5 research outputs found

    Experiential Persona: Towards Supporting Richer and Unfinalized Representations of People

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    The Persona, as a 2D poster, is a commonly created and used tool in user-centred design activities. Whilst popular, many in HCI have critiqued its depictions of g€the user' as reductive, shallow, and static. Yet, there are not many alternatives. In this late-breaking work, we present our efforts to imagine and create an alternative to this 2D persona - one that consists of a carefully curated, staged collection of artifacts. We call this an Experiential Persona because it allows designers to interact with and explore the artifacts, individually and as a collection, to imagine and experience the world of g€the user'. This more embodied, interactive and open-ended persona can potentially support richer sense making; encouraging a more open, emergent, and unfinalized view of people we design for. This study contributes to extending design tools, and exploring novel use of tangible artifacts to support design, as well as a way to represent design knowledge

    How does varying the number of personas affect user perceptions and behavior? Challenging the ‘small personas’ hypothesis!

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    Studies in human-computer interaction recommend creating fewer than ten personas, based on stakeholders’ limitations to cognitively process and use personas. However, no existing studies offer empirical support for having fewer rather than more personas. Investigating this matter, thirty-seven participants interacted with five and fifteen personas using an interactive persona system, choosing one persona to design for. Our study results from eye-tracking and survey data suggest that when using interactive persona systems, the number of personas can be increased from the conventionally suggested ‘less than ten’, without significant negative effects on user perceptions or task performance, and with the positive effects of increasing engagement with the personas, having a more diverse representation of the end-user population, as well as users accessing personas from more varied demographic groups for a design task. Using the interactive persona system, users adjusted their information processing style by spending less time on each persona when presented with fifteen personas, while still absorbing a similar amount of information than with five personas, implying that more efficient information processing strategies are applied with more personas. The results highlight the importance of designing interactive persona systems to support users’ browsing of more personas.© 2022 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).fi=vertaisarvioitu|en=peerReviewed

    The Realness of Fakes : Primary Evidence of the Effect of Deepfake Personas on User Perceptions in a Design Task

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    Deepfakes, realistic portrayals of people that do not exist, have garnered interest in research and industry. Yet, the contributions of deepfake technology to human-computer interaction remain unclear. One possible value of deepfake technology is to create more immersive user personas. To test this premise, we use a commercial-grade service to generate three deepfake personas (DFs). We also create counterparts of the same persona in two traditional modalities: classic and narrative personas. We then investigate how persona modality affects the perceptions and task performance of the persona user. Our findings show that the DFs were perceived as less empathetic, credible, complete, clear, and immersive than other modalities. Participants also indicated less willingness to use the DFs and less sense of control, but there were no differences in task performance. We also found a strong correlation between the uncanny valley effect and other user perceptions, implying that the tested deepfake technology might lack maturity for personas, negatively affecting user experience. Designers might also be accustomed to using traditional persona profiles. Further research is needed to investigate the potential and downsides of DFs.© 2023 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).fi=vertaisarvioitu|en=peerReviewed

    Exploring Participants’ Representations and Shifting Sensitivities in a Hackathon for Dementia

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    Recent HCI research has addressed emerging approaches for public engagement. One such public-facing method which has gained popularity over the previous decade have been open design events, or hackathons. In this paper we report on DemVR, a hackathon event that invited designers, technologists, and students of these disciplines to design Virtual Reality (VR) environments for people with dementia and their care partners. While our event gained reasonable attraction from designers and developers, this paper unpacks the challenges in representing and involving people with dementia in these events, which had multiple knock-on effects on participant's outputs. Our analysis presents insights into participants’ motivations, challenges participants faced when constructing their ‘absent user’, and the design features teams developed to address the social context of the user. We conclude the paper by proposing a set of commitments for collaborative design events, community building through design, and reification in design

    Mechanisms of moral responsibilities: Designing and deploying digital technologies for perpetrators of domestic violence

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    PhD ThesisWhere prevention and intervention resources should be focused to mitigate domestic violence is an important topic within academic policy and practice. While there are a range of digital tools available to support victim-survivors subject to domestic violence, no tools have been designed to challenge the abusive and harmful behaviours of perpetrators. In this thesis, I explore the experience of how existing and novel technologies used in the context of perpetrator interventions in the third sector within the United Kingdom are being leveraged to rebalance the over-responsibility society bestows on victim-survivors, along with the under-responsibility we ascribe to perpetrators. I accomplish this through developing a conceptual framework that seeks to promote spaces for design and further intervention capable of assisting such organisations in holding perpetrators responsible for their abusive behaviours and facilitating their journey of behaviour and attitude change towards non-violence. Through this work, I conceptualise the compelling moral responsibilities intrinsic to interactions with technological systems between perpetrators and support workers, which I elicit through a focused ethnography. I highlight four spaces of negotiation concerning a person’s responsibility for changing their abusive behaviour, which I refer to as ‘mechanisms’ to convey their fundamental and interconnected nature: self-awareness, acknowledging the extent of harms, providing peer support, and being accountable to demonstrate change. To further investigate these spaces for negotiation, I conducted three studies to understand the contextual dependencies of design that focuses on the responsibility of domestic violence perpetrators through: (1) the development of an interactive storytelling system to promote learning about agency and perspective-taking, (2) the design of a smartphone application to support crisis management and the prevention of physical violence, and (3) the design, deployment and evaluation of an asynchronous peer support process between two groups of perpetrators. The outcomes of this conceptual and empirical inquiry are manifold. First, I provide a detailed account of how responsibility is explored in practice between support workers and perpetrators to suggest design considerations for future systems in this context. Secondly, I provide a conceptual framework to aid researchers and designers in better navigating designing for responsibilities for violent behaviours, and outline implications for how this might be achieved. Finally, I offer a methodological and ethical ii considerations which outlines ways in which support workers and perpetrators can be actively included within the co-design of digital tools while mitigating the elevation of risk. These contributions aim to fundamentally reimagine the roles and possibilities for digital tools within domestic violence, looking beyond today’s victim-focused and security-oriented paradigms to propose a more transformative orientation focused on preventing the harm done by perpetrators
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