5,507 research outputs found

    Design an engaging interactive experience for people with dementia

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    The population of the world is increasing resulting in a higher number of people dealing with dementia–whether being diagnosed with it or taking care of someone that is diagnosed with it. This master thesis aims to investigate which types of multi-media technology-based experiences can improve the quality of life for people with dementia. To reach the goal of the thesis–investigation will be done through different iterations of a design method; divergence, transformation and convergence. These iterations will include observations, interviews and using personas as a tool to design. The results from the methods were used to create a high fidelity prototype which was evaluated by an expert in the field of dementia

    Exploring participatory design for SNS-based AEH systems

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    The rapidly emerging and growing social networking sites (SNS) offer an opportunity to improve adaptive e-learning experience by introducing a social dimension, connecting users within the system. Making connections and providing communication tools can engage students in creating effective learning environment and enriching learning experiences. Researchers have been working on introducing SNS features into adaptive educational hypermedia systems. The next stage research is centered on how to enhance SNS facilities of AEH systems, in order to engage students’ participation in collaborative learning and generating and enriching learning materials. Students are the core participants in the adaptive e-learning process, so it is essential for the system designers to consider students’ opinions. This paper aims at exploring how to apply participatory design methodology in the early stage of the SNS-based AEH system design process

    Applying a User-centred Approach to Interactive Visualization Design

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    Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches

    Transfer Scenarios: Grounding Innovation with Marginal Practices

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    Transfer scenarios is a method developed to support the design of innovative interactive technology. Such a method should help the designer to come up with inventive ideas, and at the same time provide grounding in real human needs. In transfer scenarios, we use marginal practices to encourage a changed mindset throughout the design process. A marginal practice consists of individuals who share an activity that they find meaningful. We regard these individuals not as end-users, but as valuable input in the design process. We applied this method when designing novel applications for autonomous embodied agents, e.g. robots. Owners of unusual pets, such as snakes and spiders, were interviewed - not with the intention to design robot pets, but to determine underlying needs and interests of their practice. The results were then used to design a set of applications for more general users, including a dynamic living-room wall and a set of communicating hobby robots

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    Personas with knowledge and cognitive process: tools for teaching conceptual design

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    Persona is a tool within User Centered Design principles to assist students to be mindful of the users of the system during the conceptual phase of the design. We conducted a series of empirical studies, involving over 200 information systems students who performed design activities, four groups of students were provided with four Personas authored to be different in knowledge and cognitive processes and a control group who received a list of requirements. We found that students\u27 performance, while designing to a Persona are as good as, or better than using the list of requirements. The students who were given one of the Personas thought of a user which had traits similar to the Personas\u27 traits but the students who received the list of requirements thought of themselves as users of the product. Our results indicate that Persona assists students to think of the target users during their design activity

    Review on gamification in children computer interaction (CCI) for persona modelling

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    Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and models revised to complement the lack of existing ideas. The growing technology is increasingly being used by not only adults but also children. However, many applications developed do not fully emphasize the use of HCI suitable for children. Thus, Children Computer Interaction (CCI) created to meet the specific needs of children. Yet, there are still many CCI weaknesses being improved to overcome various problems from time to time. One of the ideas presented is through gamification, which is fun and enjoyable in accordance with the nature of the children. Still, the use of gamification is not as simple as adding some game elements into children's apps, but wider to ensure success in achieving the objectives of the developed application. One way that matter is through the use of user-centered design-persona model. So, this paper reviewed the use of current HCI/CCI, gamification and modified the previously proposed design principles in HCI for children into interview questions for data collection which will be analyzed later to create persona model for future work

    Towards a kansei-based user modeling methodology for eco-design

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    We propose here to highlight the benefits of building a framework linking Kansei Design (KD), User Centered Design (UCD) and Eco-design, as the correlation between these fields is barely explored in research at the current time. Therefore, we believe Kansei Design could serve the goal of achieving more sustainable products by setting up an accurate understanding of the user in terms of ecological awareness, and consequently enhancing performance in the Eco-design process. In the same way, we will consider the means-end chain approach inspired from marketing research, as it is useful for identifying ecological values, mapping associated functions and defining suitable design solutions. Information gathered will serve as entry data for conducting scenario-based design, and supporting the development of an Eco-friendly User Centered Design methodology (EcoUCD).ANR-ECOUS

    An interdisciplinary concept for human-centered explainable artificial intelligence - Investigating the impact of explainable AI on end-users

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    Since the 1950s, Artificial Intelligence (AI) applications have captivated people. However, this fascination has always been accompanied by disillusionment about the limitations of this technology. Today, machine learning methods such as Deep Neural Networks (DNN) are successfully used in various tasks. However, these methods also have limitations: Their complexity makes their decisions no longer comprehensible to humans - they are black-boxes. The research branch of Explainable AI (XAI) has addressed this problem by investigating how to make AI decisions comprehensible. This desire is not new. In the 1970s, developers of intrinsic explainable AI approaches, so-called white-boxes (e.g., rule-based systems), were dealing with AI explanations. Nowadays, with the increased use of AI systems in all areas of life, the design of comprehensible systems has become increasingly important. Developing such systems is part of Human-Centred AI (HCAI) research, which integrates human needs and abilities in the design of AI interfaces. For this, an understanding is needed of how humans perceive XAI and how AI explanations influence the interaction between humans and AI. One of the open questions concerns the investigation of XAI for end-users, i.e., people who have no expertise in AI but interact with such systems or are impacted by the system's decisions. This dissertation investigates the impact of different levels of interactive XAI of white- and black-box AI systems on end-users perceptions. Based on an interdisciplinary concept presented in this work, it is examined how the content, type, and interface of explanations of DNN (black box) and rule-based systems (white box) are perceived by end-users. How XAI influences end-users mental models, trust, self-efficacy, cognitive workload, and emotional state regarding the AI system is the centre of the investigation. At the beginning of the dissertation, general concepts regarding AI, explanations, and psychological constructs of mental models, trust, self-efficacy, cognitive load, and emotions are introduced. Subsequently, related work regarding the design and investigation of XAI for users is presented. This serves as a basis for the concept of a Human-Centered Explainable AI (HC-XAI) presented in this dissertation, which combines an XAI design approach with user evaluations. The author pursues an interdisciplinary approach that integrates knowledge from the research areas of (X)AI, Human-Computer Interaction, and Psychology. Based on this interdisciplinary concept, a five-step approach is derived and applied to illustrative surveys and experiments in the empirical part of this dissertation. To illustrate the first two steps, a persona approach for HC-XAI is presented, and based on that, a template for designing personas is provided. To illustrate the usage of the template, three surveys are presented that ask end-users about their attitudes and expectations towards AI and XAI. The personas generated from the survey data indicate that end-users often lack knowledge of XAI and that their perception of it depends on demographic and personality-related characteristics. Steps three to five deal with the design of XAI for concrete applications. For this, different levels of interactive XAI are presented and investigated in experiments with end-users. For this purpose, two rule-based systems (i.e., white-box) and four systems based on DNN (i.e., black-box) are used. These are applied for three purposes: Cooperation & collaboration, education, and medical decision support. Six user studies were conducted for this purpose, which differed in the interactivity of the XAI system used. The results show that end-users trust and mental models of AI depend strongly on the context of use and the design of the explanation itself. For example, explanations that a virtual agent mediates are shown to promote trust. The content and type of explanations are also perceived differently by users. The studies also show that end-users in different application contexts of XAI feel the desire for interactive explanations. The dissertation concludes with a summary of the scientific contribution, points out limitations of the presented work, and gives an outlook on possible future research topics to integrate explanations into everyday AI systems and thus enable the comprehensible handling of AI for all people.Seit den 1950er Jahren haben Anwendungen der KĂŒnstlichen Intelligenz (KI) die Menschen in ihren Bann gezogen. Diese Faszination wurde jedoch stets von ErnĂŒchterung ĂŒber die Grenzen dieser Technologie begleitet. Heute werden Methoden des maschinellen Lernens wie Deep Neural Networks (DNN) erfolgreich fĂŒr verschiedene Aufgaben eingesetzt. Doch auch diese Methoden haben ihre Grenzen: Durch ihre KomplexitĂ€t sind ihre Entscheidungen fĂŒr den Menschen nicht mehr nachvollziehbar - sie sind Black-Boxes. Der Forschungszweig der ErklĂ€rbaren KI (engl. XAI) hat sich diesem Problem angenommen und untersucht, wie man KI-Entscheidungen nachvollziehbar machen kann. Dieser Wunsch ist nicht neu. In den 1970er Jahren beschĂ€ftigten sich die Entwickler von intrinsisch erklĂ€rbaren KI-AnsĂ€tzen, so genannten White-Boxes (z. B. regelbasierte Systeme), mit KI-ErklĂ€rungen. Heutzutage, mit dem zunehmenden Einsatz von KI-Systemen in allen Lebensbereichen, wird die Gestaltung nachvollziehbarer Systeme immer wichtiger. Die Entwicklung solcher Systeme ist Teil der Menschzentrierten KI (engl. HCAI) Forschung, die menschliche BedĂŒrfnisse und FĂ€higkeiten in die Gestaltung von KI-Schnittstellen integriert. DafĂŒr ist ein VerstĂ€ndnis darĂŒber erforderlich, wie Menschen XAI wahrnehmen und wie KI-ErklĂ€rungen die Interaktion zwischen Mensch und KI beeinflussen. Eine der offenen Fragen betrifft die Untersuchung von XAI fĂŒr Endnutzer, d.h. Menschen, die keine Expertise in KI haben, aber mit solchen Systemen interagieren oder von deren Entscheidungen betroffen sind. In dieser Dissertation wird untersucht, wie sich verschiedene Stufen interaktiver XAI von White- und Black-Box-KI-Systemen auf die Wahrnehmung der Endnutzer auswirken. Basierend auf einem interdisziplinĂ€ren Konzept, das in dieser Arbeit vorgestellt wird, wird untersucht, wie der Inhalt, die Art und die Schnittstelle von ErklĂ€rungen von DNN (Black-Box) und regelbasierten Systemen (White-Box) von Endnutzern wahrgenommen werden. Wie XAI die mentalen Modelle, das Vertrauen, die Selbstwirksamkeit, die kognitive Belastung und den emotionalen Zustand der Endnutzer in Bezug auf das KI-System beeinflusst, steht im Mittelpunkt der Untersuchung. Zu Beginn der Arbeit werden allgemeine Konzepte zu KI, ErklĂ€rungen und psychologische Konstrukte von mentalen Modellen, Vertrauen, Selbstwirksamkeit, kognitiver Belastung und Emotionen vorgestellt. Anschließend werden verwandte Arbeiten bezĂŒglich dem Design und der Untersuchung von XAI fĂŒr Nutzer prĂ€sentiert. Diese dienen als Grundlage fĂŒr das in dieser Dissertation vorgestellte Konzept einer Menschzentrierten ErklĂ€rbaren KI (engl. HC-XAI), das einen XAI-Designansatz mit Nutzerevaluationen kombiniert. Die Autorin verfolgt einen interdisziplinĂ€ren Ansatz, der Wissen aus den Forschungsbereichen (X)AI, Mensch-Computer-Interaktion und Psychologie integriert. Auf der Grundlage dieses interdisziplinĂ€ren Konzepts wird ein fĂŒnfstufiger Ansatz abgeleitet und im empirischen Teil dieser Arbeit auf exemplarische Umfragen und Experimente und angewendet. Zur Veranschaulichung der ersten beiden Schritte wird ein Persona-Ansatz fĂŒr HC-XAI vorgestellt und darauf aufbauend eine Vorlage fĂŒr den Entwurf von Personas bereitgestellt. Um die Verwendung der Vorlage zu veranschaulichen, werden drei Umfragen prĂ€sentiert, in denen Endnutzer zu ihren Einstellungen und Erwartungen gegenĂŒber KI und XAI befragt werden. Die aus den Umfragedaten generierten Personas zeigen, dass es den Endnutzern oft an Wissen ĂŒber XAI mangelt und dass ihre Wahrnehmung dessen von demografischen und persönlichkeitsbezogenen Merkmalen abhĂ€ngt. Die Schritte drei bis fĂŒnf befassen sich mit der Gestaltung von XAI fĂŒr konkrete Anwendungen. Hierzu werden verschiedene Stufen interaktiver XAI vorgestellt und in Experimenten mit Endanwendern untersucht. Zu diesem Zweck werden zwei regelbasierte Systeme (White-Box) und vier auf DNN basierende Systeme (Black-Box) verwendet. Diese werden fĂŒr drei Zwecke eingesetzt: Kooperation & Kollaboration, Bildung und medizinische EntscheidungsunterstĂŒtzung. Hierzu wurden sechs Nutzerstudien durchgefĂŒhrt, die sich in der InteraktivitĂ€t des verwendeten XAI-Systems unterschieden. Die Ergebnisse zeigen, dass das Vertrauen und die mentalen Modelle der Endnutzer in KI stark vom Nutzungskontext und der Gestaltung der ErklĂ€rung selbst abhĂ€ngen. Es hat sich beispielsweise gezeigt, dass ErklĂ€rungen, die von einem virtuellen Agenten vermittelt werden, das Vertrauen fördern. Auch der Inhalt und die Art der ErklĂ€rungen werden von den Nutzern unterschiedlich wahrgenommen. Die Studien zeigen zudem, dass Endnutzer in unterschiedlichen Anwendungskontexten von XAI den Wunsch nach interaktiven ErklĂ€rungen verspĂŒren. Die Dissertation schließt mit einer Zusammenfassung des wissenschaftlichen Beitrags, weist auf Grenzen der vorgestellten Arbeit hin und gibt einen Ausblick auf mögliche zukĂŒnftige Forschungsthemen, um ErklĂ€rungen in alltĂ€gliche KI-Systeme zu integrieren und damit den verstĂ€ndlichen Umgang mit KI fĂŒr alle Menschen zu ermöglichen
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