11 research outputs found

    Understanding Mental Models of AI through Player-AI Interaction

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    Designing human-centered AI-driven applications require deep understandings of how people develop mental models of AI. Currently, we have little knowledge of this process and limited tools to study it. This paper presents the position that AI-based games, particularly the player-AI interaction component, offer an ideal domain to study the process in which mental models evolve. We present a case study to illustrate the benefits of our approach for explainable AI

    Selection of and Response to Physical Activity--Based Social Comparisons in a Digital Environment: Series of Daily Assessment Studies

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    BACKGROUND: Innovative approaches are needed to understand barriers to and facilitators of physical activity among insufficiently active adults. Although social comparison processes (ie, self-evaluations relative to others) are often used to motivate physical activity in digital environments, user preferences and responses to comparison information are poorly understood. OBJECTIVE: We used an iterative approach to better understand users\u27 selection of comparison targets, how they interacted with their selected targets, and how they responded to these targets. METHODS: Across 3 studies, different samples of insufficiently active college students used the Fitbit system (Fitbit LLC) to track their steps per day as well as a separate, adaptive web platform each day for 7 to 9 days (N=112). The adaptive platform was designed with different layouts for each study; each allowed participants to select their preferred comparison target from various sets of options, view the desired amount of information about their selected target, and rate their physical activity motivation before and after viewing information about their selected target. Targets were presented as achieving physical activity at various levels below and above their own, which were accessed via the Fitbit system each day. We examined the types of comparison target selections, time spent viewing and number of elements viewed for each type of target, and day-level associations between comparison selections and physical activity outcomes (motivation and behavior). RESULTS: Study 1 (n=5) demonstrated that the new web platform could be used as intended and that participants\u27 interactions with the platform (ie, the type of target selected, the time spent viewing the selected target\u27s profile, and the number of profile elements viewed) varied across the days. Studies 2 (n=53) and 3 (n=54) replicated these findings; in both studies, age was positively associated with time spent viewing the selected target\u27s profile and the number of profile elements viewed. Across all studies, upward targets (who had more steps per day than the participant) were selected more often than downward targets (who had fewer steps per day than the participant), although only a subset of either type of target selection was associated with benefits for physical activity motivation or behavior. CONCLUSIONS: Capturing physical activity-based social comparison preferences is feasible in an adaptive digital environment, and day-to-day differences in preferences for social comparison targets are associated with day-to-day changes in physical activity motivation and behavior. Findings show that participants only sometimes focus on the comparison opportunities that support their physical activity motivation or behavior, which helps explain previous, equivocal findings regarding the benefits of physical activity-based comparisons. Additional investigation of day-level determinants of comparison selections and responses is needed to fully understand how best to harness comparison processes in digital tools to promote physical activity

    Player-AI Interaction: What Neural Network Games Reveal About AI as Play

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    The advent of artificial intelligence (AI) and machine learning (ML) bring human-AI interaction to the forefront of HCI research. This paper argues that games are an ideal domain for studying and experimenting with how humans interact with AI. Through a systematic survey of neural network games (n = 38), we identified the dominant interaction metaphors and AI interaction patterns in these games. In addition, we applied existing human-AI interaction guidelines to further shed light on player-AI interaction in the context of AI-infused systems. Our core finding is that AI as play can expand current notions of human-AI interaction, which are predominantly productivity-based. In particular, our work suggests that game and UX designers should consider flow to structure the learning curve of human-AI interaction, incorporate discovery-based learning to play around with the AI and observe the consequences, and offer users an invitation to play to explore new forms of human-AI interaction

    iNNk: A Multi-Player Game to Deceive a Neural Network

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    This paper presents iNNK, a multiplayer drawing game where human players team up against an NN. The players need to successfully communicate a secret code word to each other through drawings, without being deciphered by the NN. With this game, we aim to foster a playful environment where players can, in a small way, go from passive consumers of NN applications to creative thinkers and critical challengers
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