3,106 research outputs found
Integrating the strengths of cognitive emotion models with traditional HCI analysis tools
This paper reports an attempt to integrate key concepts from cognitive models of emotion to cognitive models of interaction established in HCI literature. The aim is to transfer the strengths of interaction models to analysis of affect-critical systems in games, e-commerce and education, thereby increasing their usefulness in these systems where affect is increasingly recognised as a key success factor. Concepts from Scherer’s appraisal model and stimulation evaluation checks, along with a framework of emotion contexts proposed by Coulson (An everything but framework for modelling emotion. In proceeding of AAAI spring symposium on architectures for emotion, 2004), are integrated into the cycle of display-based action proposed by Norman (The design of everyday things. Basic Books, New York, 1988). Norman’s action cycle has commonly been applied as an interaction analysis tool in the field of HCI. In the wake of the recent shift of emphasis to user experience, the cognition-based action cycle is deemed inadequate to explicate affective experiences, such as happiness, joy and surprise. Models based on appraisal theories, focusing on cognitive accounts of emotion, are more relevant to understanding the causes and effects of feelings arising from interacting with digital artefacts. The paper explores the compatibility between these two genres of model, and future development of integrated analysis tools
Integrating the strengths of cognitive emotion models with traditional HCI analysis tools
This paper reports an attempt to integrate key concepts from cognitive models of emotion to cognitive models of interaction established in HCI literature. The aim is to transfer the strengths of interaction models to analysis of affect-critical systems in games, e-commerce and education, thereby increasing their usefulness in these systems where affect is increasingly recognised as a key success factor. Concepts from Scherer’s appraisal model and stimulation evaluation checks, along with a framework of emotion contexts proposed by Coulson (An everything but framework for modelling emotion. In proceeding of AAAI spring symposium on architectures for emotion, 2004), are integrated into the cycle of display-based action proposed by Norman (The design of everyday things. Basic Books, New York, 1988). Norman’s action cycle has commonly been applied as an interaction analysis tool in the field of HCI. In the wake of the recent shift of emphasis to user experience, the cognition-based action cycle is deemed inadequate to explicate affective experiences, such as happiness, joy and surprise. Models based on appraisal theories, focusing on cognitive accounts of emotion, are more relevant to understanding the causes and effects of feelings arising from interacting with digital artefacts. The paper explores the compatibility between these two genres of model, and future development of integrated analysis tools
Integrating Human-Computer Interaction Development into the Systems Development Life Cycle: A Methodology
Incorporating a human computer interaction (HCI) perspective into the systems development life cycle (SDLC) is necessary to information systems (IS) success and, in turn, to the success of businesses. However, modern SDLC models are based more on organizational needs than human needs. The human interaction aspect of an information system is usually considered far too little (only the screen interface) and far too late in the IS development process (only at the design stage). Thus, often a gap exists between satisfying organizational needs and supporting and enriching human users. This problem can be addressed by carefully integrating HCI development into the SDLC process to achieve a truly human-centered IS development approach. This paper examines the roles of HCI in systems development, justifies the importance of considering HCI through out the entire systems development life cycle, presents a methodology for human-centered IS development, and demonstrates how to apply this methodology to develop human-centered information systems
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
Measuring Affective Information Processing in Information Systems and Consumer Research – Introducing Startle Reflex Modulation
Over the last two decades, scholars in information systems and consumer research have started to successfully apply methods from neuroscience to research questions on emotional aspects related to IS or consumption behavior. However, there is still a lack of understanding regarding which particular facets of emotion can actually be measured by the various neuroscientific techniques. Especially when it comes to their ability to measure underlying affective information processing, some neuroscientific methods are more suitable than others. We discuss startle reflex modulation as one possibility for validly measuring the valence of affective information processing. The biologically deep-rooted startle reflex (eye-blink as a response to, e.g., an acoustic startle probe) is a valid measure of affective information processing, which is the basis of all emotions. We review three examples of startle reflex modulation having been successfully applied in the context of IS and consumer neuroscience and propose directions for further research
ChatGPT and Persuasive Technologies for the Management and Delivery of Personalized Recommendations in Hotel Hospitality
Recommender systems have become indispensable tools in the hotel hospitality
industry, enabling personalized and tailored experiences for guests. Recent
advancements in large language models (LLMs), such as ChatGPT, and persuasive
technologies, have opened new avenues for enhancing the effectiveness of those
systems. This paper explores the potential of integrating ChatGPT and
persuasive technologies for automating and improving hotel hospitality
recommender systems. First, we delve into the capabilities of ChatGPT, which
can understand and generate human-like text, enabling more accurate and
context-aware recommendations. We discuss the integration of ChatGPT into
recommender systems, highlighting the ability to analyze user preferences,
extract valuable insights from online reviews, and generate personalized
recommendations based on guest profiles. Second, we investigate the role of
persuasive technology in influencing user behavior and enhancing the persuasive
impact of hotel recommendations. By incorporating persuasive techniques, such
as social proof, scarcity and personalization, recommender systems can
effectively influence user decision-making and encourage desired actions, such
as booking a specific hotel or upgrading their room. To investigate the
efficacy of ChatGPT and persuasive technologies, we present a pilot experi-ment
with a case study involving a hotel recommender system. We aim to study the
impact of integrating ChatGPT and persua-sive techniques on user engagement,
satisfaction, and conversion rates. The preliminary results demonstrate the
potential of these technologies in enhancing the overall guest experience and
business performance. Overall, this paper contributes to the field of hotel
hospitality by exploring the synergistic relationship between LLMs and
persuasive technology in recommender systems, ultimately influencing guest
satisfaction and hotel revenue.Comment: 17 pages, 12 figure
An HCAI Methodological Framework: Putting It Into Action to Enable Human-Centered AI
Human-centered AI (HCAI), as a design philosophy, advocates prioritizing
humans in designing, developing, and deploying intelligent systems, aiming to
maximize the benefits of AI technology to humans and avoid its potential
adverse effects. While HCAI has gained momentum, the lack of guidance on
methodology in its implementation makes its adoption challenging. After
assessing the needs for a methodological framework for HCAI, this paper first
proposes a comprehensive and interdisciplinary HCAI methodological framework
integrated with seven components, including design goals, design principles,
implementation approaches, design paradigms, interdisciplinary teams, methods,
and processes. THe implications of the framework are also discussed. This paper
also presents a "three-layer" approach to facilitate the implementation of the
framework. We believe the proposed framework is systematic and executable,
which can overcome the weaknesses in current frameworks and the challenges
currently faced in implementing HCAI. Thus, the framework can help put it into
action to develop, transfer, and implement HCAI in practice, eventually
enabling the design, development, and deployment of HCAI-based intelligent
systems
From Design Principles to Impacts: A Theoretical Framework and Research Agenda
In this paper, we integrate three streams of research in information systems (i.e., IS success, technology adoption, and human-centered design principles) to extend our understanding of technology use. We present a theoretical framework that incorporates the core ideas from these three streams of research. We leverage the proposed framework to present propositions that could guide future work. Specifically, the propositions we develop relate system-design principles to use and net benefits (i.e., job performance and job satisfaction) and rich use to job performance. We further suggest several broad potential future research directions
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