47 research outputs found

    AIXE. Building a scale to evaluate the UX of AI-infused products

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    Despite the diffusion of artifacts integrating AI systems, current UX evaluation methods are not yet prepared nor comprehensive enough to include the unique traits characterizing them. That is the main premise of the [removed for blind review] project, which developed a new method to assess AI-infused artifacts. The contribution traces all the research steps that have been necessary to build AIXE, a specific and comprehensive scale framed as a questionnaire with 33 items, and aimed to support the understanding of the core UX qualities of this spreading technology. Specifically, it presents the three main phases of the research, which include: (i) the exploration of the state-of-the-art of current UX methods and reflections about AI-infused objects, (ii) the identification of dimensions and descriptors (second and first order variables) to construct an attitude scale using mixed methods sharing a human-centered approach, and (iii) the validation of the scale with an exploratory and a confirmatory factor analysis

    Embedding Intelligence. Designerly reflections on AI-infused products

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    Artificial intelligence is more-or-less covertly entering our lives and houses, embedded into products and services that are acquiring novel roles and agency on users. Products such as virtual assistants represent the first wave of materializa- tion of artificial intelligence in the domestic realm and beyond. They are new interlocutors in an emerging redefined relationship between humans and computers. They are agents, with miscommunicated or unclear proper- ties, performing actions to reach human-set goals. They embed capabilities that industrial products never had. They can learn users’ preferences and accordingly adapt their responses, but they are also powerful means to shape people’s behavior and build new practices and habits. Nevertheless, the way these products are used is not fully exploiting their potential, and frequently they entail poor user experiences, relegating their role to gadgets or toys. Furthermore, AI-infused products need vast amounts of personal data to work accurately, and the gathering and processing of this data are often obscure to end-users. As well, how, whether, and when it is preferable to implement AI in products and services is still an open debate. This condition raises critical ethical issues about their usage and may dramatically impact users’ trust and, ultimately, the quality of user experience. The design discipline and the Human-Computer Interaction (HCI) field are just beginning to explore the wicked relationship between Design and AI, looking for a definition of its borders, still blurred and ever-changing. The book approaches this issue from a human-centered standpoint, proposing designerly reflections on AI-infused products. It addresses one main guiding question: what are the design implications of embedding intelligence into everyday objects

    Interactive Players. LBMGs from a Design Perspective

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    Adopting a player-centered approach, this contribution delves into the relationship and interactions LBMGs activate among people (between players, and among players and non-players), with the device, and with the spaces wherein the play activity takes place. In consequence, it taps into three different levels of implications: social, technological and spatial. It reports on some empirical advances gathered from a three-years analysis on three BSc courses and a total amount of 44 Location Based Mobile Games deliberately designed for prompting challenging interactions between the digital world and physical elements in the real space. Taking advantage of the potentialities of being situated and technology-supported, they enhance and facilitate immersion and sense of agency within the game. What emerges is a novel interpretation of LBMGs players as “interactive agents”, engaged in meaningful interactions with other persons, with the space and with technology

    Case studies

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    Il turista è mobile

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    La mobile technology sta modificando le logiche di interazione con lo spazio e le persone. Una rivoluzione dalle potenzialitĂ  ancora incomprese che coinvolge a pieno titolo il turismo

    Musei, fruizione culturale e tecnologie. Luoghi, persone, storie

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    The access to cultural heritage resources is a large-scale phenomenon which relates cultural institutions with a very diversified audience whose expectations are modifying. Digital technologies play a decisive role in this change: just think of the revolution brought by smartphones and tablets, which have the potentialities of desktop pc together with portability. The article focuses on these technologies, looking at mobile devices as tools that enable new relationships between visitors, places and stories, analyzing national and international experiences which propose an innovative use of such devices

    Cultural Heritage and Mobile Technologies. Towards a design framework.

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    The paper presents the results of a research aimed at providing designers and developers with tools able to guide a conscious design of cultural mobile experiences, fully exploiting the potentials of mobile technologies, with clear objectives and the awareness of the means to achieve them. The research fits into the field of mobile interpretation for GLAMs with a particular focus on mobile gaming and how it can foster learning, socialization and engagement. The paper describes the context in which the research is grafted, the methodology, the insights and proposes and discusses a design framework

    Mobile technologies and cultural heritage. Towards a design approach.

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    The large-scale access to cultural resources, the current change in the audience expectations, together with an underuse of the potentialities offered by mobile technologies call for a rethinking of the role of mobile interpretation within cultural institutions. The book fits in the area of intersection between cultural heritage and mobile technology, dealing the topic from a design perspective. The main aim is indeed to provide designers and developers with a framework able to guide a conscious design of cultural mobile experiences, fully exploiting the potentials of these technologies with clear objectives and the awareness of the means to achieve them. Meaning making and social engagement in cultural institutions at large as well as the world of mobile gaming are addressed in the book in order to get insights and to provide the design framework with theoretical scaffolding. Case studies and prior findings from literature review inform the design framework that is described in detail. The book is addressed to the academic community but also to designers and practitioners involved in the implementation of mobile experiences for museums and cultural institutions

    Visitors, Cultural Heritage and Locative Media. Toward a New Aesthetics of Relations.

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    The paper describes an ongoing doctoral research that aims at understanding how mobile technology and locative media can modify the relation between visitors and cultural heritage, fostering new models of interaction. The issue is dealt from a design perspective and the major aim is the development of a framework and a process to exploit locative mobile technology in cultural heritage field, defining design mechanics to facilitate social engagement and learning. The definition of the design mechanics to connect people at different levels of social engagement is the crucial point of the process, in which aesthetics plays an important task. Design assumes a leading role in devising and applying new models of interactions that could affect the way people relate to each other and with objects while visiting museums and cities
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