78 research outputs found

    Design Frictions for Mindful Interactions: The Case for Microboundaries

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    Design frictions, a term found in popular media articles about user experience design, refer to points of difficulty occurring during interaction with technology. Such articles often argue that these frictions should be removed from interaction flows in order to reduce the risk of user frustration and disengagement. In this paper we argue that, in many scenarios, designing friction into interactions through the introduction of microboundaries, can, in fact, have positive effects. Design frictions can disrupt "mindless" automatic interactions, prompting moments of reflection and more "mindful" interaction. The potential advantages of intentionally introduced frictions are numerous: from reducing the likelihood of errors in data-entry tasks, to supporting health-behaviour change

    Controversing Datafication through Media Architectures

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    In this chapter, we discuss a speculative and participatory “media architecture” installation that engages people with the potential impacts of data through speculative future images of the datafied city. The installation was originally conceived as a physical combination of digital media technologies and architectural form—a “media architecture”—that was to be situated in a particular urban setting. Due to the COVID-19 pandemic, however, it was produced and tested for an online workshop. It is centered on “design frictions” (Forlano and Mathew, 2014) and processes of controversing (Baibarac-Duignan and de Lange, 2021). Instead of smoothing out tensions through “neutral” data visualizations, controversing centers on opening avenues for meaningful participation around frictions and controversies that arise from the datafication of urban life. The installation represents an instance of how processes of controversing may unfold through digital interfaces. Here, we explore its performative potential to “interface” abstract dimensions of datafication, “translate” them into collective issues of concern, and spark imagination around (un)desirable datafied urban futures

    Intentional Friction in the User Interface of Digital Games

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    Embora projetar fricção intencionalmente em interfaces do utilizador de jogos possa ser uma estratégia adequada para desafiar as crenças dos jogadores e estimular a reflexão, as práticas convencionais de interface do utilizador são frequentemente influenciadas por um paradigma abrangente de facilidade de uso e prazer. Esta dissertação investiga como designers podem empregar fricção intencional em interfaces do utilizador de jogos digitais para criar experiências significativas e inspirar reflexão nos seus jogadores. Primeiro, revimos a literatura para enquadrar o que constitui elementos de interface no game design, o paradigma de usabilidade e diversão e outras perspetivas que oferecem contexto para o uso da fricção como estratégia. Depois, exploramos instâncias de jogos que usam fricção na interface do utilizador quando apropriado como estratégia para expressar um ponto de vista, desafiar sistemas atuais ou fomentar a reflexão crítica. O ponto de partida para nossas observações são os sete princípios de design de Donald Norman e as heurísticas de usabilidade de Jakob Nielsen. Como resultado, identificamos seis estratégias de fricção intencional distintas. Em seguida, realizamos duas sessões de workshop de co-criação com um total de sete participantes com experiência em interface de utilizador ou design de jogos para identificar estratégias e perspetivas adicionais. As estratégias coletadas foram reunidas numa ferramenta de cartas. Por fim, realizamos uma sessão inicial de validação da ferramenta com quatro participantes com resultados promissores, sugerindo que as estratégias de fricção da ferramenta conseguiram impulsionar a expressividade como um componente importante do processo de discussão e ideação dos participantes. Embora este trabalho não esteja focado em coletar todas as abordagens de design de fricção indiscriminadamente, as estratégias identificadas sugerem técnicas mais subtis do que apenas enquadrar em reverso os princípios para criar um design amigável.  While intentionally designing friction in gaming user interfaces may be a suitable strategy for challenging players' beliefs and prompting reflection, conventional user interface practices are frequently influenced by an overarching paradigm of user-friendliness and enjoyment. This dissertation investigates how designers might employ intentional friction in digital game user interfaces to create meaningful experiences and inspire reflection in its players. First, we review the literature to frame what constitutes interface elements in game design, the user-friendly and enjoyment paradigm, and other perspectives that offer context to using friction as a strategy. Afterward, we explore game instances that use user interface friction when appropriate as a strategy to express a point of view, to challenge current systems, or to foment critical reflection. The starting point for our observations is Donald Norman's seven design principles and Jakob Nielsen's usability heuristics. As a result, we identify six distinct intentional friction strategies. Next, we ran two co-creation workshop sessions with a total of seven participants with user interface or game design backgrounds to identify additional strategies and perspectives. The strategies gathered were collected in a deck-based tool. Finally, we ran an initial tool validation session with four participants with promising results, suggesting that the tool's friction strategies were able to drive expressiveness as an important component of the participant's discussion and ideation process. Although this work is not focused on collecting all friction design approaches indiscriminately, the identified strategies suggest more nuanced techniques than just framing the principles to create a friendly design in reverse

    Self-Control in Cyberspace: Applying Dual Systems Theory to a Review of Digital Self-Control Tools

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    Many people struggle to control their use of digital devices. However, our understanding of the design mechanisms that support user self-control remains limited. In this paper, we make two contributions to HCI research in this space: first, we analyse 367 apps and browser extensions from the Google Play, Chrome Web, and Apple App stores to identify common core design features and intervention strategies afforded by current tools for digital self-control. Second, we adapt and apply an integrative dual systems model of self-regulation as a framework for organising and evaluating the design features found. Our analysis aims to help the design of better tools in two ways: (i) by identifying how, through a well-established model of self-regulation, current tools overlap and differ in how they support self-control; and (ii) by using the model to reveal underexplored cognitive mechanisms that could aid the design of new tools.Comment: 11.5 pages (excl. references), 6 figures, 1 tabl

    Key to Kindness: Reducing Toxicity In Online Discourse Through Proactive Content Moderation in a Mobile Keyboard

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    Growing evidence shows that proactive content moderation supported by AI can help improve online discourse. However, we know little about designing these systems, how design impacts efficacy and user experience, and how people perceive proactive moderation across public and private platforms. We developed a mobile keyboard with built-in proactive content moderation which we tested (N=575) within a semi-functional simulation of a public and private communication platform. Where toxic content was detected, we used different interventions that embedded three design factors: timing, friction, and the presentation of the AI model output. We found moderation to be effective, regardless of the design. However, friction was a source of annoyance while prompts with no friction that occurred during typing were more effective. Follow-up interviews highlight the differences in how these systems are perceived across public and private platforms, and how they can offer more than moderation by acting as educational and communication support tools

    Designing Data: Proactive Data Collection and Iteration for Machine Learning

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    Lack of diversity in data collection has caused significant failures in machine learning (ML) applications. While ML developers perform post-collection interventions, these are time intensive and rarely comprehensive. Thus, new methods to track and manage data collection, iteration, and model training are necessary for evaluating whether datasets reflect real world variability. We present designing data, an iterative, bias mitigating approach to data collection connecting HCI concepts with ML techniques. Our process includes (1) Pre-Collection Planning, to reflexively prompt and document expected data distributions; (2) Collection Monitoring, to systematically encourage sampling diversity; and (3) Data Familiarity, to identify samples that are unfamiliar to a model through Out-of-Distribution (OOD) methods. We instantiate designing data through our own data collection and applied ML case study. We find models trained on "designed" datasets generalize better across intersectional groups than those trained on similarly sized but less targeted datasets, and that data familiarity is effective for debugging datasets

    To Do or Not To Do? Managing Intentions with Technology

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    An overarching goal of human-computer interaction is to build technologies that empower users to do what they want to do i.e. to realise their intentions. To achieve high-level goals and values, people have to do certain things and not do other things. Written for the CHI 2023 Doctoral Consortium, this article briefly describes the initial results from two studies which explore how reminders can help people to exhibit and inhibit behaviours, respectively. The first study demonstrates that metacognitive reflection guides reminder setting for everyday intentions. The second study explores how reminders to reflect can empower individuals to use social media more intentionally. These findings are used to inform future directions for research and design
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