skip to main content
10.1145/3290607.3312821acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
abstract

Creating Positive Experiences with Digital Companions

Published:02 May 2019Publication History

ABSTRACT

Over the last decade, advances in machine learning have multiplied the possibilities for applications of artificial intelligence. One of these applications are digital companions that assist their users in tasks and activities. In this study, we wanted to evaluate whether digital companions can be designed to create possibilities for positive experiences in work contexts and also be perceived as such using a Wizard-of-Oz prototype of a companion that supports workshop planning. We find that the work is perceived as more positive, more natural, and the content that is presented as more positive after the interaction with a companion that has been designed for positive experience compared to a neutral companion with the same functionality.

References

  1. C. Oh, J. Song, J. Choi, S. Kim, S. Lee, and B. Suh, "I Lead, You Help but Only with Enough Details," Proc. 2018 CHI Conf. Hum. Factors Comput. Syst. - CHI '18, pp. 1--13, 2018. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. M. Hassenzahl, K. Eckoldt, S. Diefenbach, M. Laschke, E. Lenz, and J. Kim, "Designing Moments of Meaning and Pleasure. Experience Design and Happiness Understanding Experiences," Int. J. Des., vol. 7, no. 3, pp. 21--31, 2013.Google ScholarGoogle Scholar
  3. W. Wahlster, "Künstliche Intelligenz als Grundlage autonomer Systeme," Informatik-Spektrum, vol. 40, 5, pp. 409--418, 2017.Google ScholarGoogle ScholarCross RefCross Ref
  4. A. Bunt, C. Conati, and J. McGrenere, "Mixed-Initiative Interface Personalization as a Case Study in Usable AI," AI Mag., vol. 30, no. 4, p. 58, 2010.Google ScholarGoogle ScholarCross RefCross Ref
  5. A. D. Jameson, "Understanding and Dealing With Usability Side Effects of Intelligent Processing," AI Mag., vol. 30, no. 4, p. 23, 2009.Google ScholarGoogle ScholarCross RefCross Ref
  6. ISO 9241--110, "Ergonomics of human-system interaction - Part 110: Dialogue principles," Berlin, 2006.Google ScholarGoogle Scholar
  7. S. Biundo, D. Höller, B. Schattenberg, and P. Bercher, "Companion-Technology?: An Overview," KI - Künstliche Intelligenz, vol. 30, no. 1, pp. 11--20, 2016.Google ScholarGoogle ScholarCross RefCross Ref
  8. E. L. C. Law and P. van Schaik, "Modelling user experience -- An agenda for research and practice," Interact. Comput., vol. 22, no. 5, pp. 313--322, Sep. 2010. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. M. Hassenzahl and N. Tractinsky, "User Experience -- a research agenda," Behav. Inf. Technol., vol. 25, no. 2, pp. 91--97, 2006.Google ScholarGoogle ScholarCross RefCross Ref
  10. K. Hornbæk and M. Hertzum, "Technology Acceptance and User Experience: A Review of the Experiential Component in HCI," ACM Trans. Comput. Interact., vol. 24, no. 5, pp. 1--30, 2017. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. D. Norman, Emotional Design - Why we love (or hate) everyday things. New York: Basic Books, 2004.Google ScholarGoogle Scholar
  12. M. Hassenzahl, "User experience (UX): towards an experiential perspective on product quality," in Proceedings of the 20th International Conference of the Association Francophone d'Interaction Homme-Machine, 2008, pp. 11--15. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. M. Hassenzahl, S. Diefenbach, and A. Göritz, "Needs, affect, and interactive products -- Facets of user experience," Interact. Comput., vol. 22, no. 5, pp. 353--362, Sep. 2010. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. M. T. Thielsch, I. Blotenberg, and R. Jaron, "User Evaluation of Websites: From First Impression to Recommendation," Interact. Comput., vol. 26, no. 1, pp. 89--102, Jun. 2013.Google ScholarGoogle ScholarCross RefCross Ref
  15. K. Kohler, S. Niebuhr, and M. Hassenzahl, "Stay on the Ball! An Interaction Pattern Approach to the Engineering of Motivation," in Human-Computer Interaction -- INTERACT 2007, 2007, vol. 4662, pp. 519--522. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Y. Lu and V. Roto, "Design for Pride in the Workplace," Psychol. Well. Being., vol. 6, no. 1, p. 6, 2016.Google ScholarGoogle ScholarCross RefCross Ref
  17. Y. Lu and V. Roto, "Evoking meaningful experiences at work -- a positive design framework for work tools," J. Eng. Des., vol. 26, no. 4--6, pp. 1--22, 2015.Google ScholarGoogle Scholar
  18. A. N. Tuch, P. van Schaik, and K. Hornbæk, "Leisure and Work, Good and Bad: The Role of Activity Domain and Valence in Modeling User Experience," ACM Trans. Comput. Interact., vol. 23, no. 6, p. 35, 2016. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. M. Burmester, K. M. Zeiner, M. Laib, C. Hermosa Perrino, and M.-L. Queßeleit, "Experience Design and Positive Design as an alternative to classical human factors approaches," in INTERACT 2015, pp. 153--160.Google ScholarGoogle Scholar
  20. K. M. Zeiner, M. Laib, K. Schippert, and M. Burmester, "Identifying Experience Categories to Design for Positive Experiences with Technology at Work .," in Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, 2016, pp. 3013--3020. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. K. M. Zeiner, M. Burmester, K. Haasler, J. Henschel, M. Laib, and K. Schippert, "Designing for Positive User Experience in Work Contexts -- Experience Categories and their Applications," Hum. Technol., vol. 14, no. 2, p. 140-175, 2018.Google ScholarGoogle ScholarCross RefCross Ref
  22. M. Burmester and K. M. Zeiner, "Positive User Experience im Kontext smarter Arbeitsplätze," in Workshopband der Mensch und Computer 2018, 2018.Google ScholarGoogle Scholar
  23. M. Minge, L. Riedel, and M. Thüring, "Modulare Evaluation interaktiver Technik. Entwicklung und Validierung des meCUE Fragebogens zur Messung der User Experience," in Grundlagen und Anwendungen der Mensch-TechnikInteraktion. 10. Berliner Werkstatt Mensch- Maschine-Systeme, 2013, pp. 28--36.Google ScholarGoogle Scholar
  24. J. F. Kelley, "An iterative design methodology for user-friendly natural language office information applications," ACM Trans. Inf. Syst., vol. 2, no. 1, pp. 26--41, 1984. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. A. Bruun and S. Ahm, "Mind the Gap! Comparing Retrospective and Concurrent Ratings of Emotion in User Experience Evaluation," in Human-Computer Interaction -- INTERACT 2015, 2015, pp. 89--109.Google ScholarGoogle Scholar

Index Terms

  1. Creating Positive Experiences with Digital Companions

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
        May 2019
        3673 pages
        ISBN:9781450359719
        DOI:10.1145/3290607

        Copyright © 2019 Owner/Author

        Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 2 May 2019

        Check for updates

        Qualifiers

        • abstract

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      HTML Format

      View this article in HTML Format .

      View HTML Format