193,373 research outputs found
Rules Of Engagement: Levelling Up To Combat Unethical CUI Design
While a central goal of HCI has always been to create and develop interfaces
that are easy to use, a deeper focus has been set more recently on designing
interfaces more ethically. However, the exact meaning and measurement of
ethical design has yet to be established both within the CUI community and
among HCI researchers more broadly. In this provocation paper we propose a
simplified methodology to assess interfaces based on five dimensions taken from
prior research on so-called dark patterns. As a result, our approach offers a
numeric score to its users representing the manipulative nature of evaluated
interfaces. It is hoped that the approach - which draws a distinction between
persuasion and manipulative design, and focuses on how the latter functions
rather than how it manifests - will provide a viable way for quantifying
instances of unethical interface design that will prove useful to researchers,
regulators and potentially even users
Feel and Touch: A Haptic Mobile Game to Assess Tactile Processing
Haptic interfaces have great potential for assessing the tactile processing of children with Autism Spectrum Disorder (ASD), an area that has been under-explored due to the lack of tools to assess it. Until now, haptic interfaces for children have mostly been used as a teaching or therapeutic tool, so there are still open questions about how they could be used to assess tactile processing of children with ASD. This article presents the design process that led to the development of Feel and Touch, a mobile game augmented with vibrotactile stimuli to assess tactile processing. Our feasibility evaluation, with 5 children from 3 to 6 years old, shows that children accept vibrations and are able to use the proposed vibrotactile patterns. However, it is still necessary to work on the instructions to make the game dynamic clearer and rewards to keep the attention of children. We close this article by discussing future work and conclusions
Examining the Impact of Provenance-Enabled Media on Trust and Accuracy Perceptions
In recent years, industry leaders and researchers have proposed to use
technical provenance standards to address visual misinformation spread through
digitally altered media. By adding immutable and secure provenance information
such as authorship and edit date to media metadata, social media users could
potentially better assess the validity of the media they encounter. However, it
is unclear how end users would respond to provenance information, or how to
best design provenance indicators to be understandable to laypeople. We
conducted an online experiment with 595 participants from the US and UK to
investigate how provenance information altered users' accuracy perceptions and
trust in visual content shared on social media. We found that provenance
information often lowered trust and caused users to doubt deceptive media,
particularly when it revealed that the media was composited. We additionally
tested conditions where the provenance information itself was shown to be
incomplete or invalid, and found that these states have a significant impact on
participants' accuracy perceptions and trust in media, leading them, in some
cases, to disbelieve honest media. Our findings show that provenance, although
enlightening, is still not a concept well-understood by users, who confuse
media credibility with the orthogonal (albeit related) concept of provenance
credibility. We discuss how design choices may contribute to provenance
(mis)understanding, and conclude with implications for usable provenance
systems, including clearer interfaces and user education.Comment: Accepted to CSCW 202
Designing for Nurse-AI Collaboration in Triage
The Local Emergency Medical Communication Centers (LEMCs) play a crucial role in the Norwegian healthcare system by receiving calls for immediate medical assistance. Registered nurses operate the phone calls, and their task is to assess the situation and triage the caller into appropriate triage levels indicating when and how help should be provided. Telephone triage poses challenges due to the limitations of audio communication, time sensitivity, and complex decision-making. Additionally, nurses often face the burden of managing clinical tools across multiple interfaces. This thesis explored how to design a system to support nurses in telephone triage and how we can facilitate nurse-AI collaboration in the process. A Research through Design (RtD) methodology was employed, and an iterative design approach was utilized. The research investigated the design aspects of AI-based suggestions and the use of natural language when creating semi-structured documentation. Four prototype iterations were developed throughout the study, and researchers from RE-AIMED and telephone operators conducted evaluations of the prototypes. Designing a tool for telephone triage requires understanding the user's needs and workflow. It is, therefore, crucial to involve telephone operators in the design process. The prototype demonstrated how we could design for incorporating AI in the triage process, and this thesis explores the various considerations when designing for nurse-AI collaboration. One notable finding was the importance of enabling documentation in natural language, as relying solely on structured documentation may fail to capture the caller's specific situation. Additionally, it is important to design a system that facilitates documentation of patient-initiated information and questions initiated by the nurses or the system.Masteroppgave i informasjonsvitenskapINFO390MASV-INF
Identifying Engagement in Children's Interaction whilst Composing Digital Music at Home
Identifying points of engagement from a person’s interaction with computers could be used to assess their experience and to adapt user interfaces in real-time. However, it is difficult to identify points of engagement unobtrusively; HCI studies typically use retrospective protocols or rely on cumbersome sensors for real-time analysis. We present a case study on how children compose digital music at home in which we remotely identify points of engagement from patterns of interaction with a musical interface. A mixed-methods approach is contributed in which video recordings of children’s interactions whilst composing are labelled for engagement and linked to i) interaction logs from the interface to identify indicators of engagement in interaction, and ii) interview data gathered using a remote video-cued recall technique to understand the experiential qualities of engaging interactions directly from users. We conclude by speculating on how the suggested indicators of engagement inform the design of adaptive music systems
Proactive Empirical Assessment of New Language Feature Adoption via Automated Refactoring: The Case of Java 8 Default Methods
Programming languages and platforms improve over time, sometimes resulting in
new language features that offer many benefits. However, despite these
benefits, developers may not always be willing to adopt them in their projects
for various reasons. In this paper, we describe an empirical study where we
assess the adoption of a particular new language feature. Studying how
developers use (or do not use) new language features is important in
programming language research and engineering because it gives designers
insight into the usability of the language to create meaning programs in that
language. This knowledge, in turn, can drive future innovations in the area.
Here, we explore Java 8 default methods, which allow interfaces to contain
(instance) method implementations.
Default methods can ease interface evolution, make certain ubiquitous design
patterns redundant, and improve both modularity and maintainability. A focus of
this work is to discover, through a scientific approach and a novel technique,
situations where developers found these constructs useful and where they did
not, and the reasons for each. Although several studies center around assessing
new language features, to the best of our knowledge, this kind of construct has
not been previously considered.
Despite their benefits, we found that developers did not adopt default
methods in all situations. Our study consisted of submitting pull requests
introducing the language feature to 19 real-world, open source Java projects
without altering original program semantics. This novel assessment technique is
proactive in that the adoption was driven by an automatic refactoring approach
rather than waiting for developers to discover and integrate the feature
themselves. In this way, we set forth best practices and patterns of using the
language feature effectively earlier rather than later and are able to possibly
guide (near) future language evolution. We foresee this technique to be useful
in assessing other new language features, design patterns, and other
programming idioms
Software Reference Architecture for CubeSats – A Direct Approach
Ever since the first CubeSat mission was launched, the concept
and complexity of CubeSat missions has evolved at a pace that
current operational system/doctrine cannot match. In an increasingly dynamic space economy, where small businesses have
become the norm, innovative solutions that abstract away complexity and increase autonomy are fundamental to reduce operational costs. It is within this frame that the current study is
presented. To address the need for a standardized software architecture of NewSpace companies, we first assess the European
small satellite market needs through a survey with key players
in the space sector. From this survey, we derive the high-level
requirements, functionalities, and interfaces of a software architecture for CubeSats, the preferred platform due to its lower cost
when compared with traditional platforms. Finally, we report the
implementation results of a set of these components and show
how they reflect design drivers
Is Evaluating Visual Search Interfaces in Digital Libraries Still an Issue?
Although various visual interfaces for digital libraries have been developed
in prototypical systems, very few of these visual approaches have been
integrated into today's digital libraries. In this position paper we argue that
this is most likely due to the fact that the evaluation results of most visual
systems lack comparability. There is no fix standard on how to evaluate visual
interactive user interfaces. Therefore it is not possible to identify which
approach is more suitable for a certain context. We feel that the comparability
of evaluation results could be improved by building a common evaluation setup
consisting of a reference system, based on a standardized corpus with fixed
tasks and a panel for possible participants.Comment: 10 pages, 2 figures, LWA Workshop 201
Reputation Agent: Prompting Fair Reviews in Gig Markets
Our study presents a new tool, Reputation Agent, to promote fairer reviews
from requesters (employers or customers) on gig markets. Unfair reviews,
created when requesters consider factors outside of a worker's control, are
known to plague gig workers and can result in lost job opportunities and even
termination from the marketplace. Our tool leverages machine learning to
implement an intelligent interface that: (1) uses deep learning to
automatically detect when an individual has included unfair factors into her
review (factors outside the worker's control per the policies of the market);
and (2) prompts the individual to reconsider her review if she has incorporated
unfair factors. To study the effectiveness of Reputation Agent, we conducted a
controlled experiment over different gig markets. Our experiment illustrates
that across markets, Reputation Agent, in contrast with traditional approaches,
motivates requesters to review gig workers' performance more fairly. We discuss
how tools that bring more transparency to employers about the policies of a gig
market can help build empathy thus resulting in reasoned discussions around
potential injustices towards workers generated by these interfaces. Our vision
is that with tools that promote truth and transparency we can bring fairer
treatment to gig workers.Comment: 12 pages, 5 figures, The Web Conference 2020, ACM WWW 202
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