, where applied research designers reflect elements of both academic and corporate settings, combining strategies from each. Our findings also highlight a mismatch between formal ethical approval processes and the evolving nature of design work, where they fall short of supporting ongoing ethical reflection. Our findings offer insight into ethics in diverse HCI contexts and inform future approaches to ethics in HCI design, where we argue for more flexible, work context-specific approaches.
随着技术日益渗透到日常生活中,HCI设计师必须超越承认其设计结果的道德影响,在整个设计过程中参与道德。虽然之前的研究已经探索了理论视角和企业实践,但对于道德在不同的专业背景下是如何被理解和制定的,我们知之甚少。本文调查了来自学术界、企业和应用研究机构的12位HCI设计师如何在他们的工作中理解和参与伦理。通过定性访谈,我们研究了设计师在设计过程中对道德和伦理的看法,他们面临的挑战,以及他们在实践中应用的策略。我们发现,不同背景下的设计师都在努力定义道德,并且对解决这个问题感到措手不及。他们讨论了与设计实践相关的道德,尽管有共同的担忧,但我们的研究结果显示了工作环境之间的差异。参与者是一个核心问题,非企业设计师采用更正式的方法和更深入的参与者参与。企业设计师采取更实际的方法,使道德与公司目标保持一致。受访者描述了应对伦理挑战的策略,提供了如何在实践中应用伦理的见解,其中应用研究设计师反映了学术和企业环境的元素,并结合了两者的策略。我们的研究结果还强调了正式的道德审批流程与设计工作不断发展的本质之间的不匹配,在那里他们无法支持正在进行的道德反思。我们的研究结果为不同HCI背景下的伦理提供了见解,并为未来HCI设计中的伦理方法提供了信息,我们主张采用更灵活的、针对具体工作环境的方法。
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引用次数: 0
Defining a recommendation system to configure personalized assistance for individuals with cognitive impairments due to a traumatic brain injury 定义一个推荐系统,为因创伤性脑损伤而导致认知障碍的个体配置个性化的帮助
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-22 DOI: 10.1016/j.ijhcs.2025.103624
Marlène Gilles , Mireille Gagnon-Roy , Carolina Bottari , Hubert Kenfack Ngankam , Eric Maisel , Sylvain Giroux , Gireg Desmeulles , Hélène Pigot , Pierre De Loor
Smart assistive technologies are increasingly being used to support independent living. Occupational therapists perceive such technologies as useful to helping their clients become more independent in their everyday activities, particularly individuals having sustained a traumatic brain injury. However, adapting and configuring these technologies to meet each person’s individual needs remain challenging. In this study, occupational therapists and computer scientists collaborate to develop a recommendation system designed to assist in configuring a smart assistive technology that helps people having sustained a traumatic brain injury cook safely. The relevance of the recommendations made by this case-based recommendation system was first evaluated by comparing the recommended assistant options with the selections of an expert occupational therapist. Then, we questioned the final users, i.e. occupational therapists, about the usefulness of such a system. This first prototype demonstrated promising results, with about 80% correct recommendations for selection (with an average percentage ranging from 77.0% to 86.2% depending on the threshold set for recommended functionalities, using a database of 16 cases). Additionally, the system was found to be robust against an unbalanced database and has been estimated as useful and relevant by end-users, who remain the final decision-makers. The latter also expressed concerns and suggested improvements, which were incorporated early in the development process to enhance acceptance and facilitate the tool’s integration into clinical practice. As a result, the tools and methods used by the multidisciplinary team led to the successful development of a generic human-centered recommendation system that can be used to personalize smart assistive technologies to each unique person’s needs.
智能辅助技术越来越多地被用于支持独立生活。职业治疗师认为这些技术有助于帮助他们的客户在日常活动中变得更加独立,特别是那些遭受创伤性脑损伤的人。然而,调整和配置这些技术以满足每个人的个人需求仍然具有挑战性。在这项研究中,职业治疗师和计算机科学家合作开发了一个推荐系统,旨在协助配置一种智能辅助技术,帮助遭受创伤性脑损伤的人安全烹饪。这个基于案例的推荐系统提出的建议的相关性首先通过比较推荐的助手选项和专业职业治疗师的选择来评估。然后,我们询问了最终用户,即职业治疗师,关于这种系统的有用性。第一个原型展示了有希望的结果,大约有80%的正确选择建议(平均百分比从77.0%到86.2%不等,取决于推荐功能的阈值设置,使用16个案例的数据库)。此外,该系统被发现对不平衡的数据库具有鲁棒性,并被最终用户(他们仍然是最终决策者)估计为有用和相关。后者也表达了关注并提出了改进建议,这些建议在开发过程的早期被纳入,以提高接受度并促进该工具融入临床实践。因此,多学科团队使用的工具和方法导致了一个通用的以人为中心的推荐系统的成功开发,该系统可用于个性化智能辅助技术,以满足每个人的独特需求。
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引用次数: 0
Brief non-spatial signals facilitate visual search and temporal sensitivity in robot supervision 简短的非空间信号有助于机器人监督的视觉搜索和时间敏感性
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-22 DOI: 10.1016/j.ijhcs.2025.103643
Bora Celebi , Julian Kaduk , Müge Cavdan , Heiko Hamann , Knut Drewing
The human role in human–swarm interaction (HSI) shifts from controller to supervisor, as robots become more autonomous and require efficient search strategies in complex visual environments. Previous research has shown that spatially uninformative brief cues enhance search performance in laboratory environments (namely, “pip-and-pop” effect). Here we examined if these effects can be effectively applicable in HSI. To this end, we conducted two experiments using small mobile robots (Thymio II) to investigate the impact of auditory, tactile, and audiotactile cues on visual search performance and timing judgments. In the first experiment, 20 participants identified a stopped robot among moving robots. The results showed that all cue conditions significantly reduced reaction times (RTs) compared to the no-cue condition, suggesting that brief spatially non-informative signals improve search performance by increasing sensory information accumulation speed. The second experiment involved 12 participants judging the duration of a robot’s stop after a tactile cue was presented or not. The findings indicate that tactile cues improve temporal sensitivity without affecting subjective duration judgments. These results highlight the potential of uni- and multisensory cues to enhance HSI performance by facilitating quicker and more accurate human responses, particularly in dynamic environments. The study extends the “pip-and-pop” effect to real-world scenarios, offering insights for designing HSI systems that allow users to interact with robotic swarms more naturally and efficiently.
随着机器人变得更加自主,在复杂的视觉环境中需要有效的搜索策略,人类在人群交互(HSI)中的角色从控制者转变为监督者。先前的研究表明,空间信息不丰富的简短提示提高了实验室环境下的搜索性能(即“噼里啪啦”效应)。在这里,我们研究了这些效应是否可以有效地适用于HSI。为此,我们使用小型移动机器人(Thymio II)进行了两个实验,研究听觉、触觉和听觉线索对视觉搜索性能和时间判断的影响。在第一个实验中,20名参与者在移动的机器人中识别出一个停止的机器人。结果表明,与无线索条件相比,所有线索条件都显著降低了反应时间,这表明简短的空间非信息信号通过增加感官信息积累速度来提高搜索性能。在第二个实验中,12名参与者在给出或不给出触觉提示后判断机器人停下来的时间。研究结果表明,触觉线索在不影响主观持续时间判断的情况下提高了时间敏感性。这些结果强调了单感官和多感官线索通过促进更快、更准确的人类反应来提高HSI性能的潜力,特别是在动态环境中。该研究将“啪啪啪”效应扩展到现实世界的场景中,为设计HSI系统提供了见解,使用户能够更自然、更有效地与机器人群进行交互。
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引用次数: 0
f-RecX: A framework for designing effective textual explanations in recommender systems’ user interfaces f-RecX:在推荐系统的用户界面中设计有效文本解释的框架
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-20 DOI: 10.1016/j.ijhcs.2025.103627
Ibrahim Al-Hazwani , Gabriela Morgenshtern , Mennatallah El-Assady , Jürgen Bernard
Recommender systems (RecSys) have become ubiquitous in users’ daily digital interactions, significantly influencing decision-making processes. As these systems grow in algorithmic complexity, effective explanations for non-expert users become essential to fostering understanding and trust. While academic research explores diverse explanation methods, commercial applications predominantly employ textual explanations due to their implementation efficiency and user familiarity. However, the effectiveness of these textual explanations is often compromised by suboptimal presentation within RecSys user interfaces (UIs), leading to reduced user engagement and comprehension. This issue is particularly relevant given the recent emergence of large language models (LLMs) for generating RecSys explanations. We introduce f-RecX, a conceptual framework for characterizing and designing effective textual explanations in RecSys UIs. Based on a two-phase methodology combining qualitative user studies and quantitative evaluations, f-RecX maps four input dimensions (Explanation Style, Goals, Domain Dynamics, and Recommender Systems Technique) to an output dimension focused on visual representation. The framework aims to enhance the ’consumability’ of textual explanations by making them easier to locate and comprehend, and more valuable for non-expert users. We demonstrate f-RecX’s applicability through a usage scenario and analysis of existing RecSys UIs, offering valuable insights for enhancing explainability and user experience.
推荐系统(RecSys)在用户的日常数字交互中无处不在,显著影响决策过程。随着这些系统在算法复杂度上的增长,对非专业用户的有效解释对于促进理解和信任变得至关重要。虽然学术研究探索了多种解释方法,但商业应用主要采用文本解释,因为它们的实现效率和用户熟悉度。然而,这些文本解释的有效性经常受到RecSys用户界面(ui)中的次优表示的影响,从而降低了用户的参与度和理解力。考虑到最近出现的用于生成RecSys解释的大型语言模型(llm),这个问题尤其相关。我们介绍了f-RecX,这是一个概念框架,用于在RecSys ui中描述和设计有效的文本解释。基于定性用户研究和定量评估相结合的两阶段方法,f-RecX将四个输入维度(解释风格、目标、领域动态和推荐系统技术)映射到一个专注于视觉表示的输出维度。该框架旨在通过使文本解释更容易定位和理解,并且对非专业用户更有价值,从而增强文本解释的“可消费性”。我们通过一个使用场景和对现有RecSys ui的分析来展示f-RecX的适用性,为增强可解释性和用户体验提供了有价值的见解。
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引用次数: 0
Making trigger-action rules more comprehensible: Investigating which linguistic clues effectively guide non-programmers 使触发-操作规则更易于理解:调查哪些语言线索可以有效地指导非程序员
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-20 DOI: 10.1016/j.ijhcs.2025.103613
Margherita Andrao , Barbara Treccani , Massimo Zancanaro
Trigger-Action Programming is a commonly used paradigm in End-User Development interfaces, allowing users without programming experience to create new automation systems. Even if considered easy to grasp, this approach poses some challenges: non-programmers often confuse events (instantaneous occurrences) and states (prolonged occurrences), leading to critical errors in the definition of triggers. Although past research has already questioned the effectiveness of the typical if-then structure, there is a limited exploration of which specific linguistic cues might help or hinder users from distinguishing between events and states. Our study, involving 85 non-programmers, examines a broader pool of linguistic aspects, investigating (i) preferences for conjunctions and verbs when describing events and states and (ii) which conjunctions help users accurately differentiate these occurrences. Our results indicate that while participants tended to prefer temporally specific language, such as ”when” for events and ”while” for states, some of these conjunctions, like ”when”, may not support users in accurately identifying and differentiating events from states, similar to the generic ”if”. These findings underscore the role of specific language on non-programmers’ comprehension and mental representations of triggers. Designing interfaces with more easily graspable linguistic cues and mapping them at the system level may help guide non-programmer users in correctly structuring trigger-action rules.
触发-动作编程是终端用户开发界面中常用的范例,允许没有编程经验的用户创建新的自动化系统。即使被认为很容易掌握,这种方法也带来了一些挑战:非程序员经常混淆事件(瞬时发生)和状态(长时间发生),从而导致触发器定义中的严重错误。尽管过去的研究已经对典型的if-then结构的有效性提出了质疑,但对于哪些特定的语言线索可能有助于或阻碍用户区分事件和状态的探索却很有限。我们的研究涉及85名非程序员,研究了更广泛的语言方面,调查了(i)在描述事件和状态时对连词和动词的偏好,以及(ii)哪些连词可以帮助用户准确区分这些情况。我们的研究结果表明,虽然参与者倾向于使用时间特定的语言,例如用“when”表示事件,用“while”表示状态,但其中一些连词,如“when”,可能无法支持用户准确识别和区分事件和状态,类似于通用的“if”。这些发现强调了特定语言在非程序员对触发器的理解和心理表征中的作用。设计带有更容易理解的语言线索的界面,并将其映射到系统级别,可能有助于指导非程序员用户正确构建触发-操作规则。
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International Journal of Human-Computer Studies
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