注目の論文一覧

各カテゴリ上位30論文までを表示しています

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2024.acm.org/)

5
Unlocking Understanding: An Investigation of Multimodal Communication in Virtual Reality Collaboration
Ryan Ghamandi (University of Central Florida, Orlando, Florida, United States)Ravi Kiran Kattoju (University of Central Florida, Orlando, Florida, United States)Yahya Hmaiti (University of Central Florida, Orlando, Florida, United States)Mykola Maslych (University of Central Florida, Orlando, Florida, United States)Eugene Matthew. Taranta (University of Central Florida, Orlando, Florida, United States)Ryan P. McMahan (University of Central Florida, Orlando, Florida, United States)Joseph LaViola (University of Central Florida, Orlando, Florida, United States)
Communication in collaboration, especially synchronous, remote communication, is crucial to the success of task-specific goals. Insufficient or excessive forms of communication may lead to detrimental effects on task performance while increasing mental fatigue. However, identifying which combinations of communication modalities provide the most efficient transfer of information in collaborative settings will greatly improve collaboration. To investigate this, we developed a remote, synchronous, asymmetric VR collaborative assembly task application, where users play the role of either mentor or mentee, and were exposed to different combinations of three communication modalities: voice, gestures, and gaze. Through task-based experiments with 25 pairs of participants (50 individuals), we evaluated quantitative and qualitative data and found that gaze did not differ significantly from multiple combinations of communication modalities. Our qualitative results indicate that mentees experienced more difficulty and frustration in completing tasks than mentors, with both types of users preferring all three modalities to be present.
4
Predicting the Noticeability of Dynamic Virtual Elements in Virtual Reality
Zhipeng Li (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Yi Fei Cheng (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Yukang Yan (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)David Lindlbauer (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)
While Virtual Reality (VR) systems can present virtual elements such as notifications anywhere, designing them so they are not missed by or distracting to users is highly challenging for content creators. To address this challenge, we introduce a novel approach to predict the noticeability of virtual elements. It computes the visual saliency distribution of what users see, and analyzes the temporal changes of the distribution with respect to the dynamic virtual elements that are animated. The computed features serve as input for a long short-term memory (LSTM) model that predicts whether a virtual element will be noticed. Our approach is based on data collected from 24 users in different VR environments performing tasks such as watching a video or typing. We evaluate our approach (n = 12), and show that it can predict the timing of when users notice a change to a virtual element within 2.56 sec compared to a ground truth, and demonstrate the versatility of our approach with a set of applications. We believe that our predictive approach opens the path for computational design tools that assist VR content creators in creating interfaces that automatically adapt virtual elements based on noticeability.
4
Tagnoo: Enabling Smart Room-Scale Environments with RFID-Augmented Plywood
Yuning Su (Simon Fraser University, Burnaby, British Columbia, Canada)Tingyu Zhang (Simon Fraser University, Burnaby, British Columbia, Canada)Jiuen Feng (University of Science and Technology of China, Hefei, Anhui, China)Yonghao Shi (Simon Fraser University, Burnaby, British Columbia, Canada)Xing-Dong Yang (Simon Fraser University, Burnaby, British Columbia, Canada)Te-Yen Wu (Florida State University, Tallahassee, Florida, United States)
Tagnoo is a computational plywood augmented with RFID tags, aimed at empowering woodworkers to effortlessly create room-scale smart environments. Unlike existing solutions, Tagnoo does not necessitate technical expertise or disrupt established woodworking routines. This battery-free and cost-effective solution seamlessly integrates computation capabilities into plywood, while preserving its original appearance and functionality. In this paper, we explore various parameters that can influence Tagnoo's sensing performance and woodworking compatibility through a series of experiments. Additionally, we demonstrate the construction of a small office environment, comprising a desk, chair, shelf, and floor, all crafted by an experienced woodworker using conventional tools such as a table saw and screws while adhering to established construction workflows. Our evaluation confirms that the smart environment can accurately recognize 18 daily objects and user activities, such as a user sitting on the floor or a glass lunchbox placed on the desk, with over 90% accuracy.
4
Personalizing Privacy Protection With Individuals' Regulatory Focus: Would You Preserve or Enhance Your Information Privacy?
Reza Ghaiumy Anaraky (New York University, New York City, New York, United States)Yao Li (University of Central Florida, Orlando, Florida, United States)Hichang Cho (National University of Singapore, Singapore, Singapore)Danny Yuxing Huang (New York University, New York, New York, United States)Kaileigh Angela Byrne (Clemson University, Clemson, South Carolina, United States)Bart Knijnenburg (Clemson University, Clemson, South Carolina, United States)Oded Nov (New York University, New York, New York, United States)
In this study, we explore the effectiveness of persuasive messages endorsing the adoption of a privacy protection technology (IoT Inspector) tailored to individuals' regulatory focus (promotion or prevention). We explore if and how regulatory fit (i.e., tuning the goal-pursuit mechanism to individuals' internal regulatory focus) can increase persuasion and adoption. We conducted a between-subject experiment (N = 236) presenting participants with the IoT Inspector in gain ("Privacy Enhancing Technology"---PET) or loss ("Privacy Preserving Technology"---PPT) framing. Results show that the effect of regulatory fit on adoption is mediated by trust and privacy calculus processes: prevention-focused users who read the PPT message trust the tool more. Furthermore, privacy calculus favors using the tool when promotion-focused individuals read the PET message. We discuss the contribution of understanding the cognitive mechanisms behind regulatory fit in privacy decision-making to support privacy protection.
4
The Social Journal: Investigating Technology to Support and Reflect on Social Interactions
Sophia Sakel (LMU Munich, Munich, Germany)Tabea Blenk (LMU Munich, Munich, Germany)Albrecht Schmidt (LMU Munich, Munich, Germany)Luke Haliburton (LMU Munich, Munich, Germany)
Social interaction is a crucial part of what it means to be human. Maintaining a healthy social life is strongly tied to positive outcomes for both physical and mental health. While we use personal informatics data to reflect on many aspects of our lives, technology-supported reflection for social interactions is currently under-explored. To address this, we first conducted an online survey (N=124) to understand how users want to be supported in their social interactions. Based on this, we designed and developed an app for users to track and reflect on their social interactions and deployed it in the wild for two weeks (N=25). Our results show that users are interested in tracking meaningful in-person interactions that are currently untraced and that an app can effectively support self-reflection on social interaction frequency and social load. We contribute insights and concrete design recommendations for technology-supported reflection for social interaction.
4
Me, My Health, and My Watch: How Children with ADHD Understand Smartwatch Health Data
Elizabeth Ankrah (University of California, Irvine, Irvine, California, United States)Franceli L.. Cibrian (Chapman University, Orange, California, United States)Lucas M.. Silva (University of California, Irvine, Irvine, California, United States)Arya Tavakoulnia (University of California Irvine, Irvine, California, United States)Jesus Armando. Beltran (UCI, Irvine, California, United States)Sabrina Schuck (University of California Irvine, Irvine, California, United States)Kimberley D. Lakes (University of California Riverside, Riverside, California, United States)Gillian R. Hayes (University of California, Irvine, Irvine, California, United States)
Children with ADHD can experience a wide variety of challenges related to self-regulation, which can lead to poor educational, health, and wellness outcomes. Technological interventions, such as mobile and wearable health systems, can support data collection and reflection about health status. However, little is known about how ADHD children interpret such data. We conducted a deployment study with 10 children, aged 10 to 15, for six weeks, during which they used a smartwatch in their homes. Results from observations and interviews during this study indicate that children with ADHD can interpret their own health data, particularly at the moment. However, as ADHD children develop more autonomy, smartwatch systems may require alternatives for data reflection that are interpretable and actionable for them. This work contributes to the scholarly discourse around health data visualization, particularly in considering implications for the design of health technologies for children with ADHD.
4
Robot-Assisted Decision-Making: Unveiling the Role of Uncertainty Visualisation and Embodiment
Sarah Schömbs (The University of Melbourne, Melbourne, VIC, Australia)Saumya Pareek (University of Melbourne, Melbourne, Victoria, Australia)Jorge Goncalves (University of Melbourne, Melbourne, Australia)Wafa Johal (University of Melbourne, Melbourne, VIC, Australia)
Robots are embodied agents that act under several sources of uncertainty. When assisting humans in a collaborative task, robots need to communicate their uncertainty to help inform decisions. In this study, we examine the use of visualising a robot’s uncertainty in a high-stakes assisted decision-making task. In particular, we explore how different modalities of uncertainty visualisations (graphical display vs. the robot’s embodied behaviour) and confidence levels (low, high, 100%) conveyed by a robot affect the human decision-making and perception during a collaborative task. Our results show that these visualisations significantly impact how participants arrive to their decision as well as how they perceive the robot’s transparency across the different confidence levels. We highlight potential trade-offs and offer implications for robot-assisted decision-making. Our work contributes empirical insights on how humans make use of uncertainty visualisations conveyed by a robot in a critical robot-assisted decision-making scenario.
4
Signs of the Smart City: Exploring the Limits and Opportunities of Transparency
Eric Corbett (Google Research, New York, New York, United States)Graham Dove (New York University, New York, New York, United States)
This paper reports on a research through design (RtD) inquiry into public perceptions of transparency of Internet of Things (IoT) sensors increasingly deployed within urban neighborhoods as part of smart city programs. In particular, we report on the results of three participatory design workshops during which 40 New York City residents used physical signage as a medium for materializing transparency concerns about several sensors. We found that people’s concerns went beyond making sensors more transparent but instead sought to reveal the technology’s interconnected social, political, and economic processes. Building from these findings, we highlight the opportunities to move from treating transparency as an object to treating it as an ongoing activity. We argue that this move opens opportunities for designers and policy-makers to provide meaningful and actionable transparency of smart cities.
4
DiaryMate: Understanding User Perceptions and Experience in Human-AI Collaboration for Personal Journaling
Taewan Kim (KAIST, Daejeon, Korea, Republic of)Donghoon Shin (University of Washington, Seattle, Washington, United States)Young-Ho Kim (NAVER AI Lab, Seongnam, Gyeonggi, Korea, Republic of)Hwajung Hong (KAIST, Deajeon, Korea, Republic of)
With their generative capabilities, large language models (LLMs) have transformed the role of technological writing assistants from simple editors to writing collaborators. Such a transition emphasizes the need for understanding user perception and experience, such as balancing user intent and the involvement of LLMs across various writing domains in designing writing assistants. In this study, we delve into the less explored domain of personal writing, focusing on the use of LLMs in introspective activities. Specifically, we designed DiaryMate, a system that assists users in journal writing with LLM. Through a 10-day field study (N=24), we observed that participants used the diverse sentences generated by the LLM to reflect on their past experiences from multiple perspectives. However, we also observed that they are over-relying on the LLM, often prioritizing its emotional expressions over their own. Drawing from these findings, we discuss design considerations when leveraging LLMs in a personal writing practice.
4
MOSion: Gaze Guidance with Motion-triggered Visual Cues by Mosaic Patterns
Arisa Kohtani (Tokyo Institute of Technology, Tokyo, Japan)Shio Miyafuji (Tokyo Institute of Technology, Tokyo, Japan)Keishiro Uragaki (Aoyama Gakuin University, Tokyo, Japan)Hidetaka Katsuyama (Tokyo Institute of Technology, Tokyo, Japan)Hideki Koike (Tokyo Institute of Technology, Tokyo, Japan)
We propose a gaze-guiding method called MOSion to adjust the guiding strength reacted to observers’ motion based on a high-speed projector and the afterimage effect in the human vision system. Our method decomposes the target area into mosaic patterns to embed visual cues in the perceived images. The patterns can only direct the attention of the moving observers to the target area. The stopping observer can see the original image with little distortion because of light integration in the visual perception. The pre computation of the patterns provides the adaptive guiding effect without tracking devices and computational costs depending on the movements. The evaluation and the user study show that the mosaic decomposition enhances the perceived saliency with a few visual artifacts, especially in moving conditions. Our method embedded in white lights works in various situations such as planar posters, advertisements, and curved objects.
4
Using the Visual Language of Comics to Alter Sensations in Augmented Reality
Arpit Bhatia (University of Copenhagen, Copenhagen, Denmark)Henning Pohl (Aalborg University, Aalborg, Denmark)Teresa Hirzle (University of Copenhagen, Copenhagen, Denmark)Hasti Seifi (Arizona State University, Tempe, Arizona, United States)Kasper Hornbæk (University of Copenhagen, Copenhagen, Denmark)
Augmented Reality (AR) excels at altering what we see but non-visual sensations are difficult to augment. To augment non-visual sensations in AR, we draw on the visual language of comic books. Synthesizing comic studies, we create a design space describing how to use comic elements (e.g., onomatopoeia) to depict non-visual sensations (e.g., hearing). To demonstrate this design space, we built eight demos, such as speed lines to make a user think they are faster and smell lines to make a scent seem stronger. We evaluate these elements in a qualitative user study (N=20) where participants performed everyday tasks with comic elements added as augmentations. All participants stated feeling a change in perception for at least one sensation, with perceived changes detected by between four participants (touch) and 15 participants (hearing). The elements also had positive effects on emotion and user experience, even when participants did not feel changes in perception.
4
Observer Effect in Social Media Use
Koustuv Saha (University of Illinois at Urbana-Champaign, Urbana, Illinois, United States)Pranshu Gupta (Georgia Institute of Technology, Atlanta, Georgia, United States)Gloria Mark (University of California, Irvine, Irvine, California, United States)Emre Kiciman (Microsoft Research, Redmond, Washington, United States)Munmun De Choudhury (Georgia Institute of Technology, Atlanta, Georgia, United States)
While social media data is a valuable source for inferring human behavior, its in-practice utility hinges on extraneous factors. Notable is the ``observer effect,'' where awareness of being monitored can alter people's social media use. We present a causal-inference study to examine this phenomenon on the longitudinal Facebook use of 300+ participants who voluntarily shared their data spanning an average of 82 months before and 5 months after study enrollment. We measured deviation from participants' expected social media use through time series analyses. Individuals with high cognitive ability and low neuroticism decreased posting immediately after enrollment, and those with high openness increased posting. The sharing of self-focused content decreased, while diverse topics emerged. We situate the findings within theories of self-presentation and self-consciousness. We discuss the implications of correcting observer effect in social media data-driven measurements, and how this phenomenon shines light on the ethics of these measurements.
3
Decide Yourself or Delegate - User Preferences Regarding the Autonomy of Personal Privacy Assistants in Private IoT-Equipped Environments
Karola Marky (Ruhr-University Bochum, Bochum, Germany)Alina Stöver (Technische Universität Darmstadt, Darmstadt, Germany)Sarah Prange (University of the Bundeswehr Munich, Munich, Germany)Kira Bleck (TU Darmstadt, Darmstadt, Germany)Paul Gerber (Technische Universität Darmstadt, Darmstadt, Germany)Verena Zimmermann (ETH Zürich, Zürich, Switzerland)Florian Müller (LMU Munich, Munich, Germany)Florian Alt (University of the Bundeswehr Munich, Munich, Germany)Max Mühlhäuser (TU Darmstadt, Darmstadt, Germany)
Personalized privacy assistants (PPAs) communicate privacy-related decisions of their users to Internet of Things (IoT) devices. There are different ways to implement PPAs by varying the degree of autonomy or decision model. This paper investigates user perceptions of PPA autonomy models and privacy profiles - archetypes of individual privacy needs - as a basis for PPA decisions in private environments (e.g., a friend's home). We first explore how privacy profiles can be assigned to users and propose an assignment method. Next, we investigate user perceptions in 18 usage scenarios with varying contexts, data types and number of decisions in a study with 1126 participants. We found considerable differences between the profiles in settings with few decisions. If the number of decisions gets high (> 1/h), participants exclusively preferred fully autonomous PPAs. Finally, we discuss implications and recommendations for designing scalable PPAs that serve as privacy interfaces for future IoT devices.
3
MindfulDiary: Harnessing Large Language Model to Support Psychiatric Patients' Journaling
Taewan Kim (KAIST, Daejeon, Korea, Republic of)Seolyeong Bae (Gwangju Institute of Science and Technology, Gwangju, Korea, Republic of)Hyun AH Kim (NAVER Cloud, Gyeonggi-do, Korea, Republic of)Su-woo Lee (Wonkwang university hospital, iksan-si, Korea, Republic of)Hwajung Hong (KAIST, Deajeon, Korea, Republic of)Chanmo Yang (Wonkwang University Hospital, Wonkwang University, Iksan, Jeonbuk, Korea, Republic of)Young-Ho Kim (NAVER AI Lab, Seongnam, Gyeonggi, Korea, Republic of)
Large Language Models (LLMs) offer promising opportunities in mental health domains, although their inherent complexity and low controllability elicit concern regarding their applicability in clinical settings. We present MindfulDiary, an LLM-driven journaling app that helps psychiatric patients document daily experiences through conversation. Designed in collaboration with mental health professionals, MindfulDiary takes a state-based approach to safely comply with the experts' guidelines while carrying on free-form conversations. Through a four-week field study involving 28 patients with major depressive disorder and five psychiatrists, we examined how MindfulDiary facilitates patients' journaling practice and clinical care. The study revealed that MindfulDiary supported patients in consistently enriching their daily records and helped clinicians better empathize with their patients through an understanding of their thoughts and daily contexts. Drawing on these findings, we discuss the implications of leveraging LLMs in the mental health domain, bridging the technical feasibility and their integration into clinical settings.
3
Metaphors in Voice User Interfaces: A Slippery Fish
Smit Desai (University of Illinois, Urbana-Champaign, Champaign, Illinois, United States)Michael Bernard. Twidale (University of Illinois at Urbana-Champaign, Urbana, Illinois, United States)
We explore a range of different metaphors used for Voice User Interfaces (VUIs) by designers, end-users, manufacturers, and researchers using a novel framework derived from semi-structured interviews and a literature review. We focus less on the well-established idea of metaphors as a way for interface designers to help novice users learn how to interact with novel technology, and more on other ways metaphors can be used. We find that metaphors people use are contextually fluid, can change with the mode of conversation, and can reveal differences in how people perceive VUIs compared to other devices. Not all metaphors are helpful, and some may be offensive. Analyzing this broader class of metaphors can help understand, perhaps even predict problems. Metaphor analysis can be a low-cost tool to inspire design creativity and facilitate complex discussions about sociotechnical issues, enabling us to spot potential opportunities and problems in the situated use of technologies.
3
Understanding Users' Interaction with Login Notifications
Philipp Markert (Ruhr University Bochum, Bochum, Germany)Leona Lassak (Ruhr University Bochum, Bochum, Germany)Maximilian Golla (CISPA Helmholtz Center for Information Security, Saarbrücken, Germany)Markus Dürmuth (Leibniz University Hannover, Hannover, Germany)
Login notifications intend to inform users about sign-ins and help them protect their accounts from unauthorized access. Notifications are usually sent if a login deviates from previous ones, potentially indicating malicious activity. They contain information like the location, date, time, and device used to sign in. Users are challenged to verify whether they recognize the login (because it was them or someone they know) or to protect their account from unwanted access. In a user study, we explore users' comprehension, reactions, and expectations of login notifications. We utilize two treatments to measure users' behavior in response to notifications sent for a login they initiated or based on a malicious actor relying on statistical sign-in information. We find that users identify legitimate logins but need more support to halt malicious sign-ins. We discuss the identified problems and give recommendations for service providers to ensure usable and secure logins for everyone.
3
"It's a Fair Game", or Is It? Examining How Users Navigate Disclosure Risks and Benefits When Using LLM-Based Conversational Agents
Zhiping Zhang (Khoury College of Computer Sciences, Boston, Massachusetts, United States)Michelle Jia (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Hao-Ping (Hank) Lee (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Bingsheng Yao (Rensselaer Polytechnic Institute, Troy, New York, United States)Sauvik Das (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Ada Lerner (Northeastern University, Boston, Massachusetts, United States)Dakuo Wang (Northeastern University, Boston, Massachusetts, United States)Tianshi Li (Northeastern University, Boston, Massachusetts, United States)
The widespread use of Large Language Model (LLM)-based conversational agents (CAs), especially in high-stakes domains, raises many privacy concerns. Building ethical LLM-based CAs that respect user privacy requires an in-depth understanding of the privacy risks that concern users the most. However, existing research, primarily model-centered, does not provide insight into users' perspectives. To bridge this gap, we analyzed sensitive disclosures in real-world ChatGPT conversations and conducted semi-structured interviews with 19 LLM-based CA users. We found that users are constantly faced with trade-offs between privacy, utility, and convenience when using LLM-based CAs. However, users' erroneous mental models and the dark patterns in system design limited their awareness and comprehension of the privacy risks. Additionally, the human-like interactions encouraged more sensitive disclosures, which complicated users' ability to navigate the trade-offs. We discuss practical design guidelines and the needs for paradigm shifts to protect the privacy of LLM-based CA users.
3
A Robot Jumping the Queue: Expectations About Politeness and Power During Conflicts in Everyday Human-Robot Encounters
Franziska Babel (Linköping University, Linköping, Sweden)Robin Welsch (Aalto University, Espoo, Finland)Linda Miller (Ulm University, Ulm, Germany)Philipp Hock (Linköping University, Linköping, Sweden)Sam Thellman (Linköping University, Linköping, Sweden)Tom Ziemke (Linköping University, Linköping, Sweden)
Increasing encounters between people and autonomous service robots may lead to conflicts due to mismatches between human expectations and robot behaviour. This interactive online study (N = 335) investigated human-robot interactions at an elevator, focusing on the effect of communication and behavioural expectations on participants' acceptance and compliance. Participants evaluated a humanoid delivery robot primed as either submissive or assertive. The robot either matched or violated these expectations by using a command or appeal to ask for priority and then entering either first or waiting for the next ride. The results highlight that robots are less accepted if they violate expectations by entering first or using a command. Interactions were more effective if participants expected an assertive robot which then asked politely for priority and entered first. The findings emphasize the importance of power expectations in human-robot conflicts for the robot's evaluation and effectiveness in everyday situations.
3
Visual Noise Cancellation: Exploring Visual Discomfort and Opportunities for Vision Augmentations
Junlei Hong (University of Otago, Dunedin, New Zealand)Tobias Langlotz (University of Otago, Dunedin, New Zealand)Jonathan Sutton (University of Otago, Dunedin, New Zealand)Holger Regenbrecht (University of Otago, Dunedin, Otago, New Zealand)
Acoustic noise control or cancellation (ANC) is a commonplace component of modern audio headphones. ANC aims to actively mitigate disturbing environmental noise for a quieter and improved listening experience. ANC is digitally controlling frequency and amplitude characteristics of sound. Much less explored is visual noise and active visual noise control, which we address here. We first explore visual noise and scenarios in which visual noise arises based on findings from four workshops we conducted. We then introduce the concept of visual noise cancellation (VNC) and how it can be used to reduce identified effects of visual noise. In addition, we developed head-worn demonstration prototypes to practically explore the concept of active VNC with selected scenarios in a user study. Finally, we discuss the application of VNC, including vision augmentations that moderate the user's view of the environment to address perceptual needs and to provide augmented reality content.
3
Technology-Mediated Non-pharmacological Interventions for Dementia: Needs for and Challenges in Professional, Personalized and Multi-Stakeholder Collaborative Interventions
Yuling Sun (East China Normal University, Shanghai, China)Zhennan Yi (Beijing Normal University, Beijing, China)Xiaojuan Ma (Hong Kong University of Science and Technology, Hong Kong, Hong Kong)JUNYAN MAO (East China Normal University, Shanghai, China)Xin Tong (Duke Kunshan University, Kunshan, Suzhou, China)
Designing and using technologies to support Non-Pharmacological Interventions (NPI) for People with Dementia (PwD) has drawn increasing attention in HCI, with the potential expectations of higher user engagement and positive outcomes. Yet, technologies for NPI can only be valuable if practitioners successfully incorporate them into their ongoing intervention practices beyond a limited research period. Currently, we know little about how practitioners experience and perceive these technologies in practical NPI for PwD. In this paper, we investigate this question through observations of five in-person NPI activities and interviews with 11 therapists and 5 caregivers. Our findings elaborate the practical NPI workflow process and characteristics, and practitioners’ attitudes, experiences, and perceptions to technology-mediated NPI in practice. Generally, our participants emphasized practical NPI is a complex and professional practice, needing fine-grained, personalized evaluation and planning, and the practical executing process is situated, and multi-stakeholder collaborative. Yet, existing technologies often fail to consider these specific characteristics, which leads to limitations in practical effectiveness or sustainable use. Drawing on our findings, we discuss the possible implications for designing more useful and practical NPI intervention technologies.
3
Mnemosyne - Supporting Reminiscence for Individuals with Dementia in Residential Care Settings
Andrea Baumann (Lancaster University, Lancaster, United Kingdom)Peter Shaw (Lancaster University, Lancaster, United Kingdom)Ludwig Trotter (Lancaster University, Lancaster, Lancashire, United Kingdom)Sarah Clinch (The University of Manchester, Manchester, United Kingdom)Nigel Davies (Lancaster University, Lancaster, United Kingdom)
Reminiscence is known to play an important part in helping to mitigate the effects of dementia. Within the HCI community, work has typically focused on supporting reminiscence at an individual or social level but less attention has been given to supporting reminiscence in residential care settings. This lack of research became particularly apparent during the COVID pandemic when traditional forms of reminiscence involving physical artefacts and face-to-face interactions became especially challenging. In this paper we report on the design, development and evaluation of a reminiscence system, deployed in a residential care home over a two-year-period that included the pandemic. Mnemosyne comprises a pervasive display network and a browser-based application whose adoption and use we explored using a mixed methods approach. Our findings offer insights that will help shape the development and evaluation of future systems, particularly those that use pervasive displays to support unsupervised reminiscence.
3
Investigating Contextual Notifications to Drive Self-Monitoring in mHealth Apps for Weight Maintenance
Yu-Peng Chen (University of Florida, Gainesville, Florida, United States)Julia Woodward (University of South Florida , Tampa, Florida, United States)Dinank Bista (University of Florida, Gainesville, Florida, United States)Xuanpu Zhang (Department of CISE, University of Florida, Gainesville, Florida, United States)Ishvina Singh (University of Florida , Gainesville, Florida, United States)Oluwatomisin Obajemu (University of Florida, Gainesville, Florida, United States)Meena N. Shankar (University of Florida, Gainesville, Florida, United States)Kathryn M.. Ross (University of Florida, Gainesville, Florida, United States)Jaime Ruiz (University of Florida, Gainesville, Florida, United States)Lisa Anthony (University of Florida, Gainesville, Florida, United States)
Mobile health applications for weight maintenance offer self-monitoring as a tool to empower users to achieve health goals (e.g., losing weight); yet maintaining consistent self-monitoring over time proves challenging for users. These apps use push notifications to help increase users’ app engagement and reduce long-term attrition, but they are often ignored by users due to appearing at inopportune moments. Therefore, we analyzed whether delivering push notifications based on time alone or also considering user context (e.g., current activity) affected users’ engagement in a weight maintenance app, in a 4-week in-the-wild study with 30 participants. We found no difference in participants’ overall (across the day) self-monitoring frequency between the two conditions, but in the context-based condition, participants responded faster and more frequently to notifications, and logged their data more timely (as eating/exercising occurs). Our work informs the design of notifications in weight maintenance apps to improve their efficacy in promoting self-monitoring.
2
LegacySphere: Facilitating Intergenerational Communication Through Perspective-Taking and Storytelling in Embodied VR
Chenxinran Shen (University of British Columbia, Vancouver, British Columbia, Canada)Joanna McGrenere (University of British Columbia, Vancouver, British Columbia, Canada)Dongwook Yoon (University of British Columbia, Vancouver, British Columbia, Canada)
Intergenerational communication can enhance well-being and family cohesion, but stereotypes and low empathy can be barriers to achieving effective communication. VR perspective-taking is a potential approach that is known to enhance understanding and empathy toward others by allowing a user to take another's viewpoint. In this study, we introduce LegacySphere, a novel VR perspective-taking experience leveraging the combination of embodiment, role-play, and storytelling. To explore LegacySphere's design and impact, we conducted an observational study involving five dyads with a one-generation gap. We found that LegacySphere promotes empathetic and reflexive intergenerational dialogue. Specifically, avatar embodiment encourages what we term "relationship cushioning,'' fostering a trustful, open environment for genuine communications. The blending of real and embodied identities prompts insightful questions, merging both perspectives. The experience also nurtures a sense of unity and stimulates reflections on aging. Our work highlights the potential of immersive technologies for enhancing empathetic intergenerational relationships.
2
Designing Haptic Feedback for Sequential Gestural Inputs
Shan Xu (Meta, Redmond, Washington, United States)Sarah Sykes (Meta, Redmond, Washington, United States)Parastoo Abtahi (Meta, Toronto, Ontario, Canada)Tovi Grossman (University of Toronto, Toronto, Ontario, Canada)Daylon Walden (Meta, Redmond, Washington, United States)Michael Glueck (Meta, Toronto, Ontario, Canada)Carine Rognon (Meta, Redmond, Washington, United States)
This work seeks to design and evaluate haptic feedback for sequential gestural inputs, where mid-air hand gestures are used to express system commands. Nine haptic patterns are first designed leveraging metaphors. To pursue efficient interaction, we examine the trade-off between pattern duration and recognition accuracy and find that durations as short as 0.3s-0.5s achieve roughly 80\%-90\% accuracy. We then examine the haptic design for sequential inputs, where we vary when the feedback for each gesture is provided, along with pattern duration, gesture sequence length, and age. Results show that providing haptic patterns right after detected hand gestures leads to significantly more efficient interaction compared with concatenating all haptic patterns after the gesture sequence. Moreover, the number of gestures had little impact on performance, but age is a significant predictor. Our results suggest that immediate feedback with 0.3s and 0.5s pattern duration would be recommended for younger and older users respectively.
2
Uncovering and Addressing Blink-Related Challenges in Using Eye Tracking for Interactive Systems
Jesse W. Grootjen (LMU Munich, Munich, Germany)Henrike Weingärtner (LMU Munich, Munich , Germany)Sven Mayer (LMU Munich, Munich, Germany)
Currently, interactive systems use physiological sensing to enable advanced functionalities. While eye tracking is a promising means to understand the user, eye tracking data inherently suffers from missing data due to blinks, which may result in reduced system performance. We conducted a literature review to understand how researchers deal with this issue. We uncovered that researchers often implemented their use-case-specific pipeline to overcome the issue, ranging from ignoring missing data to artificial interpolation. With these first insights, we run a large-scale analysis on 11 publicly available datasets to understand the impact of the various approaches on data quality and accuracy. By this, we highlight the pitfalls in data processing and which methods work best. Based on our results, we provide guidelines for handling eye tracking data for interactive systems. Further, we propose a standard data processing pipeline that allows researchers and practitioners to pre-process and standardize their data efficiently.
2
ARCADIA: A Gamified Mixed Reality System for Emotional Regulation and Self-Compassion
José Luis Soler-Domínguez (Instituto Tecnológico de Informática, Valencia, Spain)Samuel Navas-Medrano (Instituto Tecnológico de Informática, Valencia, Spain)Patricia Pons (Instituto Tecnológico de Informática, Valencia, Spain)
Mental health and wellbeing have become one of the significant challenges in global society, for which emotional regulation strategies hold the potential to offer a transversal approach to addressing them. However, the persistently declining adherence of patients to therapeutic interventions, coupled with the limited applicability of current technological interventions across diverse individuals and diagnoses, underscores the need for innovative solutions. We present ARCADIA, a Mixed-Reality platform strategically co-designed with therapists to enhance emotional regulation and self-compassion. ARCADIA comprises several gamified therapeutic activities, with a strong emphasis on fostering patient motivation. Through a dual study involving therapists and mental health patients, we validate the fully functional prototype of ARCADIA. Encouraging results are observed in terms of system usability, user engagement, and therapeutic potential. These findings lead us to believe that the combination of Mixed Reality and gamified therapeutic activities could be a significant tool in the future of mental health.
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A Systematic Review and Meta-analysis of the Effectiveness of Body Ownership Illusions in Virtual Reality
Aske Mottelson (IT University of Copenhagen, Copenhagen, Denmark)Andreea Muresan (University of Copenhagen, Copenhagen, Denmark)Kasper Hornbæk (University of Copenhagen, Copenhagen, Denmark)Guido Makransky (University of Copenhagen, Copenhagen, Denmark)
Body ownership illusions (BOIs) occur when participants experience that their actual body is replaced by a body shown in virtual reality (VR). Based on a systematic review of the cumulative evidence on BOIs from 111 research articles published in 2010 to 2021, this article summarizes the findings of empirical studies of BOIs. Following the PRISMA guidelines, the review points to diverse experimental practices for inducing and measuring body ownership. The two major components of embodiment measurement, body ownership and agency, are examined. The embodiment of virtual avatars generally leads to modest body ownership and slightly higher agency. We also find that BOI research lacks statistical power and standardization across tasks, measurement instruments, and analysis approaches. Furthermore, the reviewed studies showed a lack of clarity in fundamental terminology, constructs, and theoretical underpinnings. These issues restrict scientific advances on the major components of BOIs, and together impede scientific rigor and theory-building.
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Understanding User Acceptance of Electrical Muscle Stimulation in Human-Computer Interaction
Sarah Faltaous (University Duisburg-Essen , Essen, Germany)Julie R.. Williamson (University of Glasgow, Glasgow, United Kingdom)Marion Koelle (OFFIS - Institute for Information Technology, Oldenburg, Germany)Max Pfeiffer (Aldi Sued, Muelheim a.d.R., NRW, Germany)Jonas Keppel (University of Duisburg-Essen, Essen, Germany)Stefan Schneegass (University of Duisburg-Essen, Essen, NRW, Germany)
Electrical Muscle Stimulation (EMS) has unique capabilities that can manipulate users' actions or perceptions, such as actuating user movement while walking, changing the perceived texture of food, and guiding movements for a user learning an instrument. These applications highlight the potential utility of EMS, but such benefits may be lost if users reject EMS. To investigate user acceptance of EMS, we conducted an online survey (N=101). We compared eight scenarios, six from HCI research applications and two from the sports and health domain. To gain further insights, we conducted in-depth interviews with a subset of the survey respondents (N=10). The results point to the challenges and potential of EMS regarding social and technological acceptance, showing that there is greater acceptance of applications that manipulate action than those that manipulate perception. The interviews revealed safety concerns and user expectations for the design and functionality of future EMS applications.
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Spatial Gaze Markers: Supporting Effective Task Switching in Augmented Reality
Mathias N.. Lystbæk (Aarhus University, Aarhus, Denmark)Ken Pfeuffer (Aarhus University, Aarhus, Denmark)Tobias Langlotz (University of Otago, Dunedin, New Zealand)Jens Emil Sloth. Grønbæk (Aarhus University, Aarhus, Denmark)Hans Gellersen (Lancaster University, Lancaster, United Kingdom)
Task switching can occur frequently in daily routines with physical activity. In this paper, we introduce Spatial Gaze Markers, an augmented reality tool to support users in immediately returning to the last point of interest after an attention shift. The tool is task-agnostic, using only eye-tracking information to infer distinct points of visual attention and to mark the corresponding area in the physical environment. We present a user study that evaluates the effectiveness of Spatial Gaze Markers in simulated physical repair and inspection tasks against a no-marker baseline. The results give insights into how Spatial Gaze Markers affect user performance, task load, and experience of users with varying levels of task type and distractions. Our work is relevant to assist physical workers with simple AR techniques and render task switching faster with less effort.
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Narrating Fitness: Leveraging Large Language Models for Reflective Fitness Tracker Data Interpretation
Konstantin R.. Strömel (Osnabrück University, Osnabrück, Germany)Stanislas Henry (ENSEIRB-MATMECA Bordeaux, Bordeaux, France)Tim Johansson (Chalmers University of Technology, Gothenburg, Sweden)Jasmin Niess (University of Oslo, Oslo, Norway)Paweł W. Woźniak (Chalmers University of Technology, Gothenburg, Sweden)
While fitness trackers generate and present quantitative data, past research suggests that users often conceptualise their wellbeing in qualitative terms. This discrepancy between numeric data and personal wellbeing perception may limit the effectiveness of personal informatics tools in encouraging meaningful engagement with one’s wellbeing. In this work, we aim to bridge the gap between raw numeric metrics and users’ qualitative perceptions of wellbeing. In an online survey with $n=273$ participants, we used step data from fitness trackers and compared three presentation formats: standard charts, qualitative descriptions generated by an LLM (Large Language Model), and a combination of both. Our findings reveal that users experienced more reflection, focused attention and reward when presented with the generated qualitative data compared to the standard charts alone. Our work demonstrates how automatically generated data descriptions can effectively complement numeric fitness data, fostering a richer, more reflective engagement with personal wellbeing information.
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Sweating the Details: Emotion Recognition and the Influence of Physical Exertion in Virtual Reality Exergaming
Dominic Potts (University of Bath, Bath, United Kingdom)Zoe Broad (University of Bath, Bath, United Kingdom)Tarini Sehgal (University of Bath , Bath, United Kingdom)Joseph Hartley (University of Bath, Bath, United Kingdom)Eamonn O'Neill (University of Bath, Bath, United Kingdom)Crescent Jicol (University of Bath, Bath, United Kingdom)Christopher Clarke (University of Bath, Bath, United Kingdom)Christof Lutteroth (University of Bath, Bath, United Kingdom)
There is great potential for adapting Virtual Reality (VR) exergames based on a user's affective state. However, physical activity and VR interfere with physiological sensors, making affect recognition challenging. We conducted a study (n=72) in which users experienced four emotion inducing VR exergaming environments (happiness, sadness, stress and calmness) at three different levels of exertion (low, medium, high). We collected physiological measures through pupillometry, electrodermal activity, heart rate, and facial tracking, as well as subjective affect ratings. Our validated virtual environments, data, and analyses are openly available. We found that the level of exertion influences the way affect can be recognised, as well as affect itself. Furthermore, our results highlight the importance of data cleaning to account for environmental and interpersonal factors interfering with physiological measures. The results shed light on the relationships between physiological measures and affective states and inform design choices about sensors and data cleaning approaches for affective VR.
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EyeEcho: Continuous and Low-power Facial Expression Tracking on Glasses
Ke Li (Cornell University, Ithaca, New York, United States)Ruidong Zhang (Cornell University, Ithaca, New York, United States)Siyuan Chen (Cornell University, Ithaca, New York, United States)Boao Chen (Cornell University, Ithaca, New York, United States)Mose Sakashita (Cornell University, Ithaca, New York, United States)Francois Guimbretiere (Cornell University, Ithaca, New York, United States)Cheng Zhang (Cornell , Ithaca, New York, United States)
In this paper, we introduce EyeEcho, a minimally-obtrusive acoustic sensing system designed to enable glasses to continuously monitor facial expressions. It utilizes two pairs of speakers and microphones mounted on glasses, to emit encoded inaudible acoustic signals directed towards the face, capturing subtle skin deformations associated with facial expressions. The reflected signals are processed through a customized machine-learning pipeline to estimate full facial movements. EyeEcho samples at 83.3 Hz with a relatively low power consumption of 167 mW. Our user study involving 12 participants demonstrates that, with just four minutes of training data, EyeEcho achieves highly accurate tracking performance across different real-world scenarios, including sitting, walking, and after remounting the devices. Additionally, a semi-in-the-wild study involving 10 participants further validates EyeEcho's performance in naturalistic scenarios while participants engage in various daily activities. Finally, we showcase EyeEcho's potential to be deployed on a commercial-off-the-shelf (COTS) smartphone, offering real-time facial expression tracking.
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Is It AI or Is It Me? Understanding Users’ Prompt Journey with Text-to-Image Generative AI Tools
Atefeh Mahdavi Goloujeh (Georgia Institute of Technology, Atlanta, Georgia, United States)Anne Sullivan (Georgia Institute of Technology, Atlanta, Georgia, United States)Brian Magerko (Georgia Tech, Atlanta, Georgia, United States)
Generative Artificial Intelligence (AI) has witnessed unprecedented growth in text-to-image AI tools. Yet, much remains unknown about users' prompt journey with such tools in the wild. In this paper, we posit that designing human-centered text-to-image AI tools requires a clear understanding of how individuals intuitively approach crafting prompts, and what challenges they may encounter. To address this, we conducted semi-structured interviews with 19 existing users of a text-to-image AI tool. Our findings (1) offer insights into users’ prompt journey including structures and processes for writing, evaluating, and refining prompts in text-to-image AI tools and (2) indicate that users must overcome barriers to aligning AI to their intents, and mastering prompt crafting knowledge. From the findings, we discuss the prompt journey as an individual yet a social experience and highlight opportunities for aligning text-to-image AI tools and users’ intents.
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Seated-WIP: Enabling Walking-in-Place Locomotion for Stationary Chairs in Confined Spaces
Liwei Chan (National Chiao Tung University, Hsinchu, Taiwan)Tzu-Wei Mi (National Yang Ming Chiao Tung University, Hsinchu, 886, Taiwan)ZHUNG HAO HSUEH (Multimedia Engineering , Hsinchu, Taiwan)Yi-Ci Huang (National Chiao Tung University, Hsinchu City, Taiwan)Ming Yun Hsu ( National Yang Ming Chiao Tung University, Hsinchu, Taiwan)
We introduce Seated-WIP, a footstep-based locomotion technique tailored for users seated in confined spaces such as on an airplane. It emulates real-world walking using forefoot or rearfoot in-place stepping, enhancing embodiment while reducing fatigue for pro- longed interactions. Our footstep-locomotion maps users’ footstep motions to four locomotion actions: walking forward, turning-in- place, walking backward, and sidestepping. Our first study examined embodiment and fatigue levels across various sitting positions using forefoot, rearfoot, and fullfoot stepping methods. While all these methods effectively replicated walking, users favored the forefoot and rearfoot methods due to reduced fatigue. In our sec- ond study, we compared the footstep-locomotion to leaning- and controller-locomotion on a multitasking navigation task. Results indicate that footstep locomotion offers the best embodied sense of walking and has comparable fatigue levels to controller-locomotion, albeit with slightly reduced efficiency than controller-locomotion. In seated VR environments, footstep locomotion offers a harmonious blend of embodiment, fatigue mitigation, and efficiency.
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Design Space Exploration for Board-level Circuits: Exploring Alternatives in Component-based Design
Richard Lin (University of California, Los Angeles, Los Angeles, California, United States)Rohit Ramesh (University of California, Berkeley, Berkeley, California, United States)Parth Nitin. Pandhare (University of California, Los Angeles, Los Angeles, California, United States)Kai Jun Tay (University of California, Los Angeles, Los Angeles, California, United States)Prabal Dutta (University of California, Berkeley, Berkeley, California, United States)Bjoern Hartmann (University of California, Berkeley, Berkeley, California, United States)Ankur Mehta (University of California, Los Angeles, Los Angeles, California, United States)
While recent work explores novel tools to make electronics and device design easier and more accessible, these tend to be either highly automated (great for novices, but limiting for more advanced users) or highly manual (suitable for experts, but imposes a higher skill barrier to entry). In this work, we examine a middle ground: user-guided design space exploration to bridge an intuitive-but-ambiguous high-level representation to a fully-specified, fabrication-ready circuit. Our system helps users understand and make design choices by sweeping the design space of alternatives for electronics parts (e.g., choice of microcontroller), marking invalid options, and plotting points to visualize trade-offs (e.g., for power and size). We discuss the overall system and its structure, report on the results of a small but in-depth user study with participants from a wide range of electronics backgrounds, and draw insights on future directions for improving electronics design for everyone.
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PhoneInVR: An Evaluation of Spatial Anchoring and Interaction Techniques for Smartphone Usage in Virtual Reality
Fengyuan Zhu (University of Toronto, Toronto, Ontario, Canada)Mauricio Sousa (University of Toronto, Toronto, Ontario, Canada)Ludwig Sidenmark (University of Toronto, Toronto, Ontario, Canada)Tovi Grossman (University of Toronto, Toronto, Ontario, Canada)
When users wear a virtual reality (VR) headset, they lose access to their smartphone and accompanying apps. Past work has proposed smartphones as enhanced VR controllers, but little work has explored using existing smartphone apps and performing traditional smartphone interactions while in VR. In this paper, we consider three potential spatial anchorings for rendering smartphones in VR: On top of a tracked physical smartphone which the user holds (Phone-locked), on top of the user’s empty hand, as if holding a virtual smartphone (Hand-locked), or in a static position in front of the user (World-locked). We conducted a comparative study of target acquisition, swiping, and scrolling tasks across these anchorings using direct Touch or above-the-surface Pinch. Our findings indicate that physically holding a smartphone with Touch improves accuracy and speed for all tasks, and Pinch performed better with virtual smartphones. These findings provide a valuable foundation to enable smartphones in VR.
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How does Juicy Game Feedback Motivate? Testing Curiosity, Competence, and Effectance
Dominic Kao (Purdue University, West Lafayette, Indiana, United States)Nick Ballou (Queen Mary University of London, London, United Kingdom)Kathrin Gerling (KIT, Karlsruhe, Germany)Heiko Breitsohl (University of Klagenfurt, Klagenfurt, Austria)Sebastian Deterding (Imperial College, London, United Kingdom)
'Juicy' or immediate abundant action feedback is widely held to make video games enjoyable and intrinsically motivating. Yet we do not know why it works: Which motives are mediating it? Which features afford it? In a pre-registered (n=1,699) online experiment, we tested three motives mapping prior practitioner discourse---effectance, competence, and curiosity---and connected design features. Using a dedicated action RPG and a 2x2+control design, we varied feedback amplification, success-dependence, and variability and recorded self-reported effectance, competence, curiosity, and enjoyment as well as free-choice playtime. Structural equation models show curiosity as the strongest enjoyment and only playtime predictor and support theorised competence pathways. Success dependence enhanced all motives, while amplification unexpectedly reduced them, possibly because the tested condition unintentionally impeded players' sense of agency. Our study evidences uncertain success affording curiosity as an underappreciated moment-to-moment engagement driver, directly supports competence-related theory, and suggests that prior juicy game feel guidance ties to legible action-outcome bindings and graded success as preconditions of positive 'low-level' user experience.
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FLUID-IoT : Flexible and Fine-Grained Access Control in Shared IoT Environments via Multi-user UI Distribution
Sunjae Lee (KAIST, Daejeon, Korea, Republic of)Minwoo Jeong (KAIST, Daejeon, Korea, Republic of)Daye Song (KAIST, Daejeon, Korea, Republic of)Junyoung Choi (KAIST, Daejeon, Korea, Republic of)Seoyun Son (KAIST, Daejeon, Korea, Republic of)Jean Y. Song (DGIST, Daegu, Korea, Republic of)Insik Shin (KAIST, Daejeon, Korea, Republic of)
The rapid growth of the Internet of Things (IoT) in shared spaces has led to an increasing demand for sharing IoT devices among multiple users. Yet, existing IoT platforms often fall short by offering an all-or-nothing approach to access control, not only posing security risks but also inhibiting the growth of the shared IoT ecosystem. This paper introduces FLUID-IoT, a framework that enables flexible and granular multi-user access control, even down to the User Interface (UI) component level. Leveraging a multi-user UI distribution technique, FLUID-IoT transforms existing IoT apps into centralized hubs that selectively distribute UI components to users based on their permission levels. Our performance evaluation, encompassing coverage, latency, and memory consumption, affirm that FLUID-IoT can be seamlessly integrated with existing IoT platforms and offers adequate performance for daily IoT scenarios. An in-lab user study further supports that the framework is intuitive and user-friendly, requiring minimal training for efficient utilization.
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How Gaze Visualization Facilitates Initiation of Informal Communication in 3D Virtual Spaces
Junko Ichino (Tokyo City University, Yokohama, Japan)Masahiro Ide (Tokyo City University, Yokohama, Japan)Takehito Yoshiki (TIS Inc., Shinjuku, Tokyo, Japan)Hitomi Yokoyama (Okayama University of Science, Okayama, Japan)Hirotoshi Asano (Kogakuin University, Shinjyuku, Tokyo, Japan)Hideo Miyachi (Tokyo City University, Yokohama, Japan)daisuke okabe (Tokyo City University, Yokohama, Kanagawa, Japan)
This study explores how gaze visualization in virtual spaces facilitates the initiation of informal communication. Three styles of gaze cue visualization (arrow, bubbles, and miniature avatar) with two types of gaze behavior (one-sided gaze and joint gaze) were evaluated. 96 participants used either a non-visualized gaze cue or one of the three visualized gaze cues. The results showed that all visualized gaze cues facilitated the initiation of informal communication more effectively than the non-visualized gaze cue. For one-sided gaze, overall, bubbles had more positive effects on the gaze receiver’s behaviors and experiences than the other two visualized gaze cues, although the only statistically significant difference was in the verbal reaction rates. For joint gaze, all three visualized gaze cues had positive effects on the receiver’s behaviors and experiences. The design implications of the gaze visualization and the confederate-based evaluation method contribute to research on informal communication and social virtual reality.
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SimUser: Generating Usability Feedback by Simulating Various Users Interacting with Mobile Applications
Wei Xiang (Zhejiang University, Hangzhou, China)Hanfei Zhu (Zhejiang University, Hangzhou, China)Suqi Lou (Zhejiang University, Hangzhou, China)Xinli Chen (Zhejiang University, Hangzhou, China)Zhenghua Pan (Zhejiang University, Hangzhou, China)Yuping Jin (Zhejiang University, Hangzhou, China)Shi Chen (Zhejiang University, Hangzhou, China)Lingyun Sun (Zhejiang University, Hangzhou, China)
The conflict between the rapid iteration demand of prototyping and the time-consuming nature of user tests has led researchers to adopt AI methods to identify usability issues. However, these AI-driven methods concentrate on evaluating the feasibility of a system, while often overlooking the influence of specified user characteristics and usage contexts. Our work proposes a tool named SimUser based on large language models (LLMs) with the Chain-of-Thought structure and user modeling method. It generates usability feedback by simulating the interaction between users and applications, which is influenced by user characteristics and contextual factors. The empirical study (48 human users and 21 designers) validated that in the context of a simple smartwatch interface, SimUser could generate heuristic usability feedback with the similarity varying from 35.7% to 100% according to the user groups and usability category. Our work provides insights into simulating users by LLM to improve future design activities.
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Listening to the Voices: Describing Ethical Caveats of Conversational User Interfaces According to Experts and Frequent Users
Thomas Mildner (University of Bremen, Bremen, Germany)Orla Cooney (University College Dublin, Dublin, Ireland)Anna-Maria Meck (BMW Group, Munich, Germany)Marion Bartl (University College Dublin, Dublin, Ireland)Gian-Luca Savino (University of St. Gallen, St. Gallen, Switzerland)Philip R. Doyle (HMD Research, Dublin, Ireland)Diego Garaialde (University College Dublin, Dublin, Ireland)Leigh Clark (Bold Insight, UK, London, United Kingdom)John Sloan (university College Dublin, Dublin, Dublin, Ireland)Nina Wenig (University of Bremen, Bremen, Germany)Rainer Malaka (University of Bremen, Bremen, Germany)Jasmin Niess (University of Oslo, Oslo, Norway)
Advances in natural language processing and understanding have led to a rapid growth in the popularity of conversational user interfaces (CUIs). While CUIs introduce novel benefits, they also yield risks that may exploit people's trust. Although research looking at unethical design deployed through graphical user interfaces (GUIs) established a thorough taxonomy of so-called dark patterns, there is a need for an equally in-depth understanding in the context of CUIs. Addressing this gap, we interviewed 27 participants from three cohorts: researchers, practitioners, and frequent users of CUIs. Applying thematic analysis, we develop five themes reflecting each cohort's insights about ethical design challenges and introduce the CUI Expectation Cycle, bridging system capabilities and user expectations while respecting each theme's ethical caveats. This research aims to inform future work to consider ethical constraints while adopting a human-centred approach.
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Surveyor: Facilitating Discovery Within Video Games for Blind and Low Vision Players
Vishnu Nair (Columbia University, New York, New York, United States)Hanxiu 'Hazel' Zhu (Columbia University, New York, New York, United States)Peize Song (Columbia University, New York, New York, United States)Jizhong Wang (Columbia University, New York, New York, United States)Brian A.. Smith (Columbia University, New York, New York, United States)
Video games are increasingly accessible to blind and low vision (BLV) players, yet many aspects remain inaccessible. One aspect is the joy players feel when they explore environments and make new discoveries, which is integral to many games. Sighted players experience discovery by surveying environments and identifying unexplored areas. Current accessibility tools, however, guide BLV players directly to items and places, robbing them of that experience. Thus, a crucial challenge is to develop navigation assistance tools that also foster exploration and discovery. To address this challenge, we propose the concept of exploration assistance in games and design Surveyor, an in-game exploration assistance tool that enhances discovery by tracking where BLV players look and highlighting unexplored areas. We designed Surveyor using insights from a formative study and compared Surveyor's effectiveness to approaches found in existing accessible games. Our findings reveal implications for facilitating richer play experiences for BLV users within games.
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Mental Models of Meeting Goals: Supporting Intentionality in Meeting Technologies
Ava Elizabeth. Scott (UCL, London, London, United Kingdom)Lev Tankelevitch (Microsoft Research, Cambridge, United Kingdom)Sean Rintel (Microsoft Research, Cambridge, United Kingdom)
Ineffective meetings due to unclear goals are major obstacles to productivity, yet support for intentionality is surprisingly scant in our meeting and allied workflow technologies. To design for intentionality, we need to understand workers’ attitudes and practices around goals. We interviewed 21 employees of a global technology company and identified contrasting mental models of meeting goals: meetings as a means to an end, and meetings as an end in themselves. We explore how these mental models impact how meeting goals arise, goal prioritization, obstacles to considering goals, and how lack of alignment around goals may create tension between organizers and attendees. We highlight the challenges in balancing preparation, constraining scope, and clear outcomes, with the need for intentional adaptability and discovery in meetings. Our findings have implications for designing systems which increase effectiveness in meetings by catalyzing intentionality and reducing tension in the organisation of meetings.
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DirectGPT: A Direct Manipulation Interface to Interact with Large Language Models
Damien Masson (University of Waterloo, Waterloo, Ontario, Canada)Sylvain Malacria (Univ. Lille, Inria, CNRS, Centrale Lille, UMR 9189 CRIStAL, Lille, France)Géry Casiez (Univ. Lille, CNRS, Inria, Centrale Lille, UMR 9189 CRIStAL, Lille, France)Daniel Vogel (University of Waterloo, Waterloo, Ontario, Canada)
We characterize and demonstrate how the principles of direct manipulation can improve interaction with large language models. This includes: continuous representation of generated objects of interest; reuse of prompt syntax in a toolbar of commands; manipulable outputs to compose or control the effect of prompts; and undo mechanisms. This idea is exemplified in DirectGPT, a user interface layer on top of ChatGPT that works by transforming direct manipulation actions to engineered prompts. A study shows participants were 50% faster and relied on 50% fewer and 72% shorter prompts to edit text, code, and vector images compared to baseline ChatGPT. Our work contributes a validated approach to integrate LLMs into traditional software using direct manipulation. Data, code, and demo available at https://osf.io/3wt6s.
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Fragmented Moments, Balanced Choices: How Do People Make Use of Their Waiting Time?
Jian Zheng (University of Maryland, College Park, Maryland, United States)Ge Gao (University of Maryland, College Park, Maryland, United States)
Everyone spends some time waiting every day. HCI research has developed tools for boosting productivity while waiting. However, little is known about how people naturally spend their waiting time. We conducted an experience sampling study with 21 working adults who used a mobile app to report their daily waiting time activities over two weeks. The aim of this study is to understand the activities people do while waiting and the effect of situational factors. We found that participants spent about 60% of their waiting time on leisure activities, 20% on productive activities, and 20% on maintenance activities. These choices are sensitive to situational factors, including accessible device, location, and certain routines of the day. Our study complements previous ones by demonstrating that people purpose waiting time for various goals beyond productivity and to maintain work-life balance. Our findings shed light on future empirical research and system design for time management.
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Investigating Effect of Altered Auditory Feedback on Self-Representation, Subjective Operator Experience, and Task Performance in Teleoperation of a Social Robot
Nami Ogawa (CyberAgent, Inc., Tokyo, Japan)Jun Baba (CyberAgent, Inc., Tokyo, Japan)Junya Nakanishi (Osaka Univ., Osaka, Japan)
Teleoperating social robots requires operators to ``speak as the robot,'' as local users would favor robots whose appearance and voice match. This study focuses on real-time altered auditory feedback (AAF), a method to transform the acoustic traits of one's speech and provide feedback to the speaker, to transform the operator's self-representation toward ``becoming the robot.'' To explore whether AAF with voice transformation (VT) matched to the robot's appearance can influence the operator's self-representation and ease the task, we experimented with three conditions: no VT (No-VT), only VT (VT-only), and VT with AAF (VT-AAF), where participants teleoperated a robot to verbally serve real passersby at a bakery. The questionnaire results demonstrate that VT-AAF changed the participants' self-representation to match the robot's character and improved participants' subjective teleoperating experience, while task performance and implicit measures of self-representation were not significantly affected. Notably, 87\% of the participants preferred VT-AAF the most.
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Wrist-bound Guanxi, Jiazu, and Kuolie: Unpacking Chinese Adolescent Smartwatch-Mediated Socialization
Lanjing Liu (Virginia Tech, Blacksburg, Virginia, United States)Chao Zhang (Cornell University, Ithaca, New York, United States)Zhicong Lu (City University of Hong Kong, Hong Kong, China)
Adolescent peer relationships, essential for their development, are increasingly mediated by digital technologies. As this trend continues, wearable devices, especially smartwatches tailored for adolescents, is reshaping their socialization. In China, smartwatches like XTC have gained wide popularity, introducing unique features such as "Bump-to-Connect'' and exclusive social platforms. Nonetheless, how these devices influence adolescents' peer experience remains unknown. Addressing this, we interviewed 18 Chinese adolescents (age: 11---16), discovering a smartwatch-mediated social ecosystem. Our findings highlight the ice-breaking role of smartwatches in friendship initiation and their use for secret messaging with local peers. Within the online smartwatch community, peer status is determined by likes and visibility, leading to diverse pursuit activities (eg., chu guanxi, jiazu, kuolie) and negative social dynamics. We discuss the core affordances of smartwatches and Chinese cultural factors that influence adolescent social behavior, and offer implications for designing future wearables that responsibly and safely support adolescent socialization.
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CamTroller: An Auxiliary Tool for Controlling Your Avatar in PC Games Using Natural Motion Mapping
Junjian CHEN (The Hong Kong Polytechnic University, Hong Kong, China)Yuqian Wang (The Hong Kong Polytechnic University, Kowloon, Hong Kong)Yan Luximon (The Hong Kong Polytechnic University, Kowloon, Hong Kong)
Natural motion mapping enhances the gaming experience by reducing the cognitive burden and increasing immersion. However, many players still use the keyboard and mouse in recent commercial PC games. To solve the conflict between complex avatar motion and the limited interaction system, we introduced CamTroller, an auxiliary tool for commercial one-to-one avatar mapping PC games following the concept of a natural user interface. To validate this concept, we selected PUBG as the application scenario and developed a proof-of-concept system to help players achieve a better experience by naturally mapping selected human motions to the avatars in games through an RGB webcam. A within-subject study with 18 non-professional players practiced common operation (Basic), professional player’s operation (Pro), and CamTroller. Results showed that the performance of CamTroller was as good as the Pro and significantly higher than Basic. Also, the subjective evaluation showed that CamTroller achieved significantly higher intuitiveness than Basic and Pro.
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ArmDeformation: Inducing the Sensation of Arm Deformation in Virtual Reality Using Skin-Stretching
Yilong Lin (Southern University of Science and Technology, Shenzhen, China)Peng Zhang (Southern University of Science and Technology, Shenzhen, China)Eyal Ofek (Microsoft Research, Redmond, Washington, United States)Seungwoo Je (SUSTech, Shenzhen, China)
With the development of virtual reality (VR) technology, research is being actively conducted on how incorporating multisensory feedback can create the illusion that virtual avatars are perceived as an extension of the body in VR. In line with this research direction, we introduce ArmDeformation, a wearable device employing skin-stretching to enhance virtual forearm ownership during arm deformation illusion. We conducted five user studies with 98 participants. Using a developed tabletop device, we confirmed the optimal number of actuators and the ideal skin-stretching design effectively increases the user's body ownership. Additionally, we explored the maximum visual threshold for forearm bending and the minimum detectable bending direction angle when using skin-stretching in VR. Finally, our study demonstrates that using ArmDeformation in VR applications enhances user realism and enjoyment compared to relying on visual feedback alone.
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Socially Late, Virtually Present: The Effects of Transforming Asynchronous Social Interactions in Virtual Reality
Portia Wang (Stanford University, Stanford, California, United States)Mark Roman. Miller (Illinois Institute of Technology, Chicago, Illinois, United States)Anna Queiroz (Stanford University, Stanford, California, United States)Jeremy N.. Bailenson (Stanford University, Stanford, California, United States)
Social Virtual Reality (VR) typically entails users interacting in real time. However, asynchronous Social VR presents the possibility of combining the convenience of asynchronous communication with the high presence of VR. Because the tools to easily record and replay VR social interactions are fairly new, scholars have not yet examined how users perceive asynchronous VR social interactions, and how nonverbal transformations of recorded interactions influence user behavior. In this work, we study nonverbal transformations of group interactions around proxemics and gaze and present results from an exploratory user study (N=128) investigating their effects. We found that the combination of spatial accommodation and added gaze increases social presence, perceived attention, and mutual gaze. Results also showed an inverse relationship between interpersonal distance and perceived levels of dominance and threat of the recorded group. Finally, we outline implications for educators and virtual meeting organizers to incorporate these transformations into real-world scenarios.