As artificial agents proliferate, there will be more and more situations in which they must communicate their capabilities to humans, including what they can ``see.'' Artificial agents have existed for decades in the form of computer-controlled agents in videogames. We analyze videogames in order to not only inspire the design of better agents, but to stop agent designers from replicating research that has already been theorized, designed, and tested in-depth. We present a qualitative thematic analysis of sight cues in videogames and develop a framework to support human-agent interaction design. The framework identifies the different locations and stimulus types -- both visualizations and sonifications -- available to designers and the types of information they can convey as sight cues. Insights from several other cue properties are also presented. We close with suggestions for implementing such cues with existing technologies to improve the safety, privacy, and efficiency of human-agent interactions.
https://dl.acm.org/doi/abs/10.1145/3491102.3517699
The lack of reliable, personalized information often complicates sexual violence survivors' support-seeking. Recently, there is an emerging approach to conversational information systems for support-seeking of sexual violence survivors, featuring personalization with wide availability and anonymity. However, a single best solution might not exist as sexual violence survivors have different needs and purposes in seeking support channels. To better envision conversational support-seeking systems for sexual violence survivors, we explore personalization trade-offs in designing such information systems. We implement a high-fidelity prototype dialogue-based information system through four design workshop sessions with three professional caregivers and interviewed with four self-identified survivors using our prototype. We then identify two forms of personalization trade-offs for conversational support-seeking systems: (1) specificity and sensitivity in understanding users and (2) relevancy and inclusiveness in providing information. To handle these trade-offs, we propose a reversed approach that starts from designing information and inclusive tailoring that considers unspecified needs, respectively.
https://dl.acm.org/doi/abs/10.1145/3491102.3517484
We present a case-study of using Ethnographic Experiential Futures (EXF) to surface underlying divergences, tensions and dilemmas implicit in views of the futures of "social agents" among professional researchers familiar with the state of the art. Based on expert interviews, we designed three "letters from the future," research probes that were mailed to 15 participants working in the field, to encounter and respond to. We lay out the elements and design choices that shaped these probes, present our remote and asynchronous study design, and discuss lessons learned about the use of EXF. We find that this form of hybrid design/futures intervention has the potential to provide professional communities with opportunities to grapple with potential ethical dilemmas early on. However, the knowledge and tools for doing so are still in the making. Our contribution is a step towards advancing the potential benefits of experiential futures for technology designers and researchers.
https://dl.acm.org/doi/abs/10.1145/3491102.3517536