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Showing papers by "Paweł W. Woźniak published in 2023"


Journal ArticleDOI
TL;DR: A literature survey of past and current metrics for cognitive workload used throughout Human-Computer Interaction (HCI) literature is presented in this paper , highlighting that HCI research has to deepen and conceptualize the understanding of cognitive workload in the context of interactive computing systems.
Abstract: The ever-increasing number of computing devices around us results in more and more systems competing for our attention, making cognitive workload a crucial factor for the user experience of human-computer interfaces. Research in Human-Computer Interaction (HCI) has used various metrics to determine users’ mental demands. However, there needs to be a systematic way to choose an appropriate and effective measure for cognitive workload in experimental setups, posing a challenge to their reproducibility. We present a literature survey of past and current metrics for cognitive workload used throughout HCI literature to address this challenge. By initially exploring what cognitive workload resembles in the HCI context, we derive a categorization supporting researchers and practitioners in selecting cognitive workload metrics for system design and evaluation. We conclude with three following research gaps: (1) defining and interpreting cognitive workload in HCI, (2) the hidden cost of the NASA-TLX, and (3) HCI research as a catalyst for workload-aware systems, highlighting that HCI research has to deepen and conceptualize the understanding of cognitive workload in the context of interactive computing systems.

8 citations


Proceedings ArticleDOI
12 Mar 2023
TL;DR: The workshop Intelligent Music Interfaces as mentioned in this paper covers a wide range of musical research subjects and directions, including current challenges in musical learning, prototyping for improvements, new means of musical expression, and evaluation of the solutions.
Abstract: The interactive augmentation of musical instruments to foster self-expressiveness and learning has a rich history. Over the past decades, the incorporation of interactive technologies into musical instruments emerged into a new research field requiring strong collaboration between different disciplines. The workshop ”Intelligent Music Interfaces” consequently covers a wide range of musical research subjects and directions, including (a) current challenges in musical learning, (b) prototyping for improvements, (c) new means of musical expression, and (d) evaluation of the solutions.

2 citations


Proceedings ArticleDOI
20 Feb 2023
TL;DR: The Walking Talking Stick as discussed by the authors is a tangible device with integrated voice recording, transcription, and a physical highlighting button to facilitate note-taking during walking meetings, which can incentivize users to hold meetings in motion and enhance conversation dynamics.
Abstract: While walking meetings offer a healthy alternative to sit-down meetings, they also pose practical challenges. Taking notes is difficult while walking, which limits the potential of walking meetings. To address this, we designed the Walking Talking Stick—a tangible device with integrated voice recording, transcription, and a physical highlighting button to facilitate note-taking during walking meetings. We investigated our system in a three-condition between-subjects user study with thirty pairs of participants (N=60) who conducted 15-minute outdoor walking meetings. Participants either used clip-on microphones, the prototype without the button, or the prototype with the highlighting button. We found that the tangible device increased task focus, and the physical highlighting button facilitated turn-taking and resulted in more useful notes. Our work demonstrates how interactive artifacts can incentivize users to hold meetings in motion and enhance conversation dynamics. We contribute insights for future systems which support conducting work tasks in mobile environments.

1 citations


Journal ArticleDOI
10 Jul 2023
TL;DR: VeatherReflect as mentioned in this paper is a VR application that uses weather metaphors to illustrate tracker stress scores, aiming to encourage users to reflect on their stress data and increase participant engagement with personal data and stress awareness.
Abstract: While personal trackers can collect a vast amount of information about their users, the representation of such data has remained unchanged, with bar charts being the most dominant. However, to build systems that facilitate reflection and support well-being, it is crucial to explore alternative ways of representation. Thus, we designed VeatherReflect, a VR application that uses weather metaphors to illustrate tracker stress scores, aiming to encourage users to reflect on their stress data. In a pre-study, we mapped stress scores to weather states. We then compared VeatherReflect with a standard visualisation of stress data presented in VR. VeatherReflect increased participant engagement with personal data and stress awareness. Participants reported reflective insights for stress-reducing behaviour. We contribute findings on how virtual weather as a metaphor for stress can support reflection. We discuss design recommendations for VR applications aiming to facilitate a deeper understanding of complex personal data through engaging qualitative experiences.

Journal ArticleDOI
10 Jul 2023
TL;DR: EyePiano as mentioned in this paper is a gaze-assisted tool for reflective piano playing, which guides the practice process of learning piano scores through analyzing the pianist's gaze behavior, highlighting sections of the music piece which are particularly difficult for the pianists and supporting piano rehearsals for students.
Abstract: Mastering skills which involve high dexterity, such as playing the piano, requires extensive guidance through personal teaching. Understanding how we can leverage data from sensor-based systems to improve the learning process, allows us to build interactive systems which effectively facilitate skill acquisition. To explore such possibilities, we developed EyePiano—a gaze-assisted tool for reflective piano playing. EyePiano guides the practice process of learning piano scores through analyzing the pianist’s gaze behavior. We based the design of EyePiano on requirements identified through interviews with piano teachers and a feasibility evaluation of gaze metrics. Our system illustrates that basic gaze metrics are sufficient to predict difficult regions for students. Thus, highlighting sections of the music piece which are particularly difficult for the pianist allows EyePiano to support piano rehearsals for students. Our work showcases the feasibility of using gaze data for reflective music education, enabling effective instrument practice.

Journal ArticleDOI
10 Jul 2023
TL;DR: In this paper , the authors evaluated how different methods of readability feedback impacted users during a text production task and found that having access to readability information allowed participants to reflect on their task solving approach, facilitating the users' understanding of their proficiency.
Abstract: Allowing users of interactive systems to reflect on their task proficiency is often incidental. This is unfortunate, as communicating meaningful task-related proficiency feedback could improve users’ awareness of their abilities and their willingness to improve. To highlight the feasibility of this concept, we evaluated how different methods of readability feedback impacted users during a text production task. In general, our results showed that having access to readability feedback allowed participants to reflect on their task solving approach, facilitating the users’ understanding of their proficiency. Revision-based methods are less distracting for the user than continuous feedback methods, while still offering high efficacy. Further, feedback should be paired with a subtle form of gamification elements. We envision this reflection-oriented design to user proficiency to be applicable to a variety of interactive systems, allowing for an improved and engaging user experience.

Journal ArticleDOI
10 Jul 2023
TL;DR: The Eudaimonic Technology Experience Scale (ETES) as mentioned in this paper ) is a six-item questionnaire for measuring eudaimony properties of technologies, which includes two factors, i.e., goals and self-knowlege, which describe what aspects of a e-aimonic experience can be supported by technology.
Abstract: Recent research has shown that users increasingly seek meaning in technologies and that eudaimonic user experience (UX) is part of everyday encounters with technology. Yet, to date, there is no validated means to assess eudaimonic properties in interactive artefacts. We conceptualised, developed and validated a six-item questionnaire for measuring eudaimonic properties of technologies—the Eudaimonic Technology Experience Scale (ETES). Our scale includes two factors, which describe what aspects of a eudaimonic experience can be supported by technology: eudaimonic goals and self-knowlege. We consulted work in Human-Computer Interaction (HCI), psychology and philosophy to gather an initial set of concepts that could contribute to eudaimonic UX. We then built the scale based on expert interviews and exploratory factor analysis and verified its quality in a number of tests (confirmatory factor analysis, reliability and validity checks). ETES provides a standardised tool for identifying eudaimonic qualities in interactive systems and allows for rapidly comparing prototypes.

Proceedings ArticleDOI
19 Apr 2023
TL;DR: In this paper , the authors investigate whether building tangible representations of health data can offer engaging and reflective experiences, and show that designing instructional physicalisation experiences for personal informatics is a means of improving engagement and understanding of personal data.
Abstract: The ever-increasing number of devices quantifying our lives offers a perspective of high awareness of one’s wellbeing, yet it remains a challenge for personal informatics (PI) to effectively support data-based reflection. Effective reflection is recognised as a key factor for PI technologies to foster wellbeing. Here, we investigate whether building tangible representations of health data can offer engaging and reflective experiences. We conducted a between-subjects study where n = 60 participants explored their immediate blood pressure data in relation to medical norms. They either used a standard mobile app, built a data representation from LEGO® bricks based on instructions, or completed a free-form brick build. We found that building with instructions fostered more comparison and using bricks fostered focused attention. The free-form condition required extra time to complete, and lacked usability. Our work shows that designing instructional physicalisation experiences for PI is a means of improving engagement and understanding of personal data.

Proceedings ArticleDOI
19 Apr 2023
TL;DR: For instance, this paper found that many people already perceive a degree of consciousness in GPT-3, a voice chat bot, and a robot vacuum cleaner and identified dynamic tensions between denial and speculation.
Abstract: The prospect of machine consciousness cultivates controversy across media, academia, and industry. Assessing whether non-experts perceive technologies as conscious, and exploring the consequences of this perception, are yet unaddressed challenges in Human Computer Interaction (HCI). To address them, we surveyed 100 people, exploring their conceptualisations of consciousness and if and how they perceive consciousness in currently available interactive technologies. We show that many people already perceive a degree of consciousness in GPT-3, a voice chat bot, and a robot vacuum cleaner. Within participant responses we identified dynamic tensions between denial and speculation, thinking and feeling, interaction and experience, control and independence, and rigidity and spontaneity. These tensions can inform future research into perceptions of machine consciousness and the challenges it represents for HCI. With both empirical and theoretical contributions, this paper emphasises the importance of HCI in an era of machine consciousness, real, perceived or denied.

Proceedings ArticleDOI
19 Jun 2023
TL;DR: MagiBricks as mentioned in this paper is a system comprised of 3D-printed smart toy bricks and baseplates that provide feedback regarding their placement to facilitate distributed play between grandparents and grandchildren.
Abstract: Playing together is crucial to the unique and invaluable bond between grandparents and grandchildren. However, co-located interactions and play can be limited due to time, distance, or pandemic-related restrictions. To facilitate distributed play, we developed MagiBricks, a system comprised of 3D-printed smart toy bricks and baseplates that provide feedback regarding their placement. The familiarity and appeal of toy bricks to both older adults and children make them ideal for intergenerational play. We conducted a within-subjects study with six grandparent-grandchildren pairs. We compared the interactions and perceived connectedness of the pairs while playing over a distance with either i) MagiBricks or ii) identical regular toy bricks. We found that MagiBricks affected communication dynamics, role taking, nature of play, and perception of connectedness during playtime compared to regular bricks, and were unanimously preferred. We contribute design implications for future systems leveraging (smart) tangibles and fostering intergenerational connectedness.

Proceedings ArticleDOI
19 Apr 2023
TL;DR: In this article , the authors introduce the term Ubiquitous Research Preservation (URP), describing automated knowledge capturing and retrieval in computational science, and propose a framework composed of three models for designing URPS to understand users' interaction and data governance.
Abstract: Research preservation is a pillar for knowledge transfer, science reproducibility and saving time by reusing existing resources. However, human compliance with efficient capturing strategies is a key barrier to creating complete scientific repositories. To circumvent this issue, we introduce the term: Ubiquitous Research Preservation (URP), describing automated knowledge capturing and retrieval in computational science. We also propose a framework composed of three models for designing URP systems (URPS) to 1) understand users’ interaction and data governance, 2) propose technical pipelines for data management, and 3) understand users’ sharing practices. Our work is a theoretical reflection on our past experiences in designing URPS. We plan future evaluation by using the framework to analyze existing URPS. We expect a positive impact from using URPS on researchers’ sense-making and ability to share findings and resources. Our framework is a checklist for design decisions needed to build successful URPS.

Proceedings ArticleDOI
19 Apr 2023
TL;DR: This article analyzed 189 literature reviews published at all SIGCHI conferences and ACM Transactions on Computer-Human Interaction (TOCHI) up until August 2022, and identified gaps and trends to inform future meta work in HCI and provide a starting point on how to move towards a more comprehensive terminology system of literature reviews in human-computer interaction.
Abstract: This paper analyses Human-Computer Interaction (HCI) literature reviews to provide a clear conceptual basis for authors, reviewers, and readers. HCI is multidisciplinary and various types of literature reviews exist, from systematic to critical reviews in the style of essays. Yet, there is insufficient consensus of what to expect of literature reviews in HCI. Thus, a shared understanding of literature reviews and clear terminology is needed to plan, evaluate, and use literature reviews, and to further improve review methodology. We analysed 189 literature reviews published at all SIGCHI conferences and ACM Transactions on Computer-Human Interaction (TOCHI) up until August 2022. We report on the main dimensions of variation: (i) contribution types and topics; and (ii) structure and methodologies applied. We identify gaps and trends to inform future meta work in HCI and provide a starting point on how to move towards a more comprehensive terminology system of literature reviews in HCI.