511 research outputs found

    Increasing Passersby Engagement with Public Large Interactive Displays: A Study of Proxemics and Conation

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    This is the author’s version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in the Proceedings of the 2018 International Conference on Human Factors on Computing Systems on the ACM Digital Library at https://dx.doi.org/10.1145/3279778.3279789Prior research has shown that large interactive displays de- ployed in public spaces are often underutilized, or even un- noticed, phenomena connected to ‘interaction’ and ‘display blindness’, respectively. To better understand how designers can mitigate these issues, we conducted a field experiment that compared how different visual cues impacted engagement with a public display. The deployed interfaces were designed to progressively reveal more information about the display and entice interaction through the use of visual content designed to evoke direct or indirect conation (the mental faculty related to purpose or will to perform an action), and different ani- mation triggers (random or proxemic). Our results show that random triggers were more effective than proxemic triggers at overcoming display and interaction blindness. Our study of conation – the first we are aware of – found that “conceptual” visuals designed to evoke indirect conation were also useful in attracting people’s attention.Natural Sciences and Engineering Research Council of Canad

    Increasing Passersby Engagement with Public Large Interactive Surfaces

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    Despite the proliferation of Public Large Interactive Surfaces (PLISs), and their potential to provide a more engaging and interactive user experience, these surfaces often go unnoticed by passersby, or not immediately comprehensible in terms of usage. Current research in addressing this problem involves modeling the user-surface interaction through observational studies, and deriving recommendations for interface design to facilitate the interaction. This approach is often context-specific, requires elaborate setup, and lacks experimental control. To mitigate this problem, an interaction model, named DISCOVER, was developed by drawing ideas from classic usability research and focusing on the discoverability aspect of the interaction. This approach allows the model to serve as a lens for understanding and synthesizing existing work on PLISs, and to be used as an evaluation framework to assess effectiveness of potential designs. To accompany this evaluation capability, a laboratory-based evaluation methodology was developed to allow researchers to quickly implement and evaluate potential designs, particularly for the early stages of interaction that precede the more commonly studied explicit and direct interaction (e.g., touches, mid-air gestures). Using the model and the evaluation methodology, a proximity-based interaction mechanism using animated content and shadow visualizations was designed and evaluated as an effective technique in drawing attention from unknowing study participants. A follow-up, more conventional in-the-wild study also verified this finding, and further demonstrated the usefulness of shadow visualizations in drawing attention from passersby, retaining them, and enticing playful interaction. The goal of this thesis is to better equip researchers and practitioners of PLISs with tools that allow them to evaluate and improve existing interfaces, and to provide them with insights into designing future ones employing better and more engaging technologies

    Investigating the Impact of Proximity and Visual Conation Modes on Enhancing Engagement with Public Large Interactive Displays

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    Deployment of large interactive displays (LIDs) to public spaces has provided new ways for passersby to gain information. This medium plays the role of transmitter for information visualizations designed to communicate certain messages or provide specific digital experiences. However, prior research has shown that these forms of interactive surfaces are often highly underutilized, even unnoticed, when installed in public spaces. When LIDs are unnoticed, or fail to sufficiently engage passersby, the intended message(s) cannot be transmitted or perceived successfully. To mitigate this problem, this research leverages empirical and theoretical frameworks from the field of Communication Studies, and from the subfield of Symbol Interaction as well as various message functions. Accordingly, we generated several animated visual cues to examine the impact of proximity and conation (persuasion) modes. We also ran a field study to evaluate the interface design. Through implementing of the data analysis, we learned that animation effects are useful assets in order to obviate the conative function of communication (persuade passersby to become engaged with the LID). Our findings emphasize that self-revealing systems design may encourage the user to become engaged with the LID. It was also revealed that randomized animated visual effects had more impact on the passersby touch behaviour

    I See What You Say: Influential Nonverbal Signals of Frontline Employees on Customer Outcomes

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    This research aims to investigate the influential nonverbal signals of frontline employees on customer outcomes. Frontline employees play a vital role in initiating and maintaining customer relationships. The interactions between customers and employees influence not only the immediate reactions, including both affective and cognitive responses, but also customer outcomes, like purchase intention, satisfaction, perceived service quality, and positive word-of-mouth. Both qualitative and quantitative methodologies are employed in this dissertation. Previous studies examined the effects of employee nonverbal signals on customers’ cognitive responses, but limited research has been done on the affective responses of customers. Affect-based trust, positive affect, negative affect, and rapport are measured in this research to capture the emotional responses of customers during interactions with employees. This research gives an integrated review of the literature on nonverbal signals. The qualitative study, using semi-structured interviews, provides the fundamental elements for the experimental design. The results of the qualitative study also answer the research questions and address the importance of nonverbal signals during interactions. Four sets of nonverbal signals are used to test the proposed hypotheses. The results of this study show the effect of employee nonverbal signals on social judgments (warmth and competence), affect-based trust, and negative emotions. These immediate responses further influence customer outcomes. This research provides an integrated review of nonverbal communication literature in marketing, investigates the importance and influence of nonverbal signals using both qualitative and quantitative methods, and proposes future research opportunities

    Sociable Robot ‘Lometh’: Exploring Interactive Regions of a Product-Promoting Robot in a Supermarket

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    The robot ‘Lometh’ is an information-presenting robot that naturally interacts with people in a supermarket environment. In recent years, considerable effort has been devoted to the implementation of robotic interfaces to identify effective behaviors of communication robots focusing only on the social and physical factors of the addresser and the hearer. As attention focus and attention target shifting of people differs based on the human visual focus and the spatiality, this study considered four interactive regions, considering the visual focus of attention as well as the interpersonal space between robot and human. The collected primary data revealed that 56% attention shifts occurred in near peripheral field of view regions and 44% attention shifts in far peripheral field of view regions. Using correspondence analysis, we identified that the bodily behaviors of the robot showed the highest success rate in the left near peripheral field of view region. The verbal behaviors of the robot captured human attention best in the right near peripheral field of view region. In this experiment of finding a socially acceptable way to accomplish the attention attracting goals of a communication robot, we observed that the robots’ affective behaviors were successful in shifting human attention towards itself in both left and right far- peripheral field of view regions, so we concluded that for far field of view regions, designing similar interaction interventions can be expected to be successful

    Sociable Robot ‘Lometh’: Exploring Interactive Regions of a Product-Promoting Robot in a Supermarket

    Get PDF
    The robot ‘Lometh’ is an information-presenting robot that naturally interacts with people in a supermarket environment. In recent years, considerable effort has been devoted to the implementation of robotic interfaces to identify effective behaviors of communication robots focusing only on the social and physical factors of the addresser and the hearer. As attention focus and attention target shifting of people differs based on the human visual focus and the spatiality, this study considered four interactive regions, considering the visual focus of attention as well as the interpersonal space between robot and human. The collected primary data revealed that 56% attention shifts occurred in near peripheral field of view regions and 44% attention shifts in far peripheral field of view regions. Using correspondence analysis, we identified that the bodily behaviors of the robot showed the highest success rate in the left near peripheral field of view region. The verbal behaviors of the robot captured human attention best in the right near peripheral field of view region. In this experiment of finding a socially acceptable way to accomplish the attention attracting goals of a communication robot, we observed that the robots’ affective behaviors were successful in shifting human attention towards itself in both left and right far- peripheral field of view regions, so we concluded that for far field of view regions, designing similar interaction interventions can be expected to be successful

    Pedestrian Models for Autonomous Driving Part II: High-Level Models of Human Behavior

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    Abstract—Autonomous vehicles (AVs) must share space with pedestrians, both in carriageway cases such as cars at pedestrian crossings and off-carriageway cases such as delivery vehicles navigating through crowds on pedestrianized high-streets. Unlike static obstacles, pedestrians are active agents with complex, inter- active motions. Planning AV actions in the presence of pedestrians thus requires modelling of their probable future behaviour as well as detecting and tracking them. This narrative review article is Part II of a pair, together surveying the current technology stack involved in this process, organising recent research into a hierarchical taxonomy ranging from low-level image detection to high-level psychological models, from the perspective of an AV designer. This self-contained Part II covers the higher levels of this stack, consisting of models of pedestrian behaviour, from prediction of individual pedestrians’ likely destinations and paths, to game-theoretic models of interactions between pedestrians and autonomous vehicles. This survey clearly shows that, although there are good models for optimal walking behaviour, high-level psychological and social modelling of pedestrian behaviour still remains an open research question that requires many conceptual issues to be clarified. Early work has been done on descriptive and qualitative models of behaviour, but much work is still needed to translate them into quantitative algorithms for practical AV control

    Social VR design features and experiential outcomes:narrative review and relationship map for dyadic agent conversations

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    The application of virtual reality to the study of conversation and social interaction is a relatively new field of study. While the affordances of VR in the domain compared to traditional methods are promising, the current state of the field is plagued by a lack of methodological standards and shared understanding of how design features of the immersive experience impact participants. In order to address this, this paper develops a relationship map between design features and experiential outcomes, along with expectations for how those features interact with each other. Based on the results of a narrative review drawing from diverse fields, this relationship map focuses on dyadic conversations with agents. The experiential outcomes chosen include presence &amp; engagement, psychological discomfort, and simulator sickness. The relevant design features contained in the framework include scenario agency, visual fidelity, agent automation, environmental context, and audio features. We conclude by discussing the findings of the review and framework, such as the multimodal nature of social VR being highlighted, and the importance of environmental context, and lastly provide recommendations for future research in social VR.</p

    Complex Pleasures: Designing Optional interactions for Public Spaces

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    This research aims to contribute to knowledge about the design of interactive systems sited in public spaces. In particular, the study concerns "optional interactions" where systems invite interaction from passers-by. These systems are action-orientated ratherthan goal-oriented, are designed to encourage engagement, and offer positive and rewarding experiences through the activity of interaction. This is in contrast to systems that provide functional services that are actively sought out by people, such as ticketvending machines or cash dispensers.This thesis asserts that this kind of optimal, designed experience can be examined and understood through comparisons with approaches taken by new-media artists working in interactive, technological media. Artists have different priorities, and use different methods to those employed by Human-Computer Interaction researchers, and this study aims to further understanding of the potential of these artistic approaches for interaction designers.The setting for these optional interaction systems is any public or semi-public environment, including museums, galleries, shopping centres, foyers and urban settings. As well as understanding the public and social context of these interactions, the experiential aspects of interaction are of primary importance in this study. The work is conducted with the aim of providing practical and theoretical resources to interaction designers tasked with creating engaging interactive systems that initiate and sustain experiences that are highly regarded by the participant. The thesis presents a designframework titled the Optional Interactions Design Framework
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