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HCI International 2020 – Late Breaking Posters

22nd International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part I

  • 2020
  • Book

About this book

This book constitutes the poster papers presented during the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic.

From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as “Late Breaking Work” (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems.

The 62 papers presented in this volume are organized in topical sections as follows: HCI theory, methods and tools; mobile and multimodal interaction; interacting with data, information and knowledge; interaction and intelligence; user experience, emotions and psychophysiological computing.

Table of Contents

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  1. User Experience, Emotions and Psychophisiological Computing

    1. Frontmatter

    2. Affective Analysis of Visual and Vibro-Tactile Feedback During Floor Cleaning Task Using Heart Rate Variability

      Kodai Ito, Tsubasa Maruyama, Mitsunori Tada, Takuro Higuchi
      Abstract
      In this study, we analyzed the electrocardiogram (ECG) against visual and vibro-tactile feedback during floor cleaning task using sheet-type mop for proposing physiological indexes to estimate the emotional changes during the task. For this purpose, we developed a real-time measurement and feedback system of the floor cleaning. In this system, the swept area by the mop and trunk posture of the cleaner were estimated from the motion sensor data attached to the body and the mop. Based on these estimation, the vibro-tactile and visual feedbacks were provided to the cleaners for improving the efficiency of the cleaning and for letting them know their current posture. During the task, we measured ECG to perform heart rate variability (HRV) analysis. After the task, the participants were asked to answer the questionnaires for collecting their subjective emotions. The results of the analysis demonstrated that male subjects tended to feel achievement from the visual feedback of the swept area which can be detected by RMSSD, one of the HRV index, of the ECG signal. It was also shown that LF/HF, the other HRV index, is suitable to detect concentration in the task. Our results demonstrated the potential of the HRV indexes for measuring daily emotions which can be used to optimize the contents of the feedback based on their emotional state for reducing the daily mental workload.
    3. Perceived Usefulness of e-WOM Attributes on Buyer’s Choice

      Shobhit Kakaria, Aline Simonetti, Enrique Bigné
      Abstract
      Online reviews are a prevalent practice in the digital space to disseminate and acquire information about products and services which has immense effects on consumers’ decision making. The study aims to measure the direct and the interaction effects of the two review attributes of online reviews: review content and review authenticity during the pre-purchase stage on subsequent purchase intention. We conduct a between-subject 2 × 2 experimental online study with 251 participants manipulating review authenticity (verified vs unverified) and review content (general vs specific). While consumers often use online reviews for choosing experiential as well as material products, the present study results show a differential impact of review content and review authenticity on the product type. Results displayed a significant effect of review authenticity and review content on self-reported purchase intention for material product. However, we could not find a similar effect for experiential product. The results showed no interaction effect between review authenticity and review content.
    4. Feasibility of Healthcare Providers’ Autonomic Activation Recognition in Real-Life Cardiac Surgery Using Noninvasive Sensors

      Lauren R. Kennedy-Metz, Andrea Bizzego, Roger D. Dias, Cesare Furlanello, Gianluca Esposito, Marco A. Zenati
      Abstract
      Cardiac surgery is one of the most complex specialties in medicine, akin to a complex sociotechnical system. Patient outcomes are vulnerable to surgical flow disruptions (SFDs), a source of preventable harm. Healthcare providers’ (HCPs) sympathetic activation secondary to emotional states represent an underappreciated source of SFDs. This study’s objective was to demonstrate the feasibility of detecting elevated sympathetic nervous system (SNS) activity as a proxy for emotional distress associated with a medication error using heart rate variability (HRV) analysis. After obtaining informed consent, audio/video and HRV data were captured intraoperatively during cardiac surgery from multiple HCPs. Following a critical medication administration error by the anesthesiologist in-training, the attending anesthesiologists’ recorded HRV data was analyzed using pyphysio, an open-source signal analysis package, to identify events precipitating this near-miss event. We considered elevated low-frequency/high-frequency (LF/HF) HRV ratio (normal value <2) as a primary indicator of SNS activity and emotional distress. A heightened SNS response by the attending anesthesiologist, observed as an LF/HF ratio value of 3.39, was detected prior to the near-miss event. The attending anesthesiologist confirmed a state of significant SNS activity/distress induced by task-irrelevant environmental factors, which led to a temporarily ineffective mental model. Qualitative analysis of audio/video recordings revealed that SNS activation coincided with an argument over operating room management causing SFD. This preliminary study confirms the feasibility of recognizing potentially detrimental psychophysiological states during cardiac surgery in the wild using HRV analysis. To our knowledge, this is the first case demonstrating SNS activation coinciding with self-reported and observable emotional distress during live surgery using HRV. Irrespective of the HCP’s expertise, transient but intense emotional changes may disrupt attention processes leading to SFDs and preventable errors. This work supports the possibility to detect real-time SNS activation, which could enable interventions to proactively mitigate errors. Additional studies on our large database of surgical cases are underway to confirm this observation.
    5. HRV Parameters Sensitively Detecting the Response of Game Addicted Players

      Jung Yong Kim, Min Cheol Whang, Dong Joon Kim, Heasol Kim, Sungkyun Im
      Abstract
      The purpose of this study is to extract quantitative parameters that indicate significant differences in ECG(electrocardiogram) between game-addicted group and non-addicted group. Currently, there is no objective means to define game addiction among health authorities and academic societies. Therefore, authors attempted to classify subjects into game-addicted groups and non-addicted group. The existing diagnostic questionnaire was used to divide subjects into two groups, and used heart rate variability to detect the any particular sign of psychophysiological response of game addicted subjects different from the non-addicted subject. ‘League of Legends’ by Riot Games company was used for the test. The parameters were analyzed by applying various data collecting time windows. Multiple t-tests were used to compare the two groups. In results, no significant difference was found in the data collected from time window 1) full game period and 2) first and last 10 min, and 3) first and last 5 min. However, when the player’s character was killed, there were significant differences in parameters between two groups when 30 s, 60 s, and 90 s after ‘being killed event’. The outcome of this study showed that particular parameters at given data collecting window could generate more sensitive outcomes than the others. Further experiment would confirm the results to be used for developing an algorithm to quantitatively diagnose the addicted individuals.
    6. Horizontal Mouse Movements (HMMs) on Web Pages as Indicators of User Interest

      Ilan Kirsh, Mike Joy, Yoram Kirsh
      Abstract
      Mouse events are widely used as implicit indicators of user attention on web pages. In this study, we investigated a particular pattern of mouse movements, Horizontal Mouse Movements (HMMs), consisting of series of mouse move events in the same horizontal direction, as indicators of users’ current interest. We formally defined HMMs and analyzed HMM activity on a sample website in English. We distinguished between LTR (Left to Right) HMMs and RTL (Right to Left) HMMs. LTR HMMs (in the reading direction of the sample website) were found to be more frequent than RTL HMMs (in the opposite direction). Then we investigated leaving web pages immediately after HMMs and found that they are much more frequent after an RTL HMM than after an LTR HMM. The difference can be explained by recent studies, which show that mouse movements in the reading direction are related to reading. Because reading indicates current interest in the web page content, the probability of leaving a web page immediately after LTR HMMs is lower. Accordingly, HMMs in the reading direction may serve as user interest indicators in educational technology, online learning, web analytics, and adaptive websites.
    7. Based on Inductive Quantization Method of Evaluation of Bank Experience Contact Design

      Yong Li, Fu-Yong Liu, Rui-Ming Hao, Zhen-Hua Wu
      Abstract
      This research is to quantitatively evaluate the bank service contacts that can generate experience for users through experimental methods. The main process is to determine the quantitative mathematical calculation method, collect the perceptual evaluation index of the bank experience contact at the design stage, use the analytic hierarchy process to establish the evaluation index system, build the design participation model of the bank experience contact, and use the fuzzy analytic hierarchy process The contact design participation is calculated and the results are quantitatively evaluated. This research can provide reference for decision makers when setting up service contacts, and provide scientific and effective data evaluation scales for bank design transformation, development process, interaction design, service design, etc., for subsequent banking user experience. Research provides new methods.
    8. A Research on How to Enhance User Experience by Improving Arcade Joystick in Side-Scrolling Shooter Games

      Shih-Chieh Liao, Fong-Gong Wu, Chia-Hui Feng, Cheng-Yan Shuai
      Abstract
      In the long-term observation, we’ve discovered that the joystick has high maneuverability, but players find it difficult to control when playing complex 2-D STG. The layout which is full of bullets and enemies is a huge challenge to players’ techniques and reactions. Furthermore, it influences the games’ difficulties and players’ willingness to play; we implemented shadowing observational method and questionnaire to come up with four key factors which were significant to this research. However, the experiment probed into the Human-Machine Interaction with regard to joystick and synergy between hardware and software. After the focus group with those subjects, we acquired a few pieces of feedback on how to improve the joysticks. Ultimately, in the conclusion of this research, we proposed two pieces of advice on the design of prototype of joystick. We’d like to improve the User Experience (UX) and Somatosensory Experience, and create a customized joystick for 2-D STG.
    9. Determining Optimum Level of Automation in Task Design for Assembly Line Systems

      Rifat Ozdemir, Sara AlSharif
      Abstract
      Automation has become essential in many industries since computerized technologies were developed for its significant effect on production performance in terms of accuracy, speed and volume. However, the effects of increased automation on operators’ situational awareness and skill development have been controversial. This study aims to determine the optimum level of automation to balance the tradeoffs between loss of situational awareness, and mental/physical workload through developing a model that quantifies the effect of automation level on cognitive performance, which is defined as a function of situational awareness and mental workload. The proposed model particularly helps the task design of assembly line systems. The mental workload of an operator is dependent on the information quantity needed to be processed while performing the task, which may decrease by higher level of automation. However, loss of situational awareness is expected to increase by leveling up automation in task design. The level of automation introduced in a system ranges from manual processes to fully automated process. The stages of information processing involved in performing assembly tasks can be information acquisition, analysis and/or decision making. Each assembly task may involve any combination of these information process stages. The first step in the proposed model, cognitive tasks are partitioned into information process stages which are then evaluated with different levels of automation for all stages and all tasks along the assembly line. The proposed study utilizes the well-known technique of Situational Awareness Global Assessment Tool (SAGAT) in order to quantify the loss of situational awareness. Theoretical tradeoffs between loss of situational awareness and the mental workload reveals the optimal level of automation which also maximizes the cognitive performance of human worker. The proposed approach is then implemented in a real-life case study.
    10. The Influence of Social Embarrassment on Engagement with Publicly Displayed Digital Content

      Alexandra Pollock, Ethan Perry, Tom Williams
      Abstract
      Public, large-screen touch displays offer advertisers, social activist groups, and other organizations a distinct opportunity to communicate their message interactively to users. While previous research has sought to identify strategies for encouraging users to interact with these displays, it is not clear how different levels or types of engagement may be encouraged by different solicitation strategies. Moreover, it is also not yet understood how the effectiveness of these strategies may depend on the nature of the content to interact with. In this research, we consider specifically how users may be encouraged to engage with mental health focused content presented on these types of displays, and propose an experiment for exploring the effectiveness of different context-sensitive solicitation strategies.
    11. Let’s Not Get Too Personal – Distance Regulation for Follow Me Robots

      Felix Wilhelm Siebert, Johannes Pickl, Jacobe Klein, Matthias Rötting, Eileen Roesler
      Abstract
      The spatial behavior of robots working alongside humans critically influences the experience of comfort and personal space of users. The spatial behavior of service robots is especially important, as they move in close proximity to their users. To identify acceptable spatial behavior of Follow Me robots, we conducted an experimental study with 24 participants. In a within-subject design, human-robot distance was varied within the personal space (0.5 and 1.0 m) and social space (1.5 and 2.0 m). In all conditions, the robot carried a personal item of the participants. After each condition, the subjective experience of users in their interaction with the robot was assessed on the dimensions of trust, likeability, human likeness, comfort, expectation conformity, safety, and unobtrusiveness. The results show that the subjective experience of participants during the interaction with the Follow Me robot was generally more positive in the social distance conditions (1.5 and 2.0 m) than in the personal distance conditions (0.5 and 1 m). Interestingly, the following behavior was not perceived as comparable to human-human following behavior in the 0.5 and 2.0 m conditions, which were rated as either closer than human following or further away. This result, in combination with the more positive user experience in the social space conditions, illustrates that an exact transfer of interaction conventions from human-human interaction to human-robot interaction may not be feasible. And while users generally rate the interaction with Follow Me robots as positive, the following-distance of robots will need to be considered to optimize robot-behavior for user acceptance.
    12. Effects of Font Size, Line Spacing, and Font Style on Legibility of Chinese Characters on Consumer-Based Virtual Reality Displays

      Ziteng Wang, Pengfei Gao, Liang Ma, Wei Zhang
      Abstract
      This study investigated the effects of font size, line spacing, and font style on legibility of Chinese characters on consumer-based virtual reality devices. We employed a three-factor within-subjects design experiment. The three independent variables were: font size, line spacing, and font style. There were three font sizes: 10pt, 12pt, and 14pt, all measured in unit of points. Also, three levels of line spacing were employed in this study: single line, 1.5 lines, and double lines. Two font styles were selected: Hei and Song style. There were 18 (3 × 3 × 2) experimental conditions in total. Thirty-two subjects participated in the experiment and completed the character searching tasks in the pseudo-texts environment under virtual reality scenario. Both objective and subjective measurements were employed to evaluate the legibility of reading Chinese fonts on consumer-based virtual reality displays. Data was collected on search time, accuracy, and subjective preferences of searching. Hopefully the results can provide some recommendations to designing legible and user-friendly Chinese texts on consumer-based virtual reality devices.
    13. The Design-Related Quality Factors of Smart and Interactive Products

      From Industrial Design to User Experience and Interaction Design Yichen Wu
      Abstract
      The connected objects, also named smart products or smart device, are permeating into people’s lives and changing their behaviors and habits. They are updated from normal products by implanting electronic chips and system, connecting to the Internet or other devices, and users have to operate them through the physical the digital interface. Thanks to the popularity of smart products, the economy is increasing, the relevant market is expanding, and the consuming habit of society is evolving. Design as the force for innovation was given greater responsibility to the development of the smart product at this time. Nowadays, many design disciplines are involving smart objects, e.g. industrial design, interaction design, user experience design, service design. However, these interactive, technology-related products have high failure rate actually, most of them failed at the concept phase. These failures lead to design waste. Thereby, how to design a smart product with high quality of user experience is the critical question. The user experience quality in this context not only includes the form and function which focused by industrial design but also included the interactive mode, the emotional perception, and so on. Consequently, to get this success, to enhance the quality is the method to make the smart object stands out from the crowd in the competition. Thereby, this research attempted to demonstrate the specific factors of quality in the smart product in theoretical models by analyzing the complexity of the smart objects and discussing the quality of each part of the smart product.
    14. The Zabuton: Designing the Arriving Experience in the Japanese Airport

      Hikari Yamano, Kasumi Tomiyasu, Chihiro Sato, Masato Yamanouchi
      Abstract
      This research explores the value of airports upon arrivals by proposing a welcome service The Zabuton targeting passengers unfamiliar with the landing-place. The Zabuton service comprises of two systems; a local language information display (LLD) and a guiding passengers action app (GAA). LLD is placed in the baggage claim area displaying the written language and meanings of frequently used phrases, and its pronunciations in the local language. GAA supports the series of actions from the arrival gate to transportation consisting the following five components; (1) purchasing internet connection modules, (2) local transportation map and route search, (3) local transportation rules, (4) luggage service information, and (5) where the platform is to ride local transportation. An airport arrival lobby with The Zabuton lets passengers learn local language phrases through public displays and provides confidence in their forthcoming steps of transportation through a mobile app. This concept was constructed based on our research and illustrated accordingly based on scenario based design and user centered design process. This paper contributes to the redesigning of the airport arrival lobby by enhancing the local experience and supporting the travel procedures with the help of digital technologies.
    15. Usable Security Case of Remote Web Access

      Temechu G. Zewdie
      Abstract
      Various organizations such as the European Union (EU) use Remote Web Access (RWA) [1], as it enables their staff members to work from any place and at any time. Working from remote locations has its drawbacks. Cyberattacks can take place. Therefore, organizations need to secure the user identification technique (UIT). This research talks about the challenges of UIT associated with RWA and explores solutions on how to make RWA secure as well as user-friendly. However, surveys showed that users were not satisfied with these security measures, as it affected the usability of the platform. This research focuses on designing a secure and user-friendly UIT for RWA.
      The study involves the collection and assimilation of qualitative and quantitative data through questionnaires, focus group discussions, interviews, and document analysis. It also uses the Morea Usability testing software as a tool for assessing the user-satisfaction and usability of RWA.
      The preliminary assessment involved issuing 42 questionnaires to a randomly selected EU delegation to the African Union staff living in Addis Ababa. Thirty-four of them responded to the questionnaire that formed the basis of this research. About 70% of the respondents expressed confidence in the security measures, whereas 92% did not find the additional user identification steps as convenient. Nearly 64% of the people surveyed felt that the process was a lengthy one. It also affected the efficiency and memorability, thereby necessitating a change.
      As pointed out in [2], observing four to six participants in usability testing will uncover about 80% of a product’s usability problems. In this study, six test participants from EEAS were selected to conduct usability testing.
      As the study showed an inverse relationship between the usability and the perception of security and trust in RWA, the research proposes a usable UIT for RWA for making it secure and user-friendly at the same time.
  2. Backmatter

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Title
HCI International 2020 – Late Breaking Posters
Editors
Prof. Constantine Stephanidis
Dr. Margherita Antona
Stavroula Ntoa
Copyright Year
2020
Electronic ISBN
978-3-030-60700-5
Print ISBN
978-3-030-60699-2
DOI
https://doi.org/10.1007/978-3-030-60700-5

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