12 research outputs found

    Heart Rate Monitoring as an Easy Way to Increase Engagement in Human-Agent Interaction

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    Physiological sensors are gaining the attention of manufacturers and users. As denoted by devices such as smartwatches or the newly released Kinect 2 -- which can covertly measure heartbeats -- or by the popularity of smartphone apps that track heart rate during fitness activities. Soon, physiological monitoring could become widely accessible and transparent to users. We demonstrate how one could take advantage of this situation to increase users' engagement and enhance user experience in human-agent interaction. We created an experimental protocol involving embodied agents -- "virtual avatars". Those agents were displayed alongside a beating heart. We compared a condition in which this feedback was simply duplicating the heart rates of users to another condition in which it was set to an average heart rate. Results suggest a superior social presence of agents when they display feedback similar to users' internal state. This physiological "similarity-attraction" effect may lead, with little effort, to a better acceptance of agents and robots by the general public.Comment: PhyCS - International Conference on Physiological Computing Systems, Feb 2015, Angers, France. SCITEPRESS, \<http://www.phycs.org/\&g

    Orecchio: Extending Body-Language through Actuated Static and Dynamic Auricular Postures

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    In this paper, we propose using the auricle – the visible part of the ear – as a means of expressive output to extend body language to convey emotional states. With an initial exploratory study, we provide an initial set of dynamic and static auricular postures. Using these results, we examined the relationship between emotions and auricular postures, noting that dynamic postures involving stretching the top helix in fast (e.g., 2Hz) and slow speeds (1Hz) conveyed intense and mild pleasantness while static postures involving bending the side or top helix towards the center of the ear were associated with intense and mild unpleasantness. Based on the results, we developed a prototype (called Orrechio) with miniature motors, custommade robotic arms and other electronic components. A preliminary user evaluation showed that participants feel more comfortable using expressive auricular postures with people they are familiar with, and that it is a welcome addition to the vocabulary of human body language

    Ambient Lights Influence Perception and Decision-Making

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    Today's computers are becoming ever more versatile. They are used in various applications, such as for education, entertainment, and information services. In other words, computers are often required to not only inform users of information but also communicate with them socially. Previous studies explored the design of ambient light displays and suggested that such systems can convey information to people in the periphery of their attention without distracting them from their primary work. However, they mainly focused on using ambient lights to convey certain information. It is still unclear whether and how the lights can influence people's perception and decision-making. To explore this, we performed three experiments using a ping-pong game, Ultimatum game, and Give-Some game, in which we attached an LED strip to the front-bottom of a computer monitor and had it display a set of light expressions. Our evaluation of the results suggested that expressive lights do affect human perception and decision-making. Participants liked and anthropomorphized the computer more when it displayed light animations. Particularly, they perceived the computer as positive and friendlier when it displayed green and low intensity light animation, while red and high intensity light animation was perceived as negative and more hostile. They consequently behaved with more tolerance and cooperation to the computer when it was positive compared with when it was negative. The findings can open up possibilities for the design of ambient light systems for various applications where human-machine interaction is needed

    How to Enrich Information Transfer with Lighting Factors in Human Product Interaction

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    Department of Human and Systems EngineeringVision is the most dominant sense among the five senses of human in terms of perception. Visual perception is impossible without light. The sun as the biggest natural light source provides our life with light. Lighting, representing equipment for producing light, has been developed for us to visually perceive things in the dark such as night. Together with the improvement of artificial light sources, lighting has been utilized in various purposes for our everyday products. The roles of lighting can be defined as four dimensions: Visibility, Information transfer, Visual aesthetic enhancement, and Emotion induction. LED has been used in diverse electronic appliances in order to transfer information to the user. For example, the indicator of a battery charger shows whether or not the batteries are fully charged with lighting. Although LED lighting can be controlled with several factors, current products in the market have adopted only a few factors of the lighting: for example, turning on or off and changing colors to indicate the status. Therefore, this study aims to explore new interaction to transfer information with lighting factors. An experiment was designed to identify how lighting factors can be utilized to transfer information. Lighting factors were determined for the experiment. Six factors of lighting were defined based on literature review: Intensity, Color, Area, Movement, Texture, and Distribution. There are three types of information in human-product interaction: the information of a user, the product and the environment. Three products were chosen to represent each type of information: blood pressure gauge, external hard disk, and ozone concentration indicator. Three scenarios were given for each product depending on what level of information is necessary for the user. In order to control each factor of lighting experimental devices were made with Arduino and LED lighting. 30 participants were recruited for the experiment. They were invited to places where the products are actually used, and took part in the experiment. A retrospective interview was followed at the end of the experiment with each product. The data from the experiment was statistically analyzed. According to the results of statistical analysis, lighting factors can play an important role in information transfer. For example, Movement and Color are most effective factor to deliver information, which was in common between three types of product. The other factors of lighting are influential in information transfer depending on particular types of product. The study also revealed the way that lighting factors are selected is related to how urgently the information should be perceived. This implies that lighting is a useful way to intuitively and fast deliver information to people. However, it is also found out that dazzling lighting is not preferable in case that the information is neither important nor urgent to perceive. Therefore, a conclusion was drawn that lighting is an effective means to transfer information. This study will help designers understand the roles of lighting factors in information transfer and furthermore develop products with lighting that people love to use.ope

    A Design Space for Effective Privacy Notices.

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    ABSTRACT Notifying users about a system's data practices is supposed to enable users to make informed privacy decisions. Yet, current notice and choice mechanisms, such as privacy poli cies, are often ineffective because they are neither usable nor useful, and are therefore ignored by users. Constrained interfaces on mobile devices, wearables, and smart home de vices connected in an Internet of Things exacerbate the is sue. Much research has studied usability issues of privacy notices and many proposals for more usable privacy notices exist. Yet, there is little guidance for designers and develop ers on the design aspects that can impact the effectiveness of privacy notices. In this paper, we make multiple contribu tions to remedy this issue. We survey the existing literature on privacy notices and identify challenges, requirements, and best practices for privacy notice design. Further, we map out the design space for privacy notices by identifying relevant dimensions. This provides a taxonomy and consistent ter minology of notice approaches to foster understanding and reasoning about notice options available in the context of specific systems. Our systemization of knowledge and the developed design space can help designers, developers, and researchers identify notice and choice requirements and de velop a comprehensive notice concept for their system that addresses the needs of different audiences and considers the system's limitations and opportunities for providing notice

    A Design Space for Effective Privacy Notices.

    Get PDF
    ABSTRACT Notifying users about a system's data practices is supposed to enable users to make informed privacy decisions. Yet, current notice and choice mechanisms, such as privacy policies, are often ineffective because they are neither usable nor useful, and are therefore ignored by users. Constrained interfaces on mobile devices, wearables, and smart home devices connected in an Internet of Things exacerbate the issue. Much research has studied usability issues of privacy notices and many proposals for more usable privacy notices exist. Yet, there is little guidance for designers and developers on the design aspects that can impact the effectiveness of privacy notices. In this paper, we make multiple contributions to remedy this issue. We survey the existing literature on privacy notices and identify challenges, requirements, and best practices for privacy notice design. Further, we map out the design space for privacy notices by identifying relevant dimensions. This provides a taxonomy and consistent terminology of notice approaches to foster understanding and reasoning about notice options available in the context of specific systems. Our systemization of knowledge and the developed design space can help designers, developers, and researchers identify notice and choice requirements and develop a comprehensive notice concept for their system that addresses the needs of different audiences and considers the system's limitations and opportunities for providing notice

    Materializing interaction

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, February 2013.Cataloged from PDF version of thesis. "September 2012."Includes bibliographical references (p. 141-148).At the boundary between people, objects and spaces, we encounter a broad range of surfaces. Their properties perform functional roles such as permeability, comfort or illumination, while conveying information such as an object's affordances, composition, or history of use. However, today surfaces are static and can neither adapt to our changing needs, nor communicate dynamic information and sense user input. As technology advances and we progress towards a world imbued with programmable materials, how will designers create physical surfaces that are adaptive and can take full advantage of our sensory apparatus? This dissertation looks at this question through the lens of a three-tier methodology consisting of the development of programmable composites; their application in design and architecture; and contextualization through a broader material and surface taxonomy. The focus is placed primarily on how materials and their aggregate surface properties can be used to engage our senses. A series of design probes and four final implementations are presented, each addressing specific programmable material and surface properties. Surflex, Sprout 1/O, and Shutters are continuous surfaces which can change shape to modify their topology, texture and permeability, and Six-Forty by Four-Eighty is a light-emitting display surface composed of autonomous and reconfigurable physical pixels. The technical and conceptual objectives of these designs are evaluated through exhibitions in a variety of public spaces, such as museums, galleries, fairs, as well as art and design festivals. This dissertation seeks to provide contributions on multiple levels, including: the development of techniques for the creation and control of programmable surfaces; the definition of a vocabulary and taxonomy to describe and compare previous work in this area; and finally, uncovering design principles for the underlying development of future programmable surface aesthetics.by Marcelo Coelho.Ph.D

    Designing AI Experiences: Boundary Representations, Collaborative Processes, and Data Tools

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    Artificial Intelligence (AI) has transformed our everyday interactions with technology through automation, intelligence augmentation, and human-machine partnership. Nevertheless, we regularly encounter undesirable and often frustrating experiences due to AI. A fundamental challenge is that existing software practices for coordinating system and experience designs fall short when creating AI for diverse human needs, i.e., ``human-centered AI'' or HAI. ``AI-first'' development workflows allow engineers to first develop the AI components, and then user experience (UX) designers create end-user experiences around the AI's capabilities. Consequently, engineers encounter end-user blindness when making critical decisions about AI training data needs, implementation logic, behavior, and evaluation. In the conventional ``UX-first'' process, UX designers lack the needed technical understanding of AI capabilities (technological blindness) that limits their ability to shape system design from the ground up. Human-AI design guidelines have been offered to help but neither describe nor prescribe ways to bridge the gaps in needed expertise in creating HAI. In this dissertation, I investigate collaboration approaches between designers and engineers to operationalize the vision for HAI as technology inspired by human intelligence that augments human abilities while addressing societal needs. In a series of studies combining technical HCI research with qualitative studies of AI production in practice, I contribute (1) an approach to software development that blurs rigid design-engineering boundaries, (2) a process model for co-designing AI experiences, and (3) new methods and tools to empower designers by making AI accessible to UX designers. Key findings from interviews with industry practitioners include the need for ``leaky'' abstractions shared between UX and AI designers. Because modular development and separation of concerns fail with HAI design, leaky abstractions afford collaboration across expertise boundaries and support human-centered design solutions through vertical prototyping and constant evaluation. Further, by observing how designers and engineers collaborate on HAI design in an in-lab study, I highlight the role of design `probes' with user data to establish common ground between AI system and UX design specifications, providing a critical tool for shaping HAI design. Finally, I offer two design methods and tool implementations --- Data-Assisted Affinity Diagramming and Model Informed Prototyping --- for incorporating end-user data into HAI design. HAI is necessarily a multidisciplinary endeavor, and human data (in multiple forms) is the backbone of AI systems. My dissertation contributions inform how stakeholders with differing expertise can collaboratively design AI experiences by reducing friction across expertise boundaries and maintaining agency within team roles. The data-driven methods and tools I created provide direct support for software teams to tackle the novel challenges of designing with data. Finally, this dissertation offers guidance for imagining future design tools for human-centered systems that are accessible to diverse stakeholders.PHDInformationUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/169917/1/harihars_1.pd
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