1,045 research outputs found

    THE EFFECT OF CHATBOTS RESPONSE LATENCY ON USERS’ TRUST

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    Chatbots are widely used as conversational agents and being designed using anthropomorphic design guidelines. However, response latency (response latency is the time it takes for a chatbot/person to provide a response immediately after receiving a message) as an anthropomorphic design cue in a conversational user interface has not been the subject of many studies. Even though the system's response latency has an undeniable effect on users' satisfaction and performance, the connection between users' trust and chatbots' response time is not addressed. A critical reason that executives are reluctant to implement chatbots for their businesses is the user adoption hesitancy. Customers and users are unwilling to engage with a chatbot because they do not trust chatbot. Therefore, this study used empirical data collected from chatbot users to investigate the effect of chatbots response latency on users’ trust – cognitive and affective trust. The results of this study suggest that dynamically delaying chatbot response increases users’ cognitive trust but has no significant impact on users’ affective trust. General sentiment analysis on chatbot users’ responses to an open-ended question that describes their experiences interacting with chatbots suggests that dynamically delaying chatbot response produces higher positive sentiment and trust sentiment than near-instant chatbot response. Other findings are discussed and some ideas for future research are also presented in this paper

    Experience Prototyping for Automotive Applications

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    In recent years, we started to define our life through experiences we make instead of objectswe buy. To attend a concert of our favorite musician may be more important for us thanowning an expensive stereo system. Similarly, we define interactive systems not only by thequality of the display or its usability, but rather by the experiences we can make when usingthe device. A cell phone is primarily built for making calls and receiving text messages,but on an emotional level it might provide a way to be close to our loved ones, even thoughthey are far away sometimes. When designing interactive technology, we do not only haveto answer the question how people use our systems, but also why they use them. Thus,we need to concentrate on experiences, feelings and emotions arising during interaction.Experience Design is an approach focusing on the story that a product communicates beforeimplementing the system. In an interdisciplinary team of psychologists, industrial designers, product developers andspecialists in human-computer interaction, we applied an Experience Design process to theautomotive domain. A major challenge for car manufacturers is the preservation of theseexperiences throughout the development process. When implementing interactive systemsengineers rely on technical requirements and a set of constraints (e.g., safety) oftentimescontradicting aspects of the designed experience. To resolve this conflict, Experience Prototypingis an important tool translating experience stories to an actual interactive product. With this thesis I investigate the Experience Design process focusing on Experience Prototyping.Within the automotive context, I report on three case studies implementing threekinds of interactive systems, forming and following our approach. I implemented (1) anelectric vehicle information system called Heartbeat, communicating the state of the electricdrive and the batteries to the driver in an unobtrusive and ensuring way. I integrated Heartbeatinto the dashboard of a car mock-up with respect to safety and space requirements butat the same time holding on to the story in order to achieve a consistent experience. With (2)the Periscope I implemented a mobile navigation device enhancing the social and relatednessexperiences of the passengers in the car. I built and evaluated several experience prototypesin different stages of the design process and showed that they transported the designed experiencethroughout the implementation of the system. Focusing on (3) the experience offreehand gestures, GestShare explored this interaction style for in-car and car-to-car socialexperiences. We designed and implemented a gestural prototypes for small but effectivesocial interactions between drivers and evaluated the system in the lab and and in-situ study. The contributions of this thesis are (1) a definition of Experience Prototyping in the automotivedomain resulting from a literature review and my own work, showing the importanceand feasibility of Experience Prototyping for Experience Design. I (2) contribute three casestudies and describe the details of several prototypes as milestones on the way from a anexperience story to an interactive system. I (3) derive best practices for Experience Prototypingconcerning their characteristics such as fidelity, resolution and interactivity as well asthe evaluation in the lab an in situ in different stages of the process.Wir definieren unser Leben zunehmend durch Dinge, die wir erleben und weniger durchProdukte, die wir kaufen. Ein Konzert unseres Lieblingsmusikers zu besuchen kann dabeiwichtiger sein, als eine teure Stereoanlage zu besitzen. Auch interaktive Systeme bewertenwir nicht mehr nur nach der QualitĂ€t des Displays oder der Benutzerfreundlichkeit, sondernauch nach Erlebnissen, die durch die Benutzung möglich werden. Das Smartphone wurdehauptsĂ€chlich zum Telefonieren und Schreiben von Nachrichten entwickelt. Auf einer emotionalenEbene bietet es uns aber auch eine Möglichkeit, wichtigen Personen sehr nah zusein, auch wenn sie manchmal weit weg sind. Bei der Entwicklung interaktiver Systememüssen wir uns daher nicht nur fragen wie, sondern auch warum diese benutzt werden. Erlebnisse,Gefühle und Emotionen, die wĂ€hrend der Interaktion entstehen, spielen dabei einewichtige Rolle. Experience Design ist eine Disziplin, die sich auf Geschichten konzentriert,die ein Produkt erzĂ€hlt, bevor es tatsĂ€chlich implementiert wird. In einem interdisziplinĂ€ren Team aus Psychologen, Industrie-Designern, Produktentwicklernund Spezialisten der Mensch-Maschine-Interaktion wurde ein Prozess zur Erlebnis-Gestaltung im automobilen Kontext angewandt. Die Beibehaltung von Erlebnissen über dengesamten Entwicklungsprozess hinweg ist eine große Herausforderung für Automobilhersteller.Ingenieure hĂ€ngen bei der Implementierung interaktiver Systeme von technischen,sicherheitsrelevanten und ergonomischen Anforderungen ab, die oftmals dem gestaltetenErlebnis widersprechen. Die Bereitstellung von Erlebnis-Prototypen ermöglicht die Übersetzungvon Geschichten in interaktive Produkte und wirkt daher diesem Konflikt entgegen. Im Rahmen dieser Dissertation untersuche ich den Prozess zur Erlebnis-Gestaltung hinsichtlichder Bedeutung von Erlebnis-Prototypen. Ich berichte von drei Fallbeispielen im automobilenBereich, die die Gestaltung und Implementierung verschiedener interaktiver Systemenumfassen. (1) Ein Informationssystem für Elektrofahrzeuge, der Heartbeat, macht den Zustanddes elektrischen Antriebs und den Ladestand der Batterien für den Fahrer visuell undhaptisch erlebbar. Nach der Implementierung mehrerer Prototypen wurde Heartbeat unterBerücksichtigung verschiedener technischer und sicherheitsrelevanter Anforderungen in dieArmaturen eines Fahrzeugmodells integriert, ohne dass dabei das gestaltete Erlebnis verlorengegangen ist. (2) Das Periscope ist ein mobiles NavigationsgerĂ€t, das den Insassensoziale Erlebnisse ermöglicht und das Verbundenheitsgefühl stĂ€rkt. Durch die Implementierungmehrere Erlebnis-Prototypen und deren Evaluation in verschiedenen Phasen des Entwicklungsprozesseskonnten die gestalteten Erlebnisse konsistent erhalten werden. (3) ImProjekt GestShare wurde das Potential der Interaktion durch Freiraumgesten im Fahrzeuguntersucht. Dabei standen ein Verbundenheitserlebnis des Fahrers und soziale Interaktionenmit Fahrern anderer Fahrzeuge im Fokus. Es wurden mehrere Prototypen implementiert undauch in einer Verkehrssituation evaluiert. Die wichtigsten BeitrĂ€ge dieser Dissertation sind (1) eine intensive Betrachtung und Anwendungvon Erlebnis-Prototypen im Auto und deren Relevanz bei der Erlebnis-Gestaltung,beruhend auf einer Literaturauswertung und der eigenen Erfahrung innerhalb des Projekts; (2) drei Fallstudien und eine detaillierte Beschreibung mehrere Prototypen in verschiedenenPhasen des Prozesses und (3) Empfehlungen zu Vorgehensweisen bei der Erstellung vonErlebnis-Prototypen hinsichtlich der Eigenschaften wie NĂ€he zum finalen Produkt, Anzahlder implementierten Details und InteraktivitĂ€t sowie zur Evaluation im Labor und in tatsĂ€chlichenVerkehrssituationen in verschiedenen Phasen des Entwicklungsprozesses

    A Framework For Abstracting, Designing And Building Tangible Gesture Interactive Systems

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    This thesis discusses tangible gesture interaction, a novel paradigm for interacting with computer that blends concepts from the more popular fields of tangible interaction and gesture interaction. Taking advantage of the human innate abilities to manipulate physical objects and to communicate through gestures, tangible gesture interaction is particularly interesting for interacting in smart environments, bringing the interaction with computer beyond the screen, back to the real world. Since tangible gesture interaction is a relatively new field of research, this thesis presents a conceptual framework that aims at supporting future work in this field. The Tangible Gesture Interaction Framework provides support on three levels. First, it helps reflecting from a theoretical point of view on the different types of tangible gestures that can be designed, physically, through a taxonomy based on three components (move, hold and touch) and additional attributes, and semantically, through a taxonomy of the semantic constructs that can be used to associate meaning to tangible gestures. Second, it helps conceiving new tangible gesture interactive systems and designing new interactions based on gestures with objects, through dedicated guidelines for tangible gesture definition and common practices for different application domains. Third, it helps building new tangible gesture interactive systems supporting the choice between four different technological approaches (embedded and embodied, wearable, environmental or hybrid) and providing general guidance for the different approaches. As an application of this framework, this thesis presents also seven tangible gesture interactive systems for three different application domains, i.e., interacting with the In-Vehicle Infotainment System (IVIS) of the car, the emotional and interpersonal communication, and the interaction in a smart home. For the first application domain, four different systems that use gestures on the steering wheel as interaction means with the IVIS have been designed, developed and evaluated. For the second application domain, an anthropomorphic lamp able to recognize gestures that humans typically perform for interpersonal communication has been conceived and developed. A second system, based on smart t-shirts, recognizes when two people hug and reward the gesture with an exchange of digital information. Finally, a smart watch for recognizing gestures performed with objects held in the hand in the context of the smart home has been investigated. The analysis of existing systems found in literature and of the system developed during this thesis shows that the framework has a good descriptive and evaluative power. The applications developed during this thesis show that the proposed framework has also a good generative power.Questa tesi discute l’interazione gestuale tangibile, un nuovo paradigma per interagire con il computer che unisce i principi dei piĂč comuni campi di studio dell’interazione tangibile e dell’interazione gestuale. Sfruttando le abilitĂ  innate dell’uomo di manipolare oggetti fisici e di comunicare con i gesti, l’interazione gestuale tangibile si rivela particolarmente interessante per interagire negli ambienti intelligenti, riportando l’attenzione sul nostro mondo reale, al di lĂ  dello schermo dei computer o degli smartphone. PoichĂ© l’interazione gestuale tangibile Ăš un campo di studio relativamente recente, questa tesi presenta un framework (quadro teorico) che ha lo scopo di assistere lavori futuri in questo campo. Il Framework per l’Interazione Gestuale Tangibile fornisce supporto su tre livelli. Per prima cosa, aiuta a riflettere da un punto di vista teorico sui diversi tipi di gesti tangibili che possono essere eseguiti fisicamente, grazie a una tassonomia basata su tre componenti (muovere, tenere, toccare) e attributi addizionali, e che possono essere concepiti semanticamente, grazie a una tassonomia di tutti i costrutti semantici che permettono di associare dei significati ai gesti tangibili. In secondo luogo, il framework proposto aiuta a concepire nuovi sistemi interattivi basati su gesti tangibili e a ideare nuove interazioni basate su gesti con gli oggetti, attraverso linee guida per la definizione di gesti tangibili e una selezione delle migliore pratiche per i differenti campi di applicazione. Infine, il framework aiuta a implementare nuovi sistemi interattivi basati su gesti tangibili, permettendo di scegliere tra quattro differenti approcci tecnologici (incarnato e integrato negli oggetti, indossabile, distribuito nell’ambiente, o ibrido) e fornendo una guida generale per la scelta tra questi differenti approcci. Come applicazione di questo framework, questa tesi presenta anche sette sistemi interattivi basati su gesti tangibili, realizzati per tre differenti campi di applicazione: l’interazione con i sistemi di infotainment degli autoveicoli, la comunicazione interpersonale delle emozioni, e l’interazione nella casa intelligente. Per il primo campo di applicazione, sono stati progettati, sviluppati e testati quattro differenti sistemi che usano gesti tangibili effettuati sul volante come modalitĂ  di interazione con il sistema di infotainment. Per il secondo campo di applicazione, Ăš stata concepita e sviluppata una lampada antropomorfica in grado di riconoscere i gesti tipici dell’interazione interpersonale. Per lo stesso campo di applicazione, un secondo sistema, basato su una maglietta intelligente, riconosce quando due persone si abbracciano e ricompensa questo gesto con uno scambio di informazioni digitali. Infine, per l’interazione nella casa intelligente, Ăš stata investigata la realizzazione di uno smart watch per il riconoscimento di gesti eseguiti con oggetti tenuti nella mano. L’analisi dei sistemi interattivi esistenti basati su gesti tangibili permette di dimostrare che il framework ha un buon potere descrittivo e valutativo. Le applicazioni sviluppate durante la tesi mostrano che il framework proposto ha anche un valido potere generativo

    Human Factors:Sustainable life and mobility

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