33 research outputs found

    Understanding and improving subjective measures in human-computer interaction

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    In Human-Computer Interaction (HCI), research has shifted from a focus on usability and performance towards the holistic notion of User Experience (UX). Research into UX places special emphasis on concepts from psychology, such as emotion, trust, and motivation. Under this paradigm, elaborate methods to capture the richness and diversity of subjective experiences are needed. Although psychology offers a long-standing tradition of developing self-reported scales, it is currently undergoing radical changes in research and reporting practice. Hence, UX research is facing several challenges, such as the widespread use of ad-hoc questionnaires with unknown or unsatisfactory psychometric properties, or a lack of replication and transparency. Therefore, this thesis contributes to several gaps in the research by developing and validating self-reported scales in the domain of user motivation (manuscript 1), perceived user interface language quality (manuscript 2), and user trust (manuscript 3). Furthermore, issues of online research and practical considerations to ensure data quality are empirically examined (manuscript 4). Overall, this thesis provides well-documented templates for scale development, and may help improve scientific rigor in HCI

    How to Measure the Game Experience? Analysis of the Factor Structure of Two Questionnaires

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    We describe and report the analysis of two widely used questionnaires to measure the player experience in digital games. In order to contribute to the further validation and meaningful application of the PENS and GEQ we examined the underlying factorial structure of both questionnaires. Four hundred and forty-seven participants played two different games and rated them on a set of various variables including the PENS and GEQ. Consistent with previous research we gained additional insight into optimization of both measurements. While the factor structure of the PENS appears to be consistent and invariant across two different games, the GEQ reveals weaknesses in fulfilling these requirements

    Measuring user rated language quality: Development and validation of the user interface Language Quality Survey (LQS)

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    Written text plays a special role in user interfaces. Key information in interaction elements and content are mostly conveyed through text. The global context, where software has to run in multiple geographical and cultural regions, requires software developers to translate their interfaces into many different languages. This translation process is prone to errors – therefore the question of how language quality can be measured is important. This paper presents the development of a questionnaire to measure user interface language quality (LQS). After a first validation of the instrument with 843 participants, a final set of 10 items remained, which was tested again (). The survey showed a high internal consistency (Cronbach׳s α) of .82, acceptable discriminatory power coefficients (.34–.47), as well as a moderate average homogeneity of .36. The LQS also showed moderate correlation to UMUX, an established usability metric (convergent validity), and it successfully distinguished high and low language quality (discriminative validity). The application to three different products (YouTube, Google Analytics, Google AdWords) revealed similar key statistics, providing evidence that this survey is product-independent. Meanwhile, the survey has been translated and applied to more than 60 languages

    Breaking immersion: A theoretical framework of alienated play to facilitate critical reflection on interactive media

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    There is a growing interest in understanding how to best represent complexity using IDNs. We conceptualize this as the aim to make players of such IDNs reflect critically on the complexity being represented. We argue that current understandings of player experience do not lend themselves to this aim. Research on interactive media has assumed immersion to be a universal positive for the player experience. However, in this article we argue that immersion into the Magic Circle of an IDN could be antagonistic to a critical experience. This is because immersion persuades players into suspending their disbelief, rather than facilitating critical reflection. Instead we propose, on the basis of the Epic Theater, an alternative form of play called alienated play. Meaning, a form of play in which the player is playing, while also observing themselves play. This form of play should allow for players to benefit from the enjoyable nature of play, while simultaneously remaining at a critical distance. To illustrate our theory we design two models, one for immersed play and one for alienated play. Furthermore, we present examples of the design for alienation in commercial video games, as well as hypotheses to test out theory in future research. Therefore, this work contributes an initial theoretical and practical informed form of play, specifically designed to facilitate critical reflection on IDNs representing complexity

    Online Playtesting With Crowdsourcing: Advantages and Challenges

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    Answering important design questions and delivering actionable insights within a couple of days is invaluable. Traditional playtests are often time consuming, expensive and deliver insights based on only a small sample of participants. Crowdsourced playtests may deliver comparable quality of feedback with less resources. However, several aspects have to be considered in order to receive meaningful and actionable results. Based on our experience, we provide five recommendations to ensure data quality and prevent fraud. Taken together, this suggests that crowd-sourced playtesting is a promising alternative for indie, non-profit and academic Games User Research

    The quality of data collected online: An investigation of careless responding in a crowdsourced sample

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    Despite recent concerns about data quality, various academic fields rely increasingly on crowdsourced samples. Thus, the goal of this study was to systematically assess carelessness in a crowdsourced sample (N = 394) by applying various measures and detection methods. A Latent Profile Analysis revealed that 45.9% of the participants showed some form of careless behavior. Excluding these participants increased the effect size in an experiment included in the survey. Based on our findings, several recommendations of easy to apply measures for assessing data quality are given

    Certification Labels for Trustworthy AI: Insights From an Empirical Mixed-Method Study

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    Auditing plays a pivotal role in the development of trustworthy AI. However, current research primarily focuses on creating auditable AI documentation, which is intended for regulators and experts rather than end-users affected by AI decisions. How to communicate to members of the public that an AI has been audited and considered trustworthy remains an open challenge. This study empirically investigated certification labels as a promising solution. Through interviews (N = 12) and a census-representative survey (N = 302), we investigated end-users' attitudes toward certification labels and their effectiveness in communicating trustworthiness in low- and high-stakes AI scenarios. Based on the survey results, we demonstrate that labels can significantly increase end-users' trust and willingness to use AI in both low- and high-stakes scenarios. However, end-users' preferences for certification labels and their effect on trust and willingness to use AI were more pronounced in high-stake scenarios. Qualitative content analysis of the interviews revealed opportunities and limitations of certification labels, as well as facilitators and inhibitors for the effective use of labels in the context of AI. For example, while certification labels can mitigate data-related concerns expressed by end-users (e.g., privacy and data protection), other concerns (e.g., model performance) are more challenging to address. Our study provides valuable insights and recommendations for designing and implementing certification labels as a promising constituent within the trustworthy AI ecosystem

    Exploring the effects of human-centered AI explanations on trust and reliance

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    Transparency is widely regarded as crucial for the responsible real-world deployment of artificial intelligence (AI) and is considered an essential prerequisite to establishing trust in AI. There are several approaches to enabling transparency, with one promising attempt being human-centered explanations. However, there is little research into the effectiveness of human-centered explanations on end-users' trust. What complicates the comparison of existing empirical work is that trust is measured in different ways. Some researchers measure subjective trust using questionnaires, while others measure objective trust-related behavior such as reliance. To bridge these gaps, we investigated the effects of two promising human-centered post-hoc explanations, feature importance and counterfactuals, on trust and reliance. We compared these two explanations with a control condition in a decision-making experiment (N = 380). Results showed that human-centered explanations can significantly increase reliance but the type of decision-making (increasing a price vs. decreasing a price) had an even greater influence. This challenges the presumed importance of transparency over other factors in human decision-making involving AI, such as potential heuristics and biases. We conclude that trust does not necessarily equate to reliance and emphasize the importance of appropriate, validated, and agreed-upon metrics to design and evaluate human-centered AI

    Crowdsourcing hypothesis tests: Making transparent how design choices shape research results

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    To what extent are research results influenced by subjective decisions that scientists make as they design studies? Fifteen research teams independently designed studies to answer fiveoriginal research questions related to moral judgments, negotiations, and implicit cognition. Participants from two separate large samples (total N > 15,000) were then randomly assigned to complete one version of each study. Effect sizes varied dramatically across different sets of materials designed to test the same hypothesis: materials from different teams renderedstatistically significant effects in opposite directions for four out of five hypotheses, with the narrowest range in estimates being d = -0.37 to +0.26. Meta-analysis and a Bayesian perspective on the results revealed overall support for two hypotheses, and a lack of support for three hypotheses. Overall, practically none of the variability in effect sizes was attributable to the skill of the research team in designing materials, while considerable variability was attributable to the hypothesis being tested. In a forecasting survey, predictions of other scientists were significantly correlated with study results, both across and within hypotheses. Crowdsourced testing of research hypotheses helps reveal the true consistency of empirical support for a scientific claim.</div

    Disassembling gamification: the effects of points and meaning on user motivation and performance

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    Interest in gamification is growing steadily. But as the underlying mechanisms of gamification are not well understood yet, a closer examination of a gamified activity’s meaning and individual game design elements may provide more insights. We examine the effects of points – a basic element of gamification, – and meaningful framing – acknowledging participants’ contribution to a scientific cause, – on intrinsic motivation and performance in an online image annotation task. Based on these findings, we discuss implications and opportunities for future research on gamification
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