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Showing papers in "ACM Transactions on Computer-Human Interaction in 2019"


Journal ArticleDOI
TL;DR: How VAs are used in the home, the role of VAs as scaffolding for Internet of Things device control, and emergent issues of privacy for VA users are investigated and characterized.
Abstract: Voice has become a widespread and commercially viable interaction mechanism with the introduction of voice assistants (VAs), such as Amazon’s Alexa, Apple’s Siri, Google Assistant, and Microsoft’s Cortana. Despite their prevalence, we do not have a detailed understanding of how these technologies are used in domestic spaces. To understand how people use VAs, we conducted interviews with 19 users, and analyzed the log files of 82 Amazon Alexa devices, totaling 193,665 commands, and 88 Google Home Devices, totaling 65,499 commands. In our analysis, we identified music, search, and IoT usage as the command categories most used by VA users. We explored how VAs are used in the home, investigated the role of VAs as scaffolding for Internet of Things device control, and characterized emergent issues of privacy for VA users. We conclude with implications for the design of VAs and for future research studies of VAs.

193 citations


Journal ArticleDOI
TL;DR: There is a need for audit tools to help tune the performance of automated mechanisms, a repository for sharing tools, and improving the division of labor between human and machine decision making.
Abstract: What one may say on the internet is increasingly controlled by a mix of automated programs, and decisions made by paid and volunteer human moderators. On the popular social media site Reddit, moderators heavily rely on a configurable, automated program called “Automoderator” (or “Automod”). How do moderators use Automod? What advantages and challenges does the use of Automod present? We participated as Reddit moderators for over a year, and conducted interviews with 16 moderators to understand the use of Automod in the context of the sociotechnical system of Reddit. Our findings suggest a need for audit tools to help tune the performance of automated mechanisms, a repository for sharing tools, and improving the division of labor between human and machine decision making. We offer insights that are relevant to multiple stakeholders—creators of platforms, designers of automated regulation systems, scholars of platform governance, and content moderators.

152 citations


Journal ArticleDOI
TL;DR: It is argued that the authors' intimate entanglement with digital technologies is challenging the foundations of current HCI research and practice.
Abstract: This article argues that our intimate entanglement with digital technologies is challenging the foundations of current HCI research and practice. Our relationships to virtual realities, artificial intelligence, neuro-implants or pervasive, cyberphysical systems generate ontological uncertainties, epistemological diffusion and ethical conundrums that require us to consider evolving the current research paradigm. I look to post-humanism and relational ontologies to sketch what I call Entanglement HCI in response. I review selected theories—Actor-Network Theory, Post-Phenomenology, Object-Oriented Ontology, Agential Realism—and their existing influences on HCI literature. Against this background, I develop Entanglement HCI from the following four perspectives: (a) the performative relationship between humans and technology; (b) the re-framing of knowledge generation processes around phenomena; (c) the tracing of accountabilities, responsibilities and ethical encounters; and (d) the practices of design and mattering that move beyond user-centred design.

150 citations


Journal ArticleDOI
TL;DR: A critical review of the purposes of these technologies and how they discursively conceptualise the agency of autistic children is provided, and guidance on how to consider agency in use and explicitly allow for appropriation beyond externally driven goals is provided.
Abstract: Autistic children are increasingly a focus of technology research within the Human-Computer Interaction (HCI) community. We provide a critical review of the purposes of these technologies and how they discursively conceptualise the agency of autistic children. Through our analysis, we establish six categories of these purposes: behaviour analysis, assistive technologies, education, social skills, therapy and well-being. Further, our discussion of these purposes shows how the technologies embody normative expectations of a neurotypical society, which predominantly views autism as a medical deficit in need of ‘correction’. Autistic children—purportedly the beneficiaries of these technologies—thus become a secondary audience to the largely externally defined purposes. We identify a lack of design for technologies that are geared towards the interests, needs and desires of autistic children. To move HCI’s research into autism beyond this, we provide guidance on how to consider agency in use and explicitly allow for appropriation beyond externally driven goals.

115 citations


Journal ArticleDOI
TL;DR: A study of gaze shifts in virtual reality aimed to address the gap and inform design, and argue to treat gaze as multimodal input, and eye, head and body movement as synergetic in interaction design.
Abstract: Humans perform gaze shifts naturally through a combination of eye, head and body movements. Although gaze has been long studied as input modality for interaction, this has previously ignored the coordination of the eyes, head and body. This article reports a study of gaze shifts in virtual reality aimed to address the gap and inform design. We identify general eye, head and torso coordination patterns and provide an analysis of the relative movements’ contribution and temporal alignment. We quantify effects of target distance, direction and user posture, describe preferred eye-in-head motion ranges and identify a high variability in head movement tendency. Study insights lead us to propose gaze zones that reflect different levels of contribution from eye, head and body. We discuss design implications for HCI and VR, and in conclusion argue to treat gaze as multimodal input, and eye, head and body movement as synergetic in interaction design.

69 citations


Journal ArticleDOI
TL;DR: The primary aim of this article is to specify the mission, vision, and scope of research in HBI, an interdisciplinary domain of research interfacing Human-Computer Interaction with Architecture and Urban Design.
Abstract: Buildings and urban spaces increasingly incorporate artificial intelligence and new forms of interactivity, raising a wide span of research questions about the future of human experiences with, and within, built environments. We call this emerging area Human-Building Interaction (HBI) and introduce it as an interdisciplinary domain of research interfacing Human-Computer Interaction (HCI) with Architecture and Urban Design. HBI seeks to examine the involvement of HCI in studying and steering the evolution of built environments. Therefore, we need to ask foundational questions such as the following: what are the specific attributes of built environments that HCI researchers should take into account when shifting attention and scale from “artefacts” to “environments”? Are architecture and interaction design methods and processes compatible? Concretely, how can a team of interaction designers bring their tools to an architectural project, and collaborate with other stakeholders? Can and will architecture change the theory and practice of HCI? Furthermore, research in HBI should produce knowledge and practical guidelines by experimenting novel design instances that combine architecture and digital interaction. The primary aim of this article is to specify the mission, vision, and scope of research in HBI. As the introductory article to the TOCHI special issue, it also provides a summary of published manuscripts and describes their collective contribution to the development of this field.

66 citations


Journal ArticleDOI
TL;DR: While susceptibility in young users declined across the study, susceptibility in older users remained stable and the relative effectiveness of the attacks differed by weapons of influence and life domains with age-group variability.
Abstract: Phishing is fundamental to cyber attacks. This research determined the effect of Internet user age and email content such as weapons of influence (persuasive techniques that attackers can use to lure individuals to fall for an attack) and life domains (a specific topic or aspect of an individual's life that attackers can focus an email on) on spear-phishing (targeted phishing) susceptibility. In total, 100 young and 58 older users received, without their knowledge, daily simulated phishing emails over 21 days. A browser plugin recorded their clicking on links in the emails as an indicator of their susceptibility. Forty-three percent of users fell for the simulated phishing emails, with older women showing the highest susceptibility. While susceptibility in young users declined across the study, susceptibility in older users remained stable. The relative effectiveness of the attacks differed by weapons of influence and life domains with age-group variability. In addition, older compared to young users reported lower susceptibility awareness. These findings support effects of Internet user demographics and email content on susceptibility to phishing and emphasize the need for personalization of the next generation of security solutions.

64 citations


Journal ArticleDOI
TL;DR: This article sets the standard by analysing how the major affective factors in chronic pain interfere with everyday physical functioning, and suggests how technology-provided encouragement and awareness can be personalised given the capability to automatically monitor the relevant states.
Abstract: Although clinical best practice suggests that affect awareness could enable more effective technological support for physical rehabilitation through personalisation to psychological needs, designers need to consider what affective states matter, and how they should be tracked and addressed. In this article, we set the standard by analysing how the major affective factors in chronic pain (pain, fear/anxiety, and low/depressed mood) interfere with everyday physical functioning. Further, based on discussion of the modality that should be used to track these states to enable technology to address them, we investigated the possibility of using movement behaviour to automatically detect the states. Using two body movement datasets on people with chronic pain, we show that movement behaviour enables very good discrimination between two emotional distress levels (F1=0.86), and three pain levels (F1=0.9). Performance remained high (F1=0.78 for two pain levels) with a reduced set of movement sensors. Finally, in an overall discussion, we suggest how technology-provided encouragement and awareness can be personalised given the capability to automatically monitor the relevant states, towards addressing the barriers that they pose. In addition, we highlight movement behaviour features to be tracked to provide technology with information necessary for such personalisation.

42 citations


Journal ArticleDOI
TL;DR: It is highlighted that sex dolls are used for more than just sex; they provide fertile ground for embodied fictions and care of the self and future, customizable technologies for sexual intimacy and wellness should account for this use.
Abstract: Sex and intimate technologies are important in people’s everyday lives. A class of technologies that is becoming increasingly more prominent in discussions of the future are sex robots. In this article, we present a qualitative analysis of posts from a forum where people describe their interactions with sex dolls and their motivations for using them through text and photographs. Forum users use dolls as a content authoring interface, imbue them with agency, and construct meaningful sexual relationships with them. Implications for the design of future robots and autonomous agents in humans’ everyday lives are discussed. We highlight that sex dolls are used for more than just sex; they provide fertile ground for embodied fictions and care of the self. Future, customizable technologies for sexual intimacy and wellness should account for this use.

41 citations


Journal ArticleDOI
TL;DR: Findings from an inquiry of current approaches used to educate adolescents about menstruation in India indicate that although detailed and descriptive information materials are available for use, there exists a disconnect between parents’ and teachers’ expectations regarding who will introduce these topics to adolescents.
Abstract: Cultural taboos and limiting social norms make it challenging to communicate and teach about menstrual health in India. We present findings from an inquiry of current approaches used to educate adolescents about menstruation, examining the perspectives of young adults, parents, teachers, social workers, and health professionals for identifying design opportunities and potential for impact. Our findings from the content analysis of education and training materials in use, an online survey of 391 adults, 52 interviews, and 2 focus groups indicate that although detailed and descriptive information materials are available for use, there exists a disconnect between parents’ and teachers’ expectations regarding who will introduce these topics to adolescents. We also highlight a clear difference in attitudes regarding who must be taught, how, where, and at what stages. Finally, we articulate factors that shape access and receptivity to this knowledge and engage with the lens of feminist HCI to discuss sociotechnical implications for the design of menstrual health education initiatives.

40 citations


Journal ArticleDOI
TL;DR: A mobile application mirroring end-users’ skin conductance in evocative visualizations, purposefully made ambiguous to invite rich interpretations, contributes to the HCI discourse on ambiguity in design, arguing for balancing openness and ambiguity with scaffolding to better support the emergence of practices around biodata.
Abstract: Skin conductance is an interesting measure of arousal level, largely unfamiliar to most end-users. We designed a mobile application mirroring end-users’ skin conductance in evocative visualizations, purposefully made ambiguous to invite rich interpretations. Twenty-three participants used the system for a month. Through the lens of a practice-based analysis of weekly interviews and the logged data, several quite different—sometimes even mutually exclusive—interpretations or proto-practices arose: as stress management; sports performance; emotion tracking; general life logging; personality representation; or behavior change practices. This suggests the value of a purposefully open initial design to allow for the emergence of broader proto-practices to be followed by a second step of tailored design for each identified goal to facilitate the transition from proto-practice to practice. We contribute to the HCI discourse on ambiguity in design, arguing for balancing openness and ambiguity with scaffolding to better support the emergence of practices around biodata.

Journal ArticleDOI
TL;DR: This work conducted 20 interviews exploring how individuals live, account for, and manage life changes and outlined five tentative patterns it identified across different kinds of changes reported by the interviewees, pointing out that change might be internalistic, multiple, intentional, holistic, and continuous.
Abstract: Human-Computer Interaction researchers are increasingly designing technologies aimed at supporting “behavior change.” The model of change, which most of these works embrace, focuses on the idea that change occurs on the behavioral level and that it is externalistic, monistic, mechanistic, fragmented, and episodic. We think that a different take, focusing on the internal aspects of change, may integrate and extend what has been done using this behavioral model. We conducted 20 interviews exploring how individuals live, account for, and manage life changes. Then, we outlined five tentative patterns we identified across different kinds of changes reported by the interviewees, pointing out that change might be internalistic, multiple, intentional, holistic, and continuous. This led us to propose a set of design considerations for the evolution of the current behavior change technologies. Finally, we suggested some preliminary lines of future research, which aim to open the design space of technologies for change.

Journal ArticleDOI
TL;DR: Findings show that people seek to make abstract Smart Metering data accountable by connecting it to their everyday practices, which can inform the design of usable privacy configuration tools that help Smartmetering consumers relate abstract data with the real-world implications of its disclosure.
Abstract: Smart Meters are a key component of increasing the power efficiency of the Smart Grid. To help manage the grid effectively, these meters are designed to collect information on power consumption and send it to third parties. With Smart Metering, for the first time, these cloud-connected sensing devices are legally mandated to be installed in the homes of millions of people worldwide. Via a multi-staged empirical study that utilized an open-ended questionnaire, focus groups, and a design probe, we examined how people characterize the tension between the utility of Smart Metering and its impact on privacy. Our findings show that people seek to make abstract Smart Metering data accountable by connecting it to their everyday practices. Our insight can inform the design of usable privacy configuration tools that help Smart Metering consumers relate abstract data with the real-world implications of its disclosure.

Journal ArticleDOI
TL;DR: This work characterize the utility of interactive feature selection through a combination of human-subjects experiments and computational simulations and finds that, in expectation, interactive modification fails to improve model performance and may hamper generalization due to overfitting.
Abstract: Tools for Interactive Machine Learning (IML) enable end users to update models in a “rapid, focused, and incremental”—yet local—manner. In this work, we study the question of local decision making in an IML context around feature selection for a sentiment classification task. Specifically, we characterize the utility of interactive feature selection through a combination of human-subjects experiments and computational simulations. We find that, in expectation, interactive modification fails to improve model performance and may hamper generalization due to overfitting. We examine how these trends are affected by the dataset, learning algorithm, and the training set size. Across these factors we observe consistent generalization issues. Our results suggest that rapid iterations with IML systems can be dangerous if they encourage local actions divorced from global context, degrading overall model performance. We conclude by discussing the implications of our feature selection results to the broader area of IML systems and research.

Journal ArticleDOI
TL;DR: A study of homebound students, interviewing and observing them as well as interviewing their parents, teachers, administrators, and classmates, discovered a number of cases where there was a mismatch or additional features are needed in robots designed for use by adults in work settings.
Abstract: Telepresence robots have recently been introduced as a way for children who are homebound due to medical conditions to attend their local schools. These robots provide an experience that is a much richer learning experience than the typical home instruction services of 4–5 hours a week. Because the robots on the market today were designed for use by adults in work settings, they do not necessarily fit children in school settings. We carried out a study of 19 homebound students, interviewing and observing them as well as interviewing their parents, teachers, administrators, and classmates. We organized our findings along the lines of the various tasks and settings the child is in, developing a learner-centered analytic framework, then teacher-, classmate-, and homebound-controller-centered analytic frameworks. Although some features of current robots fit children in school settings, we discovered a number of cases where there was a mismatch or additional features are needed. Our findings are described according to analytic frames that capture user experiences. Based on these user-centered findings, we provide recommendations for designing the robot and user interface to better fit children using robots for school and learning activities.

Journal ArticleDOI
TL;DR: It is demonstrated that certain patterns of verbalizations are more telling of usability problems than others and that these patterns are robust to different types of test products, access to different kinds of information, and the presence or absence of a visualization of verbalization.
Abstract: The concurrent think-aloud protocol—in which participants verbalize their thoughts when performing tasks—is a widely employed approach in usability testing. Despite its value, analyzing think-aloud sessions can be onerous because it often entails assessing all of a user's verbalizations. This has motivated previous research on developing categories to segment verbalizations into manageable units of analysis. However, the way in which a category might relate to usability problems is currently unclear. In this research, we sought to address this gap in our understanding. We also studied how speech features might relate to usability problems. Through two studies, this research demonstrates that certain patterns of verbalizations are more telling of usability problems than others and that these patterns are robust to different types of test products (i.e., physical devices and digital systems), access to different types of information (i.e., video and audio modality), and the presence or absence of a visualization of verbalizations. The implication is that the verbalization and speech patterns can potentially reduce the time and effort required for analysis by enabling evaluators to focus more on the important aspects of a user's verbalizations. The patterns could also potentially be used to inform the design of systems to automatically detect when in the recorded think-aloud sessions users experience problems.

Journal ArticleDOI
TL;DR: A case is made for “Objects with Intent” (OwI's) as an emerging type of agents that take advantage of the meaning of everyday things as the site for their intelligence and agency.
Abstract: In HCI there is an increasing trend to approach computing artifacts as agents. In this article, we make a case for “Objects with Intent” (OwI's) as an emerging type of agents that take advantage of the meaning of everyday things as the site for their intelligence and agency. After reviewing relevant existing research in HCI and related fields, we demonstrate how OwI's provide a new perspective on human–agent interaction. We then elaborate on how the notion of OwI's is informed by Dennett's theory of intentionality and Leontiev's Activity Theory. Thereafter, we illustrate the application of OwI's through the design case of Fizzy, a robotic ball used to stimulate hospitalized children to engage in physical play. We end by discussing the nature and merit of OwI's and reflecting more broadly on the challenges involved in designing OwI's.

Journal ArticleDOI
TL;DR: ENACT, a live environment for prototyping touch-based interactions, is created and results suggest that ENACT helps participants detect more edge cases, increases designers’ participation and provides new opportunities for co-creation.
Abstract: Professional designers and developers often struggle when transitioning between the design and implementation of an interactive system. We conducted three studies that focused on the design of custom interactions to understand the mismatches between their processes, tools, and representations. We found that current practices induce unnecessary rework and cause discrepancies between design and implementation. We identified three recurring types of breakdowns: omitting critical details, ignoring edge cases, and disregarding technical limitations.We propose four design principles to create tools that mitigate these problems: Provide multiple viewpoints, maintain a single source of truth, reveal the invisible, and support design by enaction. We applied these principles to create ENACT, a live environment for prototyping touch-based interactions. We conducted two studies to assess ENACT and to compare designer–developer collaboration with ENACT versus current tools. Results suggest that ENACT helps participants detect more edge cases, increases designers’ participation and provides new opportunities for co-creation.

Journal ArticleDOI
TL;DR: The challenges of designing to distract are discussed, in relation to how it can be combined with other architectural and HCI ones, when developing new human–building interfaces.
Abstract: Many public buildings are entered through reception areas, intended for visitors to sit and wait in to be met. A concern is how to make visitors feel welcome while in transit. Hospitals, medical centres and other healthcare organisations are a special case where the challenge is to enable patients and families feel less anxious when waiting. One approach has been to design for distraction – where displays, surfaces, and interactive installations are created to draw visitor's attention away from their immediate thoughts. However, little is known as to how people respond to such interventions. We present the findings of an ethnographic study that examined the social and psychological effects of using distraction as a design principle in a children's hospital reception area. We discuss the challenges of designing to distract, in relation to how it can be combined with other architectural and HCI ones, when developing new human–building interfaces.

Journal ArticleDOI
TL;DR: The article contributes a comprehensive methodology for evaluating the impact of frameworks through content-based citation analysis, including the design of a new citation typology; and a survey on the use of frameworks in education using a taxonomy of learning goals.
Abstract: Frameworks such as Direct Manipulation or Instrumental Interaction have been an important force in HCI research. Evaluating the impact of frameworks can identify whether and how a framework was used, how it has evolved, and what trends have developed over time. However, studying the impact of such theoretical contributions requires consideration of various perspectives and level of impact. As a case study for investigating the impact of theoretical work in HCI, we present our evaluation of the impact of the Reality Based Interaction (RBI) framework, introduced by the authors in 2008. We provide our findings about the impact of the framework both on contemporary research, through content-based citation analysis, and in HCI education, through a survey we conducted on emerging interaction frameworks. The article contributes a comprehensive methodology for evaluating the impact of frameworks through our twofold approach: content-based citation analysis, including the design of a new citation typology; and a survey on the use of frameworks in education using a taxonomy of learning goals. We also consider the role of frameworks in HCI as well as the future of the RBI framework.

Journal ArticleDOI
TL;DR: This article investigates refugees and asylum seekers’ experiences associated with displacement and the effects it has on their social capital from a qualitative study that involved a mix of 24 participants, including refugees, asylum seekers, community workers and activists.
Abstract: Displacement caused by war, conflict and persecution affects refugees and asylum seekers in more ways than we can imagine. This article investigates refugees and asylum seekers’ experiences associated with displacement and the effects it has on their social capital. We present findings from a qualitative study that involved a mix of 24 participants, including refugees, asylum seekers, community workers and activists. Cultural probes and semi-structured interviews were adopted in this study. We discuss our findings in four themes: displacement related stressors, acceptance in the host community, access to social resources and technology use by refugees. We discuss examples from our study and offer practical, theoretical and technological design implications that can foster social capital for refugees and asylum seekers.

Journal ArticleDOI
TL;DR: This article brings together many different perspectives on understanding human movement knowledge and movement interaction to understand why interactive machine learning is an effective tool for motion interaction designers and to make a number of suggestions for future development of the technique.
Abstract: Interaction based on human movement has the potential to become an important new paradigm of human-computer interaction. However, high quality, mainstream movement interaction requires effective tools and techniques to support designers. A promising approach to movement interaction design is Interactive Machine Learning, in which designing is done by physically performing an action. This article brings together many different perspectives on understanding human movement knowledge and movement interaction. This understanding shows that the embodied knowledge involved in movement interaction is very different from the representational knowledge involved in a traditional interface, so a very different approach to design is needed. We apply this knowledge to understand why interactive machine learning is an effective tool for motion interaction designers and to make a number of suggestions for future development of the technique.

Journal ArticleDOI
TL;DR: It is shown that the use of “interaction” is both increasing and diversifying, suggesting the importance of the notion, but also the difficulty in developing theory about interaction.
Abstract: The notion of interaction is essential to human-computer interaction, yet rarely studied. We use quantitative and qualitative methods to investigate how this notion has been used across 35 years of proceedings from the ACM Conference on Human Factors in Computing (CHI). Using natural language processing, we extract 53,568 occurrences of the word “interaction” across 4,604 papers. In these occurrences, we categorize 2,668 unique words that modify how “interaction” is used in a sentence. We show that the use of “interaction” is both increasing and diversifying, suggesting the importance of the notion, but also the difficulty in developing theory about interaction. Our findings show that styles of interaction are closely associated with changes in technology and that modalities and characteristics of interaction are becoming more of a topic than specific devices or widgets. Interaction qualities, relating to structure, feel, effectiveness, and efficiency, are consistently prominent, and the quality of novelty is increasingly frequent. From this analysis, we identify open questions about interaction, including how to build knowledge across changing technologies, how to work toward a model of quality for interaction, and what the core of a science of interaction could be.

Journal ArticleDOI
TL;DR: A participatory socio-technical process designed to create collaborative spaces between communities and institutions to re-envision and re-shape the city's public parks service in a city in the North East of England is developed.
Abstract: HCI has a tradition of engaging in democratic practices and contributing to public service innovation. Working with complex socio-political realities presents significant challenges for HCI researchers, which are amplified by the current democratic and economic crisis. In this article, we present insights from a longitudinal study where we worked with multiple stakeholders in the context of an austerity-driven transformation of public parks service in a city in the North East of England. Over the course of 20 months, we developed a participatory socio-technical process designed to create collaborative spaces between communities and institutions to re-envision and re-shape the city's public parks service. The study contributes to HCI research concerned with developing tools and processes that aim at connecting across the boundaries between communities and institutions. Our process and the resulting analysis expose the practical complexities of transformation and co-creation processes and the troubles that come with opening spaces for wider participation within highly contested and political settings. We provide an orientation for HCI design research aspiring to contribute to social innovation and democratic practices in troubled times.

Journal ArticleDOI
TL;DR: It is argued that a design approach involving peer/moderator support as well as automated feedback, and which takes account of SDT, can provide support for therapeutic alliance, if the non-human parts of an online system are interactive.
Abstract: In this article, we show how a technology-mediated mental health therapy involving psycho-education, therapist moderators, and social networking can provide support for carers of young people with mental illness. This multi-faceted tool provides opportunities for users to adapt the system to their needs, leading us to refocus the goal of treatment adherence toward a relatively new phenomenon in HCI, concordance, which has not previously been examined in the HCI literature in relation to online mental-health tools. Concordance shares important links with the development of therapeutic alliance, which is centrally important to mental health therapy, and to Self-Determination Theory (SDT), which informed our approach to design.We present a three-month user study, which provides initial encouraging support for both the suitability of concordance as a lens for viewing user engagement and the idea that users can develop a therapeutic alliance with an online support system. This latter result is surprising as the phenomenon of therapeutic alliance generally describes a relationship between client and (human) clinician. Therapeutic alliance has previously been explored for face-to-face groups, and between individuals and online systems, but not for online groups. We show how even automated system behavior can encourage engagement from users and contribute to alliance formation, if the non-human parts of an online system are interactive. We argue that a design approach involving peer/moderator support as well as automated feedback, and which takes account of SDT, can provide support for therapeutic alliance.

Journal ArticleDOI
TL;DR: This article describes an approach, which is fully automated and does not ask users to perform predefined tasks in a fixed test setting, that works on recordings of the actual usage of a VR application from which it generates task trees and finds usability smells, i.e., user behavior indicating usability issues.
Abstract: Virtual reality (VR) and VR applications have reached the end-user and, hence, the demands on usability, also for novel applications, have increased. This situation requires VR usability evaluation methods that can be applied quickly, even after a first release of an application. In this article, we describe such an approach, which is fully automated and does not ask users to perform predefined tasks in a fixed test setting. Instead, it works on recordings of the actual usage of a VR application from which it generates task trees. Afterwards, it analyzes these task trees to search for usability smells, i.e., user behavior indicating usability issues. Our approach provides detailed descriptions of the usability issues that have been found and how they can be solved. We performed a large case study to evaluate our approach and show that it is capable of correctly identifying usability issues. Although our approach is applicable for different VR interaction modalities, such as gaze, controller, or hand interaction, it also has limitations. For example, it can detect diverse issues related to user efficiency, but specific misunderstandings of users cannot be uncovered.

Journal ArticleDOI
TL;DR: This work employs thematic analysis on game cartography interfaces, contributing a near-exhaustive catalog of games featuring such interfaces, a set of properties to describe and design such interface, a collection of play activities that relate to cartography, and a framework to identify what properties promote the activities.
Abstract: Maps in video games have grown into complex interactive systems alongside video games themselves. What map systems have done and currently do have not been cataloged or evaluated. We trace the history of game map interfaces from their paper-based inspiration to their current smart phone-like appearance. Read-only map interfaces enable players to consume maps, which is sufficient for wayfinding. Game cartography interfaces enable players to persistently modify maps, expanding the range of activity to support planning and coordination. We employ thematic analysis on game cartography interfaces, contributing a near-exhaustive catalog of games featuring such interfaces, a set of properties to describe and design such interfaces, a collection of play activities that relate to cartography, and a framework to identify what properties promote the activities. We expect that designers will find the contributions enable them to promote desired play experiences through game map interface design.

Journal ArticleDOI
TL;DR: This work illustrates the concept of interactive smart windows and provides insights regarding their design, development, and user controls for adaptive walls, and identifies design dimensions and challenges to stimulate further development in the domain of adaptive buildings.
Abstract: As architects usually decide on the shape and look of windows during the design of buildings, opportunities for interactive windows have not been systematically explored yet. In this work, we extend the vision of sustainable and comfortable adaptive buildings using interactive smart windows. We systematically explore the design space of interactive windows to chart requirements, constraints, and challenges. To that end, we built proof-of-concept prototypes of smart windows with fine-grained control of transparency. In two studies, we explored user attitudes towards interactive windows and elicited control methods. We found that users understand and see potential for interactive windows at home. We provide specific usage contexts and specify interactions that may facilitate domestic applications. Our work illustrates the concept of interactive smart windows and provides insights regarding their design, development, and user controls for adaptive walls. We identify design dimensions and challenges to stimulate further development in the domain of adaptive buildings.

Journal ArticleDOI
TL;DR: This article presents Recognition Theory—a social theory based on an inter-subjectivist account of the struggle for recognition—to extend ECD approaches for advanced dementia and presents a framework for design based on research with people with advanced dementia, experience-centered engagement and social identity that will support designers to craft opportunities for mutual recognition in the design process and the practice of making.
Abstract: Focusing on the person with advanced dementia as a social being presents a new opportunity for Experience-Centered Design (ECD), opening design to appreciate the agency and intentional actions of the person with advanced dementia. If Human-Computer Interaction is to shift from the predominantly assistive approach to a focus on experience, a theoretical framing that emphasizes the relational nature of selfhood is needed. In this article, we present Recognition Theory—a social theory based on an inter-subjectivist account of the struggle for recognition—to extend ECD approaches for advanced dementia. Focusing on people with advanced dementia, we examine recognition as a social and ethical perspective for establishing and maintaining self. We present a framework for design based on research with people with advanced dementia, experience-centered engagement and social identity, that will support designers to craft opportunities for mutual recognition in the design process and the practice of making.

Journal ArticleDOI
TL;DR: This research highlights the need to understand more fully the role that social media plays in the development of mindfulness practices and how social media can be a positive influence on well-being.
Abstract: Mindfulness practices are well-known for their benefits to mental and physical well-being. Given the prevalence of smartphones, mindfulness applications have attracted growing global interest. However, the majority of existing applications use guided meditation that is not adaptable to each user's unique needs or pace. This article proposes a novel framework called Attention Regulation Framework (ARF), which studies how more flexible and adaptable mindfulness applications could be designed, beyond guided meditation and toward self-regulated meditation. ARF proposes mindfulness interaction design guidelines and interfaces whereby practitioners naturally and constantly bring their attention back to the present moment and develop non-judgmental awareness. This is achieved by the performance of subtle movements, which are supported by non-intrusive detection-feedback mechanisms. We used two design cases to demonstrate ARF in static and kinetic meditation conditions. We conducted four user evaluation studies in unique situations where ARF is particularly effective, vis-a-vis mindfulness practice in busy environments and mindfulness interfaces that adapt to the pace of the user. The studies show that the design cases, compared with guided meditation applications, are more effective in improving attention, mindfulness, mood, well-being, and physical balance. Our work contributes to the development of self-regulated mindfulness technologies.