33 research outputs found
Interacting with Masculinities: A Scoping Review
Gender is a hot topic in the field of human-computer interaction (HCI). Work
has run the gamut, from assessing how we embed gender in our computational
creations to correcting systemic sexism, online and off. While gender is often
framed around women and femininities, we must recognize the genderful nature of
humanity, acknowledge the evasiveness of men and masculinities, and avoid
burdening women and genderful folk as the central actors and targets of change.
Indeed, critical voices have called for a shift in focus to masculinities, not
only in terms of privilege, power, and patriarchal harms, but also
participation, plurality, and transformation. To this end, I present a 30-year
history of masculinities in HCI work through a scoping review of 126 papers
published to the ACM Human Factors in Computing Systems (CHI) conference
proceedings. I offer a primer and agenda grounded in the CHI and extant
literatures to direct future work.Comment: 12 page
"I'm" Lost in Translation: Pronoun Missteps in Crowdsourced Data Sets
As virtual assistants continue to be taken up globally, there is an
ever-greater need for these speech-based systems to communicate naturally in a
variety of languages. Crowdsourcing initiatives have focused on multilingual
translation of big, open data sets for use in natural language processing
(NLP). Yet, language translation is often not one-to-one, and biases can
trickle in. In this late-breaking work, we focus on the case of pronouns
translated between English and Japanese in the crowdsourced Tatoeba database.
We found that masculine pronoun biases were present overall, even though
plurality in language was accounted for in other ways. Importantly, we detected
biases in the translation process that reflect nuanced reactions to the
presence of feminine, neutral, and/or non-binary pronouns. We raise the issue
of translation bias for pronouns and offer a practical solution to embed
plurality in NLP data sets.Comment: 6 page
The Systematic Review-lution: A Manifesto to Promote Rigour and Inclusivity in Research Synthesis
The field of human-computer interaction (HCI) is maturing. Systematic
reviews, a staple of many disciplines, play an important and often essential
role in how each field contributes to human knowledge. On this prospect, we
argue that our meta-level approach to research within HCI needs a revolution.
First, we echo previous calls for greater rigour in primary research reporting
with a view towards supporting knowledge synthesis in secondary research.
Second, we must decide as a community how to carry out systematic review work
in light of the many ways that knowledge is produced within HCI (rigour in
secondary research methods and epistemological inclusivity). In short, our
manifesto is this: we need to develop and make space for an inclusive but
rigorous set of standards that supports systematic review work in HCI, through
careful consideration of both primary and secondary research methods,
expectations, and infrastructure. We call for any and all fellow systematic
review-lutionaries to join us.Comment: 11 page
The Tiresias Effect: Feedforward using Light versus Temperature in a Tangible User Interface
In this paper we discuss how light and temperature information can be designed to affect feedforward in a tangible user interface (TUI). In particular we focus on temperature, which has not been widely considered as a mode of information representation in feedback or feedforward. We describe a prototype that implements both information modes in a TUI. Finally, we outline a user study in which these modes are explored as feedforward coaching devices for a decision-making task. The expected outcomes are an understanding of the role of temperature as information for feedforward in TUIs and a set of design guidelines for designers of tangibles working with these physical characteristics
Not Only WEIRD but "Uncanny"? A Systematic Review of Diversity in Human-Robot Interaction Research
Critical voices within and beyond the scientific community have pointed to a
grave matter of concern regarding who is included in research and who is not.
Subsequent investigations have revealed an extensive form of sampling bias
across a broad range of disciplines that conduct human subjects research called
"WEIRD": Western, Educated, Industrial, Rich, and Democratic. Recent work has
indicated that this pattern exists within human-computer interaction (HCI)
research, as well. How then does human-robot interaction (HRI) fare? And could
there be other patterns of sampling bias at play, perhaps those especially
relevant to this field of study? We conducted a systematic review of the
premier ACM/IEEE International Conference on Human-Robot Interaction
(2006-2022) to discover whether and how WEIRD HRI research is. Importantly, we
expanded our purview to other factors of representation highlighted by critical
work on inclusion and intersectionality as potentially underreported,
overlooked, and even marginalized factors of human diversity. Findings from 827
studies across 749 papers confirm that participants in HRI research also tend
to be drawn from WEIRD populations. Moreover, we find evidence of limited,
obscured, and possible misrepresentation in participant sampling and reporting
along key axes of diversity: sex and gender, race and ethnicity, age, sexuality
and family configuration, disability, body type, ideology, and domain
expertise. We discuss methodological and ethical implications for recruitment,
analysis, and reporting, as well as the significance for HRI as a base of
knowledge.Comment: Published at IJSR/SORO, Int J of Soc Robotics (2023
Eudaimonic flourishment through healthcare system participation in annotating electronic health records
We have suggested elsewhere that technology, systems, and services designed for human use in
pursuing the “good life” should consider states of eudaimonic flourishing as well as hedonic pleasure
as design goals, along with traditional ergonomic factors. Here we consider how eudaimonic
systemic design principles can be applied to the design challenge of creating a personal health
record (PHR) system that can be owned and managed by the person the record is about. We develop
an idea of a record that links the person's self‐reported experience of eudaimonic flourishing to
electronic medical records of a system's perspective on that person's health. The idea is to create a
record for guiding salutogenesis despite a complex chronic care condition that is episodically
disabling like incurable chronic pain. Using the concept of nourishment as an analogy, we advance
the concept of flourishment. We define a systemic design framework for a PHR domain that can host
a personal record of eudaimonic flourishment and engaged resilience (a PREFER domain). That
domain needs to track personally experienced consequences of the outputs of specific healthcare
system services in terms of their impact in driving a virtuous cycle of flourishment. We take the
position that eudaimonic flourishing is essentially a sense‐making process, and discuss the overlap
between the concepts of well‐being and of eudaimonic flourishing. (217)
Exoskeleton for the Mind: Exploring Strategies Against Misinformation with a Metacognitive Agent
Misinformation is a global problem in modern social media platforms with few
solutions known to be effective. Social media platforms have offered tools to
raise awareness of information, but these are closed systems that have not been
empirically evaluated. Others have developed novel tools and strategies, but
most have been studied out of context using static stimuli, researcher prompts,
or low fidelity prototypes. We offer a new anti-misinformation agent grounded
in theories of metacognition that was evaluated within Twitter. We report on a
pilot study (n=17) and multi-part experimental study (n=57, n=49) where
participants experienced three versions of the agent, each deploying a
different strategy. We found that no single strategy was superior over the
control. We also confirmed the necessity of transparency and clarity about the
agent's underlying logic, as well as concerns about repeated exposure to
misinformation and lack of user engagement.Comment: Pages 209-22
Wizundry: A Cooperative Wizard of Oz Platform for Simulating Future Speech-based Interfaces with Multiple Wizards
Wizard of Oz (WoZ) as a prototyping method has been used to simulate
intelligent user interfaces, particularly for speech-based systems. However, as
our societies' expectations on artificial intelligence (AI) grows, the question
remains whether a single Wizard is sufficient for it to simulate smarter
systems and more complex interactions. Optimistic visions of 'what artificial
intelligence (AI) can do' places demands on WoZ platforms to simulate smarter
systems and more complex interactions. This raises the question of whether the
typical approach of employing a single Wizard is sufficient. Moreover, while
existing work has employed multiple Wizards in WoZ studies, a multi-Wizard
approach has not been systematically studied in terms of feasibility,
effectiveness, and challenges. We offer Wizundry, a real-time, web-based WoZ
platform that allows multiple Wizards to collaboratively operate a
speech-to-text based system remotely. We outline the design and technical
specifications of our open-source platform, which we iterated over two design
phases. We report on two studies in which participant-Wizards were tasked with
negotiating how to cooperatively simulate an interface that can handle natural
speech for dictation and text editing as well as other intelligent text
processing tasks. We offer qualitative findings on the Multi-Wizard experience
for Dyads and Triads of Wizards. Our findings reveal the promises and
challenges of the multi-Wizard approach and open up new research questions.Comment: 34 page