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Extended abstracts on Human factors in computing systems. CHI Conference最新文献

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Contextual AI Journaling: Integrating LLM and Time Series Behavioral Sensing Technology to Promote Self-Reflection and Well-being using the MindScape App. 情境人工智能日志:整合 LLM 和时间序列行为传感技术,利用 MindScape 应用程序促进自我反思和幸福感。
Pub Date : 2024-05-01 Epub Date: 2024-05-11 DOI: 10.1145/3613905.3650767
Subigya Nepal, Arvind Pillai, William Campbell, Talie Massachi, Eunsol Soul Choi, Orson Xu, Joanna Kuc, Jeremy Huckins, Jason Holden, Colin Depp, Nicholas Jacobson, Mary Czerwinski, Eric Granholm, Andrew T Campbell

MindScape aims to study the benefits of integrating time series behavioral patterns (e.g., conversational engagement, sleep, location) with Large Language Models (LLMs) to create a new form of contextual AI journaling, promoting self-reflection and well-being. We argue that integrating behavioral sensing in LLMs will likely lead to a new frontier in AI. In this Late-Breaking Work paper, we discuss the MindScape contextual journal App design that uses LLMs and behavioral sensing to generate contextual and personalized journaling prompts crafted to encourage self-reflection and emotional development. We also discuss the MindScape study of college students based on a preliminary user study and our upcoming study to assess the effectiveness of contextual AI journaling in promoting better well-being on college campuses. MindScape represents a new application class that embeds behavioral intelligence in AI.

MindScape 旨在研究将时间序列行为模式(如对话参与、睡眠、位置)与大型语言模型(LLMs)相结合的益处,以创建一种新形式的情境人工智能日志,促进自我反思和身心健康。我们认为,将行为感知集成到大型语言模型中很可能会开辟人工智能的新领域。在这篇 "晚期突破性工作 "论文中,我们讨论了 MindScape 情境日志应用程序的设计,该应用程序使用 LLM 和行为感应生成情境和个性化日志提示,以鼓励自我反思和情感发展。我们还讨论了基于初步用户研究的 MindScape 大学生研究,以及我们即将开展的研究,以评估情境式人工智能日志在促进大学校园健康方面的有效性。MindScape 代表了一种将行为智能嵌入人工智能的新应用类别。
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引用次数: 0
Will AI allow us to dispense with all or most accessibility regulations? 人工智能能否让我们免除所有或大部分无障碍法规?
Gregg Vanderheiden, Crystal Yvette Marte

With advances in AI, computer vision, and interface understanding, there is the potential to offload much of the work currently spent by companies' developers in making products accessible. There is also the potential to move our major accessibility approach from an 'inclusively-designed-products-plus-AT focus to a 'universal-interface-transformer focus. This would be a major reversal of approach and have significant ramifications for legislation, regulation, and the established large-scale accessibility industries that have grown up around them. Such a disruption would require concrete evidence that such a change would, in fact, be better for people with disabilities. It would also require a path from the former to the latter. This paper presents the case for such a shift, some of the benefits and ramifications, and the developments necessary to make the shift. It also outlines a hybrid approach between inclusive design and bespoke custom interfaces.

随着人工智能、计算机视觉和界面理解技术的进步,目前公司开发人员在产品无障碍化方面所花费的大量工作有可能被卸载。我们的主要无障碍方法也有可能从 "包容性设计产品加无障碍技术 "转变为 "通用界面转换器"。这将是方法上的重大逆转,并对立法、监管以及围绕它们发展起来的成熟的大规模无障碍产业产生重大影响。这种颠覆需要有具体的证据证明,这种改变事实上会对残疾人更有利。它还需要一条从前者通向后者的道路。本文介绍了这种转变的理由、一些益处和影响,以及实现转变所需的发展。本文还概述了一种介于包容性设计和定制界面之间的混合方法。
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引用次数: 0
Ability-based Keyboards for Augmentative and Alternative Communication: Understanding How Individuals' Movement Patterns Translate to More Efficient Keyboards: Methods to Generate Keyboards Tailored to User-specific Motor Abilities. 基于能力的辅助和替代性交流键盘:了解个人运动模式如何转化为更高效的键盘:根据用户特定运动能力生成键盘的方法。
Pub Date : 2022-04-01 Epub Date: 2022-04-28 DOI: 10.1145/3491101.3519845
Claire L Mitchell, Gabriel J Cler, Susan K Fager, Paola Contessa, Serge H Roy, Gianluca De Luca, Joshua C Kline, Jennifer M Vojtech

This study presents the evaluation of ability-based methods extended to keyboard generation for alternative communication in people with dexterity impairments due to motor disabilities. Our approach characterizes user-specific cursor control abilities from a multidirectional point-select task to configure letters on a virtual keyboard based on estimated time, distance, and direction of movement. These methods were evaluated in three individuals with motor disabilities against a generically optimized keyboard and the ubiquitous QWERTY keyboard. We highlight key observations relating to the heterogeneity of the manifestation of motor disabilities, perceived importance of communication technology, and quantitative improvements in communication performance when characterizing an individual's movement abilities to design personalized AAC interfaces.

本研究对基于能力的方法进行了评估,并将其扩展至键盘生成,以帮助因运动障碍而导致灵活性受损的人进行替代性交流。我们的方法通过多向点选择任务来描述用户特定的光标控制能力,从而根据估计的时间、距离和移动方向在虚拟键盘上配置字母。我们在三名运动残疾人士身上对这些方法进行了评估,并与通用优化键盘和普遍使用的 QWERTY 键盘进行了对比。我们强调了与运动障碍表现的异质性、对通信技术重要性的感知以及在设计个性化 AAC 界面时对个人运动能力的定量改善有关的主要观察结果。
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引用次数: 0
Battling Bias in Primary Care Encounters: Informatics Designs to Support Clinicians. 在初级保健遭遇中对抗偏见:支持临床医生的信息学设计。
Pub Date : 2022-04-01 DOI: 10.1145/3491101.3519825
Lisa G Dirks, Erin Beneteau, Janice Sabin, Wanda Pratt, Cezanne Lane, Emily Bascom, Reggie Casanova-Perez, Naba Rizvi, Nadir Weibel, Andrea L Hartzler

Although clinical training in implicit bias is essential for healthcare equity, major gaps remain both for effective educational strategies and for tools to help identify implicit bias. To understand the perspectives of clinicians on the design of these needed strategies and tools, we conducted 21 semi-structured interviews with primary care clinicians about their perspectives and design recommendations for tools to improve patient-centered communication and to help mitigate implicit bias. Participants generated three types of solutions to improve communication and raise awareness of implicit bias: digital nudges, guided reflection, and data-driven feedback. Given the nuance of implicit bias communication feedback, these findings illustrate innovative design directions for communication training strategies that clinicians may find acceptable. Improving communication skills through individual feedback designed by clinicians for clinicians has the potential to improve healthcare equity.

尽管内隐偏见的临床培训对医疗公平至关重要,但有效的教育策略和帮助识别内隐偏见的工具仍然存在重大差距。为了了解临床医生对设计这些所需策略和工具的观点,我们对初级保健临床医生进行了21次半结构化访谈,了解他们的观点和设计工具的建议,以改善以患者为中心的沟通,并帮助减轻内隐偏见。与会者提出了三种解决方案,以改善沟通和提高对隐性偏见的认识:数字推动、引导反思和数据驱动反馈。鉴于内隐偏见沟通反馈的细微差别,这些发现说明了沟通培训策略的创新设计方向,临床医生可能会发现可接受的。通过临床医生为临床医生设计的个人反馈来提高沟通技巧,有可能改善医疗公平。
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引用次数: 3
Emerging Telepresence Technologies in Hybrid Learning Environments. 混合学习环境中的新兴网真技术。
Pub Date : 2022-04-01 DOI: 10.1145/3491101.3503728
Houda Elmimouni, John Paulin Hansen, Susan C Herring, James Marcin, Marta Orduna, Pablo Pérez, Irene Rae, Janet C Read, Jennifer Rode, Selma Sabanovic, Verónica Ahumada-Newhart

The last several years have seen a strong growth of telerobotic technologies with promising implications for many areas of learning. HCI has contributed to these discussions, mainly with studies on user experiences and user interfaces of telepresence robots. However, only a few telerobot studies have addressed everyday use in real-world learning environments. In the post-COVID 19 world, sociotechnical uncertainties and unforeseen challenges to learning in hybrid learning environments constitute a unique frontier where robotic and immersive technologies can mediate learning experiences. The aim of this workshop is to set the stage for a new wave of HCI research that accounts for and begins to develop new insights, concepts, and methods for use of immersive and telerobotic technologies in real-world learning environments. Participants are invited to collaboratively define an HCI research agenda focused on robot-mediated learning in the wild, which will require examining end-user engagements and questioning underlying concepts regarding telerobots for learning.

在过去的几年里,远程机器人技术的发展势头强劲,对许多学习领域都有很大的影响。人机交互对这些讨论做出了贡献,主要是对远程呈现机器人的用户体验和用户界面的研究。然而,只有少数远程机器人的研究已经解决了在现实世界学习环境中的日常使用。在后covid - 19时代,社会技术的不确定性和混合学习环境中不可预见的学习挑战构成了一个独特的前沿,机器人和沉浸式技术可以调节学习体验。本次研讨会的目的是为HCI研究的新浪潮奠定基础,这些研究将解释并开始开发新的见解、概念和方法,以便在现实世界的学习环境中使用沉浸式和远程机器人技术。邀请参与者共同定义一个HCI研究议程,重点关注野外机器人介导的学习,这将需要检查最终用户的参与,并质疑有关远程机器人学习的潜在概念。
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引用次数: 1
Investigating the Potential of Artificial Intelligence Powered Interfaces to Support Different Types of Memory for People with Dementia. 研究人工智能界面支持痴呆症患者不同类型记忆的潜力。
Pub Date : 2022-01-01 DOI: 10.1145/3491101.3519858
Hanuma Teja Maddali, Emma Dixon, Alisha Pradhan, Amanda Lazar

There has been a growing interest in HCI to understand the specific technological needs of people with dementia and supporting them in self-managing daily activities. One of the most difficult challenges to address is supporting the fluctuating accessibility needs of people with dementia, which vary with the specific type of dementia and the progression of the condition. Researchers have identified auto-personalized interfaces, and more recently, Artificial Intelligence or AI-driven personalization as a potential solution to making commercial technology accessible in a scalable manner for users with fluctuating ability. However, there is a lack of understanding on the perceptions of people with dementia around AI as an aid to their everyday technology use and its role in their overall self-management systems, which include other non-AI technology, and human assistance. In this paper, we present future directions for the design of AI-based systems to personalize an interface for dementia-related changes in different types of memory, along with expectations for AI interactions with the user with dementia.

人机交互领域对了解痴呆症患者的特殊技术需求以及支持他们自我管理日常活动的兴趣与日俱增。其中最难解决的挑战之一就是支持痴呆症患者不断变化的无障碍需求,这种需求会随着痴呆症的具体类型和病情发展而变化。研究人员发现,自动个性化界面,以及最近的人工智能或人工智能驱动的个性化是一种潜在的解决方案,可以让能力不稳定的用户以可扩展的方式使用商业技术。然而,人们对痴呆症患者将人工智能作为日常技术使用辅助工具的看法,以及人工智能在其整体自我管理系统(包括其他非人工智能技术和人工辅助)中的作用还缺乏了解。在本文中,我们提出了基于人工智能的系统设计的未来方向,以针对不同类型记忆中与痴呆症相关的变化提供个性化界面,同时提出了人工智能与痴呆症用户互动的期望。
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引用次数: 0
Designing for and with People with Dementia using a Human Rights-Based Approach 采用基于人权的方法为痴呆症患者进行设计
Pub Date : 2021-05-08 DOI: 10.1145/3411763.3443434
Shaan Chopra, Emma Dixon, K. Ganesh, Alisha Pradhan, Mary L. Radnofsky, Amanda Lazar
User-centered design is typically framed around meeting the preferences and needs of populations involved in the design process. However, when designing technology for people with disabilities, in particular dementia, there is also a moral imperative to ensure that human rights of this segment of the population are consciously integrated into the process and respectfully included in the product. We introduce a human rights-based user-centered design process which is informed by the United Nations Convention on the Rights of Persons with Disabilities (CRPD). We conducted two editions of a three-day-long design workshop during which undergraduate students and dementia advocates came together to design technology for people with dementia. This case study demonstrates our novel approach to user-centered design that centers human rights through different stages of the workshop and actively involves people with dementia in the design process.
以用户为中心的设计通常围绕着满足设计过程中涉及的人群的偏好和需求。然而,在为残疾人,特别是痴呆症设计技术时,在道义上也必须确保有意识地将这部分人口的人权纳入这一过程,并尊重地纳入产品。我们以联合国《残疾人权利公约》(CRPD)为依据,引入以人权为基础、以用户为中心的设计流程。我们举办了两个为期三天的设计研讨会,在此期间,本科生和痴呆症倡导者聚集在一起,为痴呆症患者设计技术。这个案例研究展示了我们以用户为中心的设计方法,在工作坊的不同阶段以人权为中心,并积极让痴呆症患者参与设计过程。
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引用次数: 5
Designing for and with People with Dementia using a Human Rights-Based Approach. 采用基于人权的方法为痴呆症患者进行设计。
Shaan Chopra, Alisha Pradhan, Emma Dixon, Mary L Radnofsky, Kausalya Ganesh, Amanda Lazar

User-centered design is typically framed around meeting the preferences and needs of populations involved in the design process. However, when designing technology for people with disabilities, in particular dementia, there is also a moral imperative to ensure that human rights of this segment of the population are consciously integrated into the process and respectfully included in the product. We introduce a human rights-based user-centered design process which is informed by the United Nations Convention on the Rights of Persons with Disabilities (CRPD). We conducted two editions of a three-day-long design workshop during which undergraduate students and dementia advocates came together to design technology for people with dementia. This case study demonstrates our novel approach to user-centered design that centers human rights through different stages of the workshop and actively involves people with dementia in the design process.

以用户为中心的设计通常围绕着满足设计过程中涉及的人群的偏好和需求。然而,在为残疾人,特别是痴呆症设计技术时,在道义上也必须确保有意识地将这部分人口的人权纳入这一过程,并尊重地纳入产品。我们以联合国《残疾人权利公约》(CRPD)为依据,引入以人权为基础、以用户为中心的设计流程。我们举办了两个为期三天的设计研讨会,在此期间,本科生和痴呆症倡导者聚集在一起,为痴呆症患者设计技术。这个案例研究展示了我们以用户为中心的设计方法,在工作坊的不同阶段以人权为中心,并积极让痴呆症患者参与设计过程。
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引用次数: 0
Understanding Digital Checklist Use Through Team Communication. 通过团队沟通了解数字清单的使用。
Pub Date : 2020-04-01 DOI: 10.1145/3334480.3382817
Angela Mastrianni, Leah Kulp, Emily Mapelli, Aleksandra Sarcevic

Introducing technology support in a complex, team-based work setting requires a study of teamwork effects on technology use. In this paper, we present our initial analysis of team communications in a trauma resuscitation setting, where we deployed a digital checklist to support trauma team leaders in guiding patient care. By analyzing speech transcripts, checklist interaction logs, and videos of 15 resuscitations, we identified several tensions that arose from the use of a checklist in a team-based process with multi-step tasks. The tensions included incorrect markings of in-progress tasks as completed, failure to mark completed tasks due to missed communications, failure to record planned tasks, and difficulties in recording dynamic values. From these findings, we discuss design implications for checklist design for dynamic, team-based activities.

在一个复杂的、以团队为基础的工作环境中引入技术支持,需要研究团队合作对技术使用的影响。在本文中,我们提出了我们在创伤复苏环境下的团队沟通的初步分析,我们部署了一个数字清单,以支持创伤团队领导指导患者护理。通过分析15次复苏的语音记录、核对表交互日志和视频,我们确定了在基于团队的多步骤任务过程中使用核对表所产生的几个紧张关系。紧张包括将正在进行的任务标记为完成的错误,由于错过通信而无法标记完成的任务,无法记录计划的任务,以及难以记录动态值。根据这些发现,我们讨论了动态的、基于团队的活动的检查表设计的设计含义。
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引用次数: 3
Designing a Mobile Game That Develops Emotional Resiliency in Indian Country. 如何设计一款在印度发展情感弹性的手机游戏
Pub Date : 2019-05-01 DOI: 10.1145/3290607.3312790
Morgan Vigil-Hayes, Ann Futterman Collier, Giovanni Castillo, Davona Blackhorse, Nikole Awbery, John-Paul Abrahim

Communities in Indian Country experience severe behavioral health inequities [11, 12]. Based on recent research investigating scalable behavioral health interventions and therapeutic best practices for Native American (NA) communities, we propose ARORA, a social and emotional learning intervention delivered over a networked mobile game that uses geosocial gaming mechanisms enhanced with augmented reality technology. Focusing on the Navajo community, we take a community-based participatory research approach to include NA psychologists, community health workers, and educators as co-designers of the intervention activities and gaming mechanisms. Critical questions involve operation of the application across low-infrastructure landscapes as well scalability of design practices to be inclusive of the many diverse NA cultural communities in Indian Country.

印度社区存在严重的行为健康不平等[11,12]。基于最近对美国原住民(NA)社区可扩展的行为健康干预和治疗最佳实践的研究,我们提出了ARORA,一种通过网络移动游戏提供的社交和情感学习干预,该游戏使用增强现实技术增强的地理社交游戏机制。我们以纳瓦霍社区为重点,采用以社区为基础的参与式研究方法,包括纳瓦霍心理学家、社区卫生工作者和教育工作者作为干预活动和游戏机制的共同设计者。关键问题包括应用程序在低基础设施景观中的操作,以及设计实践的可扩展性,以包括印度国家许多不同的NA文化社区。
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引用次数: 5
期刊
Extended abstracts on Human factors in computing systems. CHI Conference
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