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2023 | Buch

HCI International 2023 Posters

25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I

herausgegeben von: Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy

Verlag: Springer Nature Switzerland

Buchreihe : Communications in Computer and Information Science

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SUCHEN

Über dieses Buch

Der fünfbändige Satz CCIS 1832-1836 enthält die erweiterten Zusammenfassungen der Poster, die während der 25. Internationalen Konferenz über Mensch-Computer-Interaktion HCII 2023 im Juli 2023 in Kopenhagen, Dänemark, als Hybrid-Veranstaltung präsentiert wurden. Die insgesamt 1578 Beiträge und 396 Poster, die in den 47 HCII 2023-Procedure-Bänden enthalten waren, wurden sorgfältig überprüft und aus den 7472 Beiträgen ausgewählt. Die in diesen fünf Bänden präsentierten Poster sind in thematische Abschnitte gegliedert: Teil I: HCI-Design: Theoretische Ansätze, Methoden und Fallstudien; Multimodalität und neuartige Interaktionstechniken und -geräte; Wahrnehmung und Kognition in Interaktion; Ethik, Transparenz und Vertrauen in HCI; Studien zur Nutzererfahrung und Technologieakzeptanz; Teil II: Bereit

Inhaltsverzeichnis

Frontmatter

HCI Design: Theoretical Approaches, Methods and Case Studies

Frontmatter
Human-Centered HCI Practices Leading the Path to Industry 5.0: A Systematic Literature Review

In the course of digital transformation and advancing automation through artificial intelligence (AI), the manufacturing industry, in particular small- and medium-sized enterprises (SMEs), is under pressure to move forward and face the associated challenge of redesigning both their business processes and their work organization. The importance of this transformation process increases with the introduction of new forms of human-machine collaboration, like Human-AI collaboration. To design digital transformation in a sustainable and value-adding way, well-established human-computer interaction (HCI) practices can be used as a framework. This paper explores the question of how human-centered HCI practices can be adapted to the context of the manufacturing industry, considering their unique characteristics. As a basis for this research, a literature review was conducted, examining English- and German-language articles on common HCI practices with a focus on practical use cases and empirical research in an industrial context. The review’s findings show that while traditional human-centered design principles such as user-oriented design and usability engineering are broadly considered in HCI, there are several organizational conditions that need to be considered more strongly, such as the limited resources and expertise concerning digitalization available in SMEs. Therefore, this study examines the extent to which human-centered HCI practices in the manufacturing industry can be tailored to the specific characteristics of SMEs. The findings from this review can be used in future research as a basis for developing guidelines for implementing human-centered HCI practices in SMEs. Building on this, guidelines and frameworks can be developed that consider SME specifics such as flexibility and limited resources and are application-ready for practical use. This will support a human-centric digitalization process that is sustainable and value-adding in the long term.

Anja Brückner, Philipp Hein, Franziska Hein-Pensel, Jasmin Mayan, Mandy Wölke
Temperature, Entropy, and Usability: The Theoretical and Practical Resemblances Between Thermodynamics and User Interface Design

This study explores the possibility of creating a set of new theoretical models and metrics that can potentially serve as portable evaluation tools for user interface-related design and research. With inspirations from thermodynamics and information theory, this study perceives the user interfaces interactivity as binary finite-state machines (BFSM) and as “networked two-way communicational channels” (NTCC), thus bridging the gap between widely applicable fundamental scientific theories and the methodologies that are potentially useful for user interfaces design and research. The new metrics and theoretical models created and examined in this study seem to coincide with empirical experiences and are worthy of further investigation.

Lance Chong
Wetland Challenge—Using Service Design Research as an Approach to Establish an AR APP for Environmental Education

Given the looming threat of catastrophic environmental disasters, there has never been a more urgent need for establishing awareness of the importance of sustainable environments through environmental education. Chenglong Wetland in Kouhu Township, Yunlin County, Taiwan, has been dramatically affected by land subsidence and slow climate change resulting from global warming. This has forced Chenglong Village to abandon its traditional fish farming industry and instead turn to green energy and economic development. However, this shift has led to the loss of wetland ecological resources, highlighting the pressing need for environmental education among the residents. The current study aims to explore how service design, a methodology incorporating input from experts and stakeholders, can facilitate communication with residents regarding the wetland, environmental crises, and associated risks.This study employed service design methods to explore the experiential and cognitive needs of stakeholders through the Chenglong Wetland narrative project. A digital environmental guide system was created for local elementary school students using a persona and user map developed after interviews. The guide system integrated Augmented Reality (AR) technology and location-based functions to establish a narrative experience flow and provide relevant information for wetland environmental education. The resulting AR environmental guide app is expected to enhance public awareness of climate change issues and increase attention to ecological and environmental conservation.

Wen-Huei Chou, Jia-Yin Shih, Yao-Fei Huang
A Case Study: Designing a User Interface for Disconnected Operations of Defense and Security

SAP provides Enterprise solutions for Defense and Security within the Public Sector area of S/4 HANA Industries. Defense and Security tackles a range of use-cases from organizing personnel and their assignments, management of material, products, and also enabling and keeping track of their maintenance activities. The most recent solution focused on preparing a server from the perspective of the data required for any remote operation. The business user is required to control and utilize the information pertaining to any equipment, personnel or activities that must go on at the remote location.The early part of this project involved a deep dive into the topic with industry experts to gain clarity on the business processes for disconnected operation scenarios for Defense nations.These sessions would typically target 2 aspects of the topic: 1. Understanding processes being handled in the situation of a foreseen disconnected operation. This included study and analysis of the existing tools that enable a secure data transfer between communication channels. 2. Understanding various tasks involved in triggering and monitoring data transfers via a user interface in disconnected scenarios for informed decision making. This allowed for identification of opportunity gaps in the current process and pain points from the business user perspective.The purpose of this case study is to shed light on: 1. The niche industry requirement and enterprise scenario 2. Collaboration with the end users to align the process 3. Impact of usability on decision making process and efficiency

Sona Dalsania, Devashree Marathe
How to Design Successful Conversations in Conversational Agents in Healthcare?

Conversational agents (CA) applied in a healthcare setting are often designed to mimic healthcare professionals. Inappropriate design of their implemented conversation flow might impact on the achieved outcome, patient adherence and experience, and might even become a risk for patient safety. Objective of this paper is to identify factors to be considered when designing conversations of health CA to ensure that the patient-CA communication is successful. Focus is on rule-based CA-based medical interview assistants, i.e. systems that collect the medical history from a patient implemented using rules. Starting from models, guidelines and best practices for successful healthcare communication (e.g. partnership model, AIDET model and RESPECT model), I derived aspects to be considered in designing successful interactions of health CA with patients. Transferring basic concepts of these models to patient-health CA communication leads to the following conclusions: Health CA should be equipped with certain communication skills, including being empathetic, know how to listen, have respect for the patient, have open-ended skills and be able to adapt to the level of knowledge of the user. Additionally, I derived information on how to structure the conversation flow.

Kerstin Denecke
POWER – A User Experience Research Model for Industrial Internet Design Practices

Industrial internet implementations are popular on a global scale. Different types of products, including both hardware and software, are included in industrial internet projects. Due to their complexity and diversity, user experience research for industrial internet products is difficult. To get insights for enhancing the industrial internet product experience, designers need an improved research method. In this paper, the POWER framework for user experience research in industrial internet design practices is promoted. POWER represents 5 factors in industrial internet design, which are people, object, workflow, environment and review. This framework emphasizes interventions of production work flow and user flow. Also, it promotes the importance of industry paradigms reviews to avoid common-sense mistakes. A showcase of how POWER framework helps designers to improve software user experience in car industry is demonstrated.

Jiachun Du, Hanyue Duan, Shuoyu Chen, Wei Zhao
Altruism in Design: Conveying Designers’ Thoughtfulness to Users Through Artifacts

The COVID-19 pandemic has heightened awareness of the importance of altruistic behavior towards others, making it a timely topic in the field of Human–Computer Interaction (HCI). Altruism, a fundamental trait that distinguishes humans from other animals, can be incorporated into design through two approaches: designing artifacts that encourage users to act altruistically and designing artifacts from an altruistic viewpoint. While the former approach has been the focus of most studies, this paper explores the possibility of “altruistic design” and identifies three factors that hinder it: the distance between the designer and user, contextual dependence of artifact use, and transparency of well-designed artifacts. To address these factors and effectively convey the designer’s altruistic wish to the user, three perspectives are proposed. This study provides valuable insights into the altruistic relationship between designers and users and highlights the potential for incorporating altruism in HCI design, which can contribute to a society where people help each other with kindness.

Kentaro Go
The Ladder of Participation as a Conceptual Tool for Sustainable Socio-Technical Design of Data-driven Digital Services

Participation in the data economy is prone to unjust power imbalances. Individuals function as mere data sources and are left out of decisions on how, when, and where personal data is accumulated and processed. In this paper, we translate Arnsteins’ ‘Ladder of Citizen Participation’ to the field of the data economy to offer a conceptual lens to tackle power imbalances’ underlying structures. For this, we derived assumptions from the application’s ecosystem. We propose to encase the lowest rungs of the ladder with the term of involuntary participation and frame individuals as digital Citizens to avoid a mere focus on the economic dimension of participation. Building on this, we translate the eight rungs of Arnstein’s original ladder to the new application field of the data economy through examples and design affordances corresponding with differing degrees of digital citizens’ data agency. Eventually, we contemplate implications for socio-technical design resulting from the re-conceptualization of the ‘ladder’ and formulate future research.

Viktoria Horn, Claude Draude
All Things Coexist Without Harming Each Other-A Growing Research in Multi-species Intelligent Design

The development of artificial intelligence has broken through the previous assumption that “human is the only actor,” and interactive haptic technology has become a new actor, bringing users realistic visual and auditory experiences. However, with the continuous improvement of people’s requirements for green and healthy living standards, consumer demand has reflected the characteristics of diversification and high quality. Consumers have more specific requests for product quality, variety, flavor, and a growing environment. They also pay more attention to their experience and the sense of engagement when using PC intelligence. The current human-computer interaction design only focuses on human materiality, human-environment interaction, and barrier-free dimensions. In other words, less attention is paid to the existence of other “non-human” beings and the human-natural world entangled with humans, which probably leads to the fact that multi-species intelligent design has not obtained a specific development space to some extent. Based on the field investigation of two cases, this study tries to rediscover the sustainable energy that has long been forgotten, abandoned, and scattered in marginalized locations since the development of advanced technology. Combined with existing research on human-computer interaction design, it points out that the “non-human” voice, emotion, and power temporarily obscured are not only an essential part of Multimodal human–computer interaction design but also the development of immersive and exploratory and emotional experiences for users. It provides a new space to capture social facts’ “authenticity” and “aura” meanings. Meanwhile, the research also points out that introducing human interaction technology can make up for what users cannot perceive and see with their senses. In conclusion, an intelligent design framework for understanding multi-species is put forward, which could be helpful in general design in the domain of human-computer interaction. Also, provide a design dimension for the sustainable development of our society.

Guanqing Hua, Tanhao Gao, Xiaotong Zhang, Hongtao Zhou
Designing for Death: Emerging Technologies for the Process of Dying and the Memorialization of Life

Death is an inevitable part of life. But the manner in which we mourn death and memorialize life, both in terms of the promise of our own death, and the inevitable death of others, offers designers and artists an opportunity to creatively reimagine the ways emerging technologies might open up new possibilities for understanding and coping with this essential part of life. Our design research begins with a historical critique of various religious and philosophical traditions related to death and dying. This foundation frames our inquiry, as we apply design research methods to better understand how experts working in hospice and the cemetery industry prepare experiences for death and mourning. Drawing on these insights we present a prototype that demonstrates new modalities for memorializing those who have passed through auditory media eventually proposing future work based on these initial prototypes utilizing a mixed reality experience.

Asad Khan, Sunzhe Yang, Ian Gonsher
Requirements for Designing a Collaborative Human-Robot Workstation for Composite Part Production

Small and middle-sized companies in the composite part production struggle with a lack of skilled workers while they cannot meet the demands of the market. For these companies, a full automation of the process is usually not economically feasible due to high implementation costs and small batch sizes. One solution for this challenge can be the introduction of a collaborative robot to the process that supports the worker. To design a collaborative human-robot workstation, it is essential to define requirements that include the human as the user of the system. Therefore, we conducted a qualitative study based on a mixed method approach. With a focus group, expert interviews, and observational studies we derived a first set of chances and risks of a collaborative workstation in the composite part production and potential manufacturing steps the robot could take over. These results are the basis for the definition of the requirements for designing a collaborative workstation in the composite part production.

Johanna Lauwigi, Samira Khodaei, Hannah Dammers, Anas Abdelrazeq, Ingrid Isenhardt
Research on Emotional Design Strategies of Voice Interaction on Smartphones: A Case Study of College Students’ Use of Smart Phones

Through studying the use of mobile phone voice interaction function in the daily life of college students, summarizing the current situation of its use and future improvement suggestions, the study finds that the current college student group does not use the voice interaction function that comes with the mobile phone very frequently at present, how to make the language interaction function better facilitate the life of college students and improve the emotional experience of voice interaction of the college student group will become the problem to be solved in this study; this study Based on the three-level theory of emotional design proposed by Donald A. Norma, the emotional design strategies of voice interaction for future smartphones are proposed to provide theoretical guidance for the innovation of intelligent voice product design; in the context of smartphones, the competitiveness and influence of smartphones can be enhanced by improving the voice interaction experience of smartphones.

Lin Li, Meiyu Zhou
Future Visions for a Decolonized Future of HCI
Thick Descriptions of a Survey Interaction to Discuss the Colonization of Imagination

A forecast of a high-tech society often represents the visions of industry. The possible technological developments and innovations presented by tech companies promise a bright future, supposedly offering all a better quality of life. However, the ideas give protagonism of a particular style of life and reveal privileges that do not match the environmental and socio-economic tensions from the global south. We started an experiment among us to analyze historical visions of the future commonly presented by companies. We created a questionnaire with an additional form to allow participants to proactively propose alternate concepts by sending images. From this experience, we offer a thick description of the perspectives and feelings related to the questions submitted. This ethnography is a ground for future work where we aim to investigate how HCI literacy and knowledge of cultural studies impact the identification of biased content. Also, collecting data through questionnaires and forms can help participants increase awareness of image content on the internet and motivate them to present their voices proactively. In our interactions with other researchers, as we give this work, we invite others to volunteer to answer the questions and offer alternate views from the ones on the questionnaire through AI images. This is a primary step of qualitative research. For further actions, we aim to develop a platform able to provide quantitative data with diverse aesthetics for future visions, capable of adding diversity to the digital ecosystem.

Elen Nas, Fernando Longhi, Luciana Terceiro, Telma Azevedo, Tânia Valente
The Game Beyond the Game: The Concept of Metagame and Its Use for Interaction Design

The purpose of the article is an comes from our Doctoral research, it investigates an authorial project named Halag, an e-learning platform for game development that uses gamification as a tool for motivation, engagement and to improve the user experience for those students with the platform. As one of the main characteristics of this project, users who consume the platform’s educational content is invited to participate in the production of a game, where the game design elements themselves will be created and selected by the participants, in a collaborative, democratic and sustainable and free ecosystem. We intend to expand our research and concepts seen during our research, for now a concept called Metagame. The word of Greek origin, meta is a prefix that can be interpreted in addition to, on the way to, that when united with a noun, another reflective and conceptual interpretation originates that can discuss various points of the sciences. The use of the meta, being something already understood in the academic environment to describe proposals that scientifically expand the research in question, for example in concepts about metalanguage, metapolitics, metadata, metaphysics, metaverse, among others. In our research, we rely on metadesign research by the authors Maturana (1997) Vassão (2010), Giaccardi (2003) and other authors, to discuss the concept of Metagame, bringing it closer to our research object, framed in a “game produced by game methodologies and created by gamers.”

Gabriel Patrocinio
Multimodal Analysis of Joint Attention in Remote Co-creative Design Process

We investigated how empathy for co-creative communication is achieved in the remote co-creative design process. We analyzed interactions occurring during a remote co-creative design process involving the KJ method and Miro, which is a remote working tool. In particular, we used multimodal conversation analysis to evaluate the interactions, focusing on each participant’s mouse cursor movements and how they achieved joint attention to the same object on the screen. We observed two methods of using a mouse cursor to jointly attend to something: using the cursor to produce a pointing gesture, thereby drawing others’ attention, and using it to indicate that the person is attending to others’ pointing. A participant who wants to achieve joint attention with others to a particular object in the Miro environment draws their attention by hovering the mouse cursor over the object. Other participants who are instructed to pay attention demonstrate that they are doing so by moving their mouse cursors closer to the object. This transition to joint attention is visualized on the screen in real-time, which makes it clear whether or not joint attention has been achieved. The results suggest that teleworking environments, such as Miro, provide a unique means of establishing common ground, and that these environments may create a sense of “co-presence” that is different from face-to-face conversations.

Rui Sakaida, Nam-Gyu Kang
Design & Futures – A Process Model Integrating Design Thinking and Strategic Foresight

The paper presents a practical process model that integrates design thinking and strategic foresight. The model is proposed by comparing different design thinking and strategic foresight processes, with the methods required to undertake the process presented. Each phase of the model is described, along with the benefits of their integration. Finally, the model is applied, and benefits of an integrated process reflected upon through expert interviews and co-creation workshops with companies developing new product or service innovations.

Jeffrey David Serio
Insights from the Practical Application of a Human-Centered Design Process for the Digitalization of Maintenance in Food Industry

This paper focuses on the practical application of a human-centered design (HCD) process to redesign processes for need-based use of technological possibilities, such as intelligent assistance systems. HCD is a resource-intensive approach which requires repeated development and evaluation of design prototypes with active involvement from people. The paper provides insights from a case study on the digitalization of processes within the maintenance of production machines in the food industry, intending to develop an information platform that supports maintenance workers. Various methods were used during the platform’s development, including personas and user studies. The lessons learned from the practical application of HCD can aid future applications in an industrial work context, including using different user-centered methods, observed effects on workers, and challenges that emerged due to the HCD approach.

Hendrik Stern, Moritz Quandt, Julien Mensing, Michael Freitag
A Study on Mobile APP Icon Design Based on the Hamilton’s Principle

Hamilton's principle, also known as the principle of least action, states that natural systems composed of moving particles, as studied in classical mechanics, move in a direction that minimizes their Kinetic Energy (KE) and Potential Energy (PE). In other words, natural systems move along the shortest path. Icon designs in mobile game APPs with a high degree of physical activity depict objects descriptively and disrupt the balance of vertical and horizontal lines to convey incomplete Kinetic Energy. Conversely, icon designs in social media APPs use simple shapes and colors to convey a company's symbolic energy while maintaining a precise balance of vertical and horizontal lines. This study aims to classify types of action-inducing icon designs based on Hamilton's principle, distinguishing them by Kinetic Energy (KE) and Potential Energy (PE), and deriving Symbolic Energy (SE) as a new axis, to propose a design strategy for application icons that trigger users’ optimized behavior. The study found that game APP icons more strongly represent incomplete Kinetic Energy elements compared to social media APP icons. As a result, game APP icons strongly express movement through the game player's appearance and incomplete Kinetic Energy, while social media APP icons strongly express the company's symbolism through logos, colors and shapes and complete Potential Energy as Symbolic Energy.

Jungho Suh
Automated Tools Recommendation System for Computing Workshops

Workshops are a very common mode of interaction for team learning, and depending on the type of workshop, there are different ways of interaction and questions. In digital media workshops, design and computation coexist, but the logical conflict between them is always difficult for designers to understand and master. In the research team's previous study, we found that designers often had difficulty combining their imagination with the computational tools we were given at the time of the workshop, or not sure what tools could help them. In a multi-person workshop, it is difficult for the facilitator to take care of both the activity and the participants, resulting in an increased burden on the facilitator and a decrease in the participants’ willingness and self-confidence to engage in computation.In the previous study, we tested and adjusted the interaction process of the workshop and developed a new workshop process. In this study, we took the role of the facilitator as the main part, the scenario as the computing workshop, and the user as the designer. The process of the previous study was used as the base concept for the next iteration of the system, for which we designed a model of the workshop support system.After the participants have gone through the design thinking process, they put their design ideas into the system, and after a set of natural language processing, the system can suggest the participants’ computational tools based on the data, and provide them with the direction to choose the right tools for their ideas.The system should also be able to make iterative corrections and learn from the iterative corrections in the original prescribed route to generate new answers. Through machine learning, the system can automatically learn and update, and can switch between different computational workshops more freely, so that the results can be more flexible.

Ya-Chi Tien, Teng-Wen Chang, Shih-Ting Tsai
Empower Product Designers in Enterprises to Leverage Data as Creative Compass to Drive Innovation

Large-scale user experience evaluation faces new obstacles as ServiceNow continues to roll out new platform services while enhancing data-informed product decision-making, but it also has new opportunities. Enterprise applications have a significant demand for user-centered metrics that may be used to track development toward key goals and inform product choices. A Design Thinking workshop, generative interviews, and naturalistic observation with a wide range of user profiles were utilized to blend outcome-based goals with a process that is based on carrying out experiments. A UII framework for user-centered metrics and a way for connecting product goals to metrics on contextual dashboards were conceptualized to emphasize the impact of user experience on product strategy.

Kratika Varma
The Scope and Analysis of Design Methodologies for User Experience in Interaction Design

The era of the digital revolution promotes the new need for design in HCI to optimize the user experience in virtual or physical products. Therefore, the development of methods for how to design these intelligent products is an emerging issue. This paper focuses on the methodologies for user experience in interaction design, and it is the research part for generating new design methodologies for digital products. In order to extract the feature of potential design methodologies, the research illustrates the traditional approach, which includes Interaction Design and User Experience Design with the interpretation of the specific process, and methods, to have a sound understanding of them and the state of the art. Meanwhile, from the point of view of business, the emerging markets and users lead to the new form of design methodologies is the significant evolution in the design field, including Agile, Lean UX and design sprint. They are another critical part of this research.

Yichen Wu
Children’s Ideal Nature-Related Digital Tools: A Co-design Experiment

Children living in cities are interacting less and less with their surrounding green spaces. It is argued that, while online digital games can decrease children’s outdoor play, emerging digital technologies have the potential to motivate children’s interaction with nature. However, children, who are the end-users of such tools, are hardly involved in their design process. Over the past two decades, children are increasingly being involved in urban and technological design, yet their participation in the design process has been rather passive. To address this gap, we explore the desired characteristics of digital tools for an ideal interaction with nature, from the perspective of children. We conducted an outdoor activity and a co-design workshop with 23 children aged 12–14 years from a secondary school in the Netherlands. The findings of this participatory design process indicate the design characteristics, requirements, functions, and usage of children’s ideal digital tools that can increase their interaction with nature. Our findings are not only relevant for investigating the role of children as co-designers in the whole participatory technology design process, but also helpful for urban or digital intervention designers to improve child-friendly digital tools for ideal interaction with nature.

Shengchen Yin, Dena Kasraian, Gubing Wang, Suzan Evers, Pieter van Wesemael
Technological Project Management Proposal for Designing a Social Robot

Introduction: Social robotics is integrated into everyday activities, addressing social interactions with diverse groups of people. Therefore, the development of Autonomous Social Robot for Ecuadorian Universities (ASREU), an evolutionary social robotic platform in hardware and software that allows the exploratory research of social, technological, and energetic variables for the generation of social robotics prototypes. Method: To improve the management of the project, the structures for the development of technological projects are analyzed from the administrative management of the project, as well as the execution and technological implementation of the Results: A diagram is obtained to identify the interaction of technical, engineering and scientific working groups and the interaction with the project management, as well as a roadmap for the development of technological products defining the systems, the type of prototyping and the intellectual property protection, in addition to the circular strategy for the integration from and for society in the area of social robotics and the identification with the evolution of the prototype with the corresponding intellectual property protection for feasible results to Conclusion: Currently the development of technological projects lead mostly software developments in social robotics, when integrated with physical systems (mechanical, electrical and electronic), there is planning from traditional environments and agile environments, which need a coexistence to jump from one to another environment.Finally, guidelines and tools have been developed to facilitate the management and design of social robots, in the case of ASREU, a 6 DoF and autonomous mobile robot (AMR).

Mireya Zapata, Jorge Alvarez-Tello, Hugo Arias-Flores
Chaotic Customer Centricity

Implementing innovative projects is critical for businesses to stay competitive and meet customers’ changing needs. However, understanding and incorporating customer needs into the design process can be challenging using traditional methods. This has led to the emergence of new approaches, such as design thinking, which focuses on understanding customer needs and incorporating them into the innovation process. To overcome the limitations of traditional approaches and integrate unstructured information, the concept of “cluttered client orientation” has emerged. This paper examines how an iterative approach and customer journey mapping can achieve chaotic customer centricity and create successful innovations. The paper emphasizes the importance of incorporating customer needs into the innovation process and introduces the concept of “chaotic customer centricity” as a way to create successful innovations by using unstructured information.

Benjamin Zierock, Asmar Jungblut, Nicola Senn
The Co-design Process for Interactive Tools for Predicting Polygenic Risk Scores

This paper describes several strategies for engaging bioinformaticians in the software design process for Bioinformatics tools. These tools and co-design processes are intended to support and enhance their profession within a web-based context by discussing artifacts and databases, reacting to scenarios, customizing prototypes, and identifying user journeys. Using design artifacts and documents of scientists’ reflections, an illustration of how these techniques were applied in the context of PRS prediction tools for Bioinformatics. This further includes discussing design implications for Bioinformatics tools.

Amaan Zubairi, Dalal AlDossary, Mariam M. AlEissa, Areej Al-Wabil

Multimodality and Novel Interaction Techniques and Devices

Frontmatter
Understanding the Pushbutton Revisited: From on and off to Input and Output

The button is a familiar technology that is used to control and regulate things and machines in our everyday lives. With the digitalization of the button, many possibilities for novel and innovative functions have been invented and implemented. The use of digital buttons comes with some challenges that are explored in this paper. We describe the transition between the mechanical switch to the digital switch, and specifically use the concept of familiarity to find out more about the use of digital switches in a case study of indoor lighting. The contribution of the paper is to open for the transition between mechanical buttons and digital buttons and point to some challenges that arise in everyday use.

Heidi Bråthen, Jo Herstad
Pressure Tactile Feedback Pin Pad Module Application: Reduce Shoulder Surfing Success Rate

Automated teller machines (ATMs), self-service payment terminals, and other devices that use PIN passwords for user authentication are susceptible to various forms of tampering or attacks in unattended settings. One such attack is shoulder surfing, where an attacker observes the sequence of key presses or steals the password through the use of cameras or peeping methods. To address this issue, this study proposes a design of a pressure sensing matrix combined with a PIN pad that can detect the amount of force applied during key presses, while providing real-time tactile roughness feedback.Using the high elasticity properties of polydimethylsiloxane (PDMS), the device prototype was designed by defining the required force intervals for key presses and assembling the upper electrode elastic layer, spacer, and lower electrode PCB board.The input accuracy using the tactile feedback method reached 70.83%, which was significantly higher than the 56.00% accuracy achieved without providing tactile feedback. Moreover, in the case of shoulder surfing, the defense rate of numeric passwords was only 8%, while the defense rate for pressure passwords was 40%, proving effective in protecting passwords.

Hsu Feng Chang, Shyang Jye Chang
Grammaticalisation of a Hybrid Interface

This paper presents the next stage in development of the hybrid interface concept, published earlier. Hybrid means a combination of a CLI and a GUI intended to best serve control applications (as opposed to data acquisition and search ones) when operators’ familiarity with the application may vary a great deal. We focus on capturing the graphic and command-line behaviour solely by the grammar of the control language, which makes our approach quasi application-independent. Use of an extended BNF grammar overloaded with graphical behaviour is discussed and pros and cons briefly outlined.

Marina Derzho, Alex Shafarenko, Mariana Lilley
Tactile Angle Characteristics for Reproduction by Force Sensation

In recent years, studies on tactile sensations have been actively conducted. The tactile sense enables people to touch and move objects remotely and feel the weight, shape, and smoothness of the surface of an object. A haptic device is a system that stimulates the deep space of muscles and tendons by applying physical force to the fingers or hands. Moreover, the tactile sensation is sensed by stimulating physical contact. These two senses are not considered to be reciprocal. However, in practice, when we explore the surface condition of an object, we have experienced that this exploration provides a mutual stimulus of tactile and force senses, for example, when writing on Japanese paper with a brush. Therefore, this study evaluated whether tactile stimuli can be reproduced using a force-sensing device.

Manabu Ishihara, Kazuhiro Owada
Portable Transformable Kit

In this paper, we describe a portable transformable device composed of shape memory resin. Although many studies on transformable robots focus on their mobility to adapt various environments, few studies pay attention to using transformable robots in our daily life. To solve the problem, we focus on the applications of transformable devices to our daily usage. In previous research, we used a water heater to transform the device by preparing hot water. Although we could show the potential of the device, it is not so convenient for users to use them. In this research, we improved it so that it can be transformed by using a USB connector to overcome the shortcomings of past devices. The developed devices are lightweight and easy to carry. Users can just connect the USB cable from the devices and can easily transform the device and combine them. We show some examples of usage scenario to show the potential of our proposed approach.

Masaya Ishino, Mitsuharu Matsumoto
Multimodal Expressive Embodied Conversational Agent Design

Embodied Conversational Agent (ECA) is a term encompassing virtual agents designed to converse with a human user, with a physical representation in its virtual environment. Other types of conversational agents like chatbots feature other functionalities like an image for text-based communication. However, nothing has been proposed to exploit a media such as an image, in the case of Embodied Conversational Agents, which would emphasize said media in the dialogue with an embodied character that can react to its content and display emotions. We propose a design for an Embodied Conversational Agent with multi-modal perception, able to express emotions, with which the conversation revolves around a media available to both the agent and the user. Using a BERT-based model, emotion classification of the user’s words and of his/her facial expressions captured through a webcam are combined to select an expression and an answer on a turn-based basis. The agent features both real-time lip-syncing and expression animation. The application case for the study is a discussion revolving around images of paintings, where the user wants to know more details about the artwork.

Simon Jolibois, Akinori Ito, Takashi Nose
Real-Time Multi-view 3D Pose Estimation System with Constant Frame Speed

Vision-based 3D human pose estimation is a key technique in recognizing human behavior and is widely applied to various fields dealing with human-computer interactions. In particular, the multi-view-based 3D pose recognition method is a method of predicting hypothetical accurate 3D poses that solve problems such as rotation and obscuration by compensating for the shortcomings of viewpoint-dependent 2D pose recognition method and single-view-based 3D pose recognition method. The multi-view-based 3D pose recognition method has excellent prediction performance, but there are difficulties that come because it uses multiple cameras. It is a difficulty in synchronization to simultaneously control an excessive amount of computation at the central server and multiple cameras. In this paper, we propose a distributed real-time 3D pose estimation framework based on asynchronous multi-cameras. The proposed framework consists of a central server and a number of edge devices, which utilize timestamp techniques to output 3d pose estimation results at constant frame speed. Finally, we implement and demonstrate that we successfully estimate a 3D human pose of 30 fps in real time by constructing the proposed framework as a demo platform.

Minjoon Kim, Taemin Hwang
Textile Circularity Through Iot Innovation: An Approach to Wearable Wireless-Sensor-Based Textiles

The investigation of Circular Economy (CE) and the Internet of Things (IoT) has grown in popularity in the past few decades due to their potential to link innovative technologies with novel circular industry production and business models. Although numerous scientific studies have emphasized the potential of the Internet of Things (IoT) in advancing Circular Economy (CE), further research is required to establish systematic IoT approaches for promoting circular practices. The study develops a comprehensive framework for efficient circular textile economy practices using insights from data acquired through the triangulation approach. The proposed model, built on non-intrusive and wearable textile-based communicative sensors, enables efficient textile circular economy recall practices in any business setting and fosters Circular Economy evolution and sustainability transition in any business setting. The proposed wearable framework for unobtrusive textile life cycle analysis addresses circular economy implementation best practices, promotes sustainability, and mitigates long-term environmental, social, and economic consequences. As a crucial enabler, this innovative network investigates textile life cycle analysis to enhance resource efficiency, extend textile lifespan, and narrow the material loop. Integrating IoT technology with a low-cost, scalable network of intelligent sensors enables real-time traceability throughout the textile value chain, replacing take-make-waste textiles with wireless sensor networks to provide reliable data for every lifecycle phase. The results can contribute to future research by inspiring and concretizing the design facets of proposed IoT-supported wearable communication textile-based sensors and actuators to demonstrate their effectiveness in real-time textile life cycle analysis.

Sharon Koshy, G. Sandhya, Shanthni Veetaputhiran
The Strength Assistant Gloves Interaction Development for Female Employment by EMG Signal Visualization Image Analysis

In recent years, the fertility accumulation effect has gradually disappeared, the fertility rate is low, and the number of women of childbearing age continues to decline. Therefore, it shows a social trend, that is, there is a shortage of male labor in the heavy labor industry, and more women begin to fill the gap.By investigating the behavior characteristics of workers in heavy manual labor, the human-computer interaction needs and application scenarios of female workers in the process of labor, this paper analyzes the current situation of female workers in heavy manual labor industry, and proposes to design a hand protection product through the strength assistance structure to improve the work interaction experience on the basis of the research. On the basis of human-machine theory, the design of this product takes into account the gender difference factors and the usage habits of relevant practitioners, etc., and plays a role in helping women to improve their work preparation and strengthen safety protection. It is a practical human-computer interaction assistance product, which promotes labor liberation in the intellectual age.

Fangfei Liu, Zijian Sha, Yun Chen
Detection of Voluntary Eye Movement for Analysis About Eye Gaze Behaviour in Virtual Communication

In this study, we aim to realize smoother communication between avatars in virtual space and discuss the method of eye-gaze interaction used for avatar communication. It is necessary for this purpose, a specific gaze movement detection algorithm, which is necessary for measuring characteristic eye movements, blinks, and pupil movements. We developed those characteristic movement counting methods using an HMD built-in eye tracking system. Most input devices used in current virtual reality and augmented reality are hand gestures, head tracking, and voice input, despite the HMD attachment type. Therefore, in order to use the eye expression as a hands-free input modality, we consider an eye gaze input interface that does not depend on the measurement accuracy of the measurement device. Previous eye gaze interfaces have a difficulty called as “Midas touch” problem, which is the trade-off between the input speed and input errors. Therefore, using the method that has been developed so far, which as an input channel using characteristic eye movement and voluntary blinks, it aims to realize an input method that does not hinder the acquisition of other meta information alike gestures of eyes. Moreover, based on involuntary characteristic eye movements unconsciously expressed by the user, such as movement of the gaze, we discuss a system that enables “expression tactics” in the virtual space by providing natural feedback of the avatar's emotional expression and movement patterns. As a first step, we report the result of measured eyeball movements face-to-face through experiments in order to extract features of gaze and blinking.

Shogo Matsuno
ChromicCanvas: Interactive Canvas Using Chromic Fiber

This study aims to realize a simple and flexible method of expression by combining chromic materials and digital fabrication tools. Focusing on UV embroidery thread among chromic materials, we propose “ChromicCanvas,” an interactive drawing system that allows users to draw with various colors and drawing patterns. The prototype consists of canvases created with embroidery thread and pen and stamp-type devices for switching the shape and color tone to be drawn. This paper describes the preliminary verification of UV embroidery threads, the prototype device developed, and evaluation experiments.

Maho Oki, Mao Wakamoto, Koji Tsukada
Analysis of Conducting Waves Using Multi-channel Surface Electromyogram Depends on Active Electrodes Supported Multiple Directions

Surface electromyogram (EMG) is recorded as interference of action potentials produced by some of the motor units of the muscle. If the composition of the interference wave can be analyzed, more detailed mechanism of muscle contraction may be elucidated. In a previous study, the triceps femoris muscle was used as the test muscle for measurement using electrodes arranged in multiple directions. Although it is possible to switch the electrode geometry and extract the obtained conducting waves, it is difficult to estimate the muscle fiber direction. To solve this problem, a new active electrode was proposed. The characteristics of the electrode shape are the same as in the previous study. The objective of this study is to analyze the conducting wave of the feather muscle by performing measurements using the m-ch method and the proposed electrode. Rom the experimental results, in total short-circuit, the electrode was observed to float from the waveform data. In all patterns, the medial head showed a higher number of conducting waves than the lateral head.

Kohei Okura, Kazuyuki Mito, Tota Mizuno, Naoaki Itakura
Study on Different Methods for Recognition of Facial Expressions from the Data Generated by Modern HMDs

One of the non-verbal ways most used by human beings to communicate and convey emotions, often unconsciously, is facial expression. The recognition and tracking of facial expressions are among the main challenges of several companies that intend to enter virtual social environments. Virtual worlds are becoming viable due to the use of head-mounted displays (HMDs) that allow people to interact in these environments with a great deal of realism. However, recognizing and tracking facial expressions on HMDs has been challenging due to optical occlusions. The same device occludes the eyes, which are a fundamental part of facial expressions. In general, the first HMDs did not have cameras or sensors that captured what was happening behind the device. Because of this, previous research has often proposed to work by extracting partial facial features; for example, mouth, cheeks, chin, and so on). However, as of 2021, some of the latest HMDs manufactured have incorporated cameras and/or sensors for face and hand tracking. Among these modern devices, we can mention HTC-Vive-Focus-3 manufactured by HTC, HP-Reverb-G2-Omnicept-Edition manufactured by HP, Meta-Quest-Pro, manufactured by Meta, and Pico-4-Pro manufactured by Pico. This work aims to carry out a study of the main methods of recognition of facial expressions; whether they are traditional, based on deep learning, or hybrid; using as input the complete facial data provided by the new HMD devices that offer cameras and/or sensors for face tracking.

Agustín Alejandro Ortiz Díaz, Delrick Nunes De Oliveira, Sergio Cleger Tamayo
A Study on Eye-Region Expression as Naturally Expressed in a Situation of Spontaneously Evoked Emotions

For many years, Ekman's work on facial expressions has been the basis for research on facial expression recognition and estimation. However, there are still many unanswered questions regarding the relationship between emotions and facial expressions, such as the recent report that Japanese people do not follow Ekman's theory. In this study, we focused on the eye area, which expresses natural emotions, and analyzed the characteristics of facial feature values that are expressed in situations of internal emotional arousal. We found that the distance between the eyebrows, eye size, mouth size, mouth angle elevation, and pupil diameter were significant indicators of emotional arousal. We also found that pupil diameter is effective in estimating arousal axis by machine learning, as previous studies have shown.

Hayate Yamada, Fumiya Kobayashi, Saizo Aoyagi, Michiya Yamamoto

Perception and Cognition in Interaction

Frontmatter
Soundscape Immersion in Virtual Reality and Living Lab: Comparison of Neuronal Activity Under Exposure to Noise and Task-Induced Mental Workload (Work in Progress)

In occupational safety and health (OSH) research, the study of physical agents, like noise, depends on the realistic representation of workplace conditions. Both, the investigation of soundscapes in the real world and the laboratory, have each specific advantages and disadvantages. Virtual reality (VR) simulations of workplaces, including realistic soundscapes, might offer the required flexibility to probe stress-related issues imposed by noise in a rapidly changing work environment (e.g., home-based or mobile work). Like observations at the workplace, VR allows the study of a spectrum of occupational settings but under controlled conditions. In our study, we aim to measure the mental workload arising from work-related soundscapes during cognitive tasks. Eventually, we will compare neuronal activity in the real-world (i.e., living lab representation) and a VR setting.Here, we present the planned experimental setting, the physical design of the living lab, and the implemented properties of its digital twin in VR. We introduce the electroencephalogram (EEG) as a neuro-physiological measurement for assessing the mental state, performance measurements from the cognitive tasks, and the subjective questionnaires used.An open research question is how the specific neuronal signatures signaling mental workload in the EEG differ between living lab and VR settings. Thus, we primarily address the issue of whether the brain state differs fundamentally between the living lab and VR when observing the mental workload of a cognitive task under noise. As a second research question, we study how irrelevant sound sources increase or decrease the mental workload and identify suitable EEG markers from the time and frequency domain. The main implication of our work is to demonstrate the potential of VR for OSH research using digital twins of real-world occupational settings when considering the acoustic environment.

Jan Grenzebach, Thea Radüntz
A Longer Viewing Distance to a Virtual Screen Could Improve Task Performance

This manuscript conducts a series of experiments on an impact of longer viewing distances upon mouse manipulation and calculation tasks on performance and psychological fatigue. The results show that the accuracy of tracing tends to increase while taking more time, resulting in slower speed for longer viewing distances. In addition, the speed of calculation and its accuracy tends to increase for longer viewing distances where users would relax more.

Makio Ishihara
Emotional Reaction and Mental Workload in Virtual and Non-virtual Environment: A Pilot Study

The advanced platform of virtual reality (VR) provides fascinating experiences by offering a beyond reality, perpetual and persistent multiuser environment. However, users express dissatisfaction towards VR due to ocular problems, headache, disorientation, balance distribution, nausea, and degraded performance during exposure. Therefore, there exists a necessity to measure people’s emotional responses and cognitive workload in virtual and non-virtual environment. Thus, we plan to measure 30 individuals’ emotional responses and mental workload while they perform cognitively demanding tasks in virtual and non-virtual 2D environments. Until now, we hired 8 participants to play Fruit Ninja 2 at two difficulty levels: easy and hard. An iPad was used to play the game in a non-virtual 2D environment, while a head mount device was used to project the game virtually. After each game, the participants filled out the Positive and Negative Affect Schedule (PANAS) and NASA Task Load Index (TLX) questionnaires. The Friedman test result suggested that there were no significant differences between the Positive Affect (PA) scores of the game in both virtual and non-virtual environments. However, marginally significant differences were observed between the NASA TLX scores, and higher scores were associated with the hard level in the virtual environment, while lower scores were found for the easy level in the non-virtual environment. This test result indicates that people express positiveness towards the virtual environment regardless of their high mental workload. This conclusion was drawn based on the findings of a pilot study, and to obtain a better understanding, we are still recruiting participants.

Fabiha Islam, Zipporah Bright, Chao Shi
Evaluation Model of Running Fatigue of Young Students Based on Characteristic Parameters of ECG Signal

Large or high-intensity running training can lead to fatigue and sports injuries; therefore, research on sports fatigue and the establishment of a fatigue analysis and evaluation model for running sports are of guiding significance for the design and training of running sports tasks. 22 subjects participated in accelerated running experiments from the slowest 8 km/h to the fastest 13 km/h, and the RPE (rating of perceived exertion) and ECG signal data were recorded. After 3 days, all subjects ran at a constant speed between 13 and 15 RPE during the acceleration run and the RPE and ECG signals were measured. To address the problem of motion artifacts in the ECG signal during exercise, a 7-layer “db8” smooth wavelet transform was used to extract ECG features. Then, five HRV (heart rate variability) indicators, NN-mean, SDNN, LF, HF, and TP, which are more sensitive to fatigue changes, were selected by applying single factor analysis of variance and single feature linear regression methods. The results showed that all five HRV indexes decelerated and decreased with the increase in exercise time, and finally reached a stable state, i.e. fatigue. Based on the subjective evaluation data and the five HRV characteristic indexes obtained, a tri-classification model for fatigue prediction was established by using a support vector machine (SVM), and its fatigue prediction accuracy was verified to be 91.06%, which can effectively evaluate running fatigue.

Weisheng Jiang, Chao Yin, Qianxiang Zhou, Zhongqi Liu
User-Specific Visual Axis Alignment for Reducing Eye Fatigues in HMDs

The pupillary axis and the visual axis in the eye keep a constant angle, which is called “Angle Kappa (K)” [1]. The people with exotropia (the outward deviation of one eye or both eyes) had significantly higher angle kappa than the people with normal eye [2]. Meanwhile, it is also revealed that the people with abnormal binocular vision including strabismus watched stereoscopic images (3D), they showed worse stereoacuity or felt more eye fatigue. It may be because that 3D eye fatigue may be related to kappa angles. This study is based on the hypothesis that 3D eye fatigue can result from kappa angle, the discrepancy between visual axis and the pupillary axis, even though the users do not have strabismus. The purpose of this study is to explore the possibility whether eye fatigue is reduced by matching the participants’ visual axis. First, the app was developed for measuring visual axis with assist of an ophthalmologist. Second, we compared the visual fatigue of participants with and without matching user-specific visual axis alignment. As the result of the objective visual fatigue, divergence hysteresis was significant differently according to the condition of matching visual axis alignment.

Hyosun Kim, RangKyun Mok, Young-Jun Seo, Yun Taek Kim
The Effects of Dual Display Configuration and Users’ Experience on Performance and Preference in Complex Spatial-Verbal Tasks

Working from home has become popular during Covid-19 pandemic and it promoted the use of dual displays to handle complex information coming with multi-tasking. Previous studies have shown that the use of dual displays can produce better performance; however, the effects of different dual display configurations on users’ performance in complex spatial-verbal tasks have not been systematically discussed. Furthermore, whether the user is experienced in utilizing dual displays may affect their performance and preference such as assignment of software windows. The current study investigated task completion time and user behaviors (window assignment, head turning counts and the number of window switches) in four display configurations (preferred primary-secondary screens, swapped primary-secondary screens, unified screens, and a single screen) via a realistic experimental task where participants operated 3D street view on Google Map (spatial task) to answer relevant questions in MS Word (verbal task). The results from 30 participants showed that the swapped primary-secondary screens (where the window assignment was different from the participant’s preference) and the unified screen caused significant more window switching and head turning; the task completion time also increased insignificantly. The participants experienced in using dual screen performed better than the non-experienced ones in all configurations but the unified screens. The experienced participants subjectively reported that they preferred to perform longer and more complicated operations on the primary display while the non-experienced ones said the opposite. Through this study the user behaviors in spatial-verbal tasks using dual displays were understood and guidelines were provided to improve user performance.

Cheng-Jhe Lin, Yu-shao Chen
The Experiment Study on Evaluation Method of Mental Fatigue in Cognitive Task Based on Physiological Signals

TloadDback task experiment with personalized stimulus presentation time was designed to induce mental fatigue. The effect of mental fatigue induction was verified by analyzing the subjective score, behavioral performance data and physiological signal data (The EEG data, ECG data and eye movement data were collected in the experiment). Deep learning method was used to explore the best combination of physiological signals for mental fatigue evaluation according to different combinations of EEG, ECG and eye movement data. The results showed that the combination of EEG and eye movement signals had the highest accuracy of 92.61%.

Zhongqi Liu, Ze Li, Qianxiang Zhou
Training an EOG-Based Wordometer Without Reading – A Simple HCI Application to Quantify Reading Metrics

Reading is the activity through which humans decipher written symbols in an effort to extract information from written text. Whether written on paper, or displayed on a screen, literacy can be considered as a valuable tool to one’s social and educational development. Through the use of electrooculography (EOG), as a means of tracking one’s eye movements, this work presents the development of a novel Wordometer application, capable of measuring the quantity of reading. Through the incorporation of a novel light-weight cue-based training protocol, this application obtained an average word estimation error of 8.23 $$\%$$ % when tested across five human subjects using EOG data.

Matthew Mifsud, Tracey A. Camilleri, Kenneth P. Camilleri
Visualization of Attention Concentration Area of P300-Speller BCI

Currently, the number of patients with dementia is increasing worldwide. The incidence of mild cognitive impairment (MCI), a pre-dementia stage, is also on the rise. It has been reported that 50% of patients with MCI will transition to dementia within 5 years. Therefore, early detection is important to prevent the progression of dementia. For the purpose, we are developing an inexpensive and simple cognitive screening method using the P300-Speller, a spelling-BCI based on event-related potential P300. It is a mechanism whereby P300 is elicited when the subject gazes at a certain letter in the matrix. Subsequently, the character is estimated using a discrimination scores (DSs) calculated based on the P300 component. As cognitive function declines, the subject’s ability to pay attention concentration is impaired, thereby increasing the chance of incorrect input. By focusing on these DSs, we think that this method can be used to confirm differences and screen patients. In this study, we used the sigmoid function to represent the probability of these DSs. We created a probability distribution map. As a result, we confirmed that with each progression of dementia, the scatter of the data increased with respect to the character that was the focus of attention. In addition, statistical processing was applied to the variance values combined with SEDV. The results of Bonferroni’s multiple comparisons confirmed a significant difference of 1% between all groups (i.e., normal control, MCI, and Alzheimer’s disease). The differences in probability distribution maps suggest that this method is useful for screening for dementia.

Yusuke Minamio, Hisaya Tanaka, Raita Fukasawa, Akito Tsugawa, Soichiro Shimizu
Two Heads Are Better Than One: A Bio-Inspired Method for Improving Classification on EEG-ET Data

Classifying EEG data is integral to the performance of Brain Computer Interfaces (BCI) and their applications. However, external noise often obstructs EEG data due to its biological nature and complex data collection process. Especially when dealing with classification tasks, standard EEG preprocessing approaches extract relevant events and features from the entire dataset. However, these approaches treat all relevant cognitive events equally and overlook the dynamic nature of the brain over time. In contrast, we are inspired by neuroscience studies to use a novel approach that integrates feature selection and time segmentation of EEG data. When tested on the EEGEyeNet dataset, our proposed method significantly increases the performance of Machine Learning classifiers while reducing their respective computational complexity.

Eric Modesitt, Ruiqi Yang, Qi Liu
Reflected Light vs. Transmitted Light: Do They Give Different Impressions to Users?

The difference in information display between a projector (reflected light) and a display (transmitted light) is an essential issue. Marshal McLuhan proposed in his book “Laws of Media” the well-known hypothesis that “reflected light makes people analytical and transmitted light makes them emotional.” In this study, we matched the display conditions of the projector and display as much as possible. Then we presented the subjects with emotional content (landscape video) and analytical content (three-digit multiplication) and asked them to evaluate their experiences. As a result, we found no statistical difference between the projector and the display evaluations.

Ryohei Nakatsu, Manae Miyata, Hirotaka Kawata, Naoko Tosa, Takashi Kusumi
Preliminary Experiments in Hybrid Moving Images

We describe our preliminary experiments in hybrid moving images. A hybrid image is generated by synthesizing two different still images into one in such a way that the interpretation can change depending on the viewing distance of either of these two images. However, existing works on hybrid images only apply this technique to still images, and the application to moving images is still largely unexplored. Thus, investigating hybrid moving images has the potential to contribute to both research and artistic practices. We have developed software to create video clips of hybrid images and have performed a preliminary investigation into hybrid moving images. The results suggest that hybrid moving images still retain the characteristics of hybrid images, but the synthesis of a moving image and a still image may likely extend the range over which the synthesized moving image can still be perceived. On the other hand, the synthesis of two moving images seems to narrow the possible viewing distances for both synthesized images. Faster movement may also improve visibility.

Hidetaka Okumura, Peeraya Sripian, Hiroki Nishino
Where Does the Attribute Framing Effect Arise If a Pie Chart is Given Along With a Verbal Description?

The framing effect is a phenomenon in which differences in positive or negative verbal expressions change a person’s decision. A recent study revealed that people made biased decisions, even when given a supplementary pie chart, thus demonstrating that the attribute framing effect is maintained. However, the stage of the process wherein the attribute framing effect arises remains an open question. In this paper, we conducted two investigations to determine whether differences in verbal expressions affect how people read and create pie charts. In Experiment 1, we investigated whether differences in verbal expressions positively or negatively affect reading a pie chart. In Experiment 2, we investigated whether differences in verbal expressions positively or negatively affect drawing a pie chart. As a result of the two experiments, subjects answered the pie chart values correctly. In other words, it was suggested that the framing effect occurs during the final decision-making step, not during the rate-drawing or rate-reading step.

Kaede Takamune, Kazushi Nishimoto, Kentaro Takashima
Cloud Illusion: A New Optical Illusion Induced by Objects Rotating Around a Blank Area

A new motion illusion has been discovered in this study. Three filled-in circles were placed on a PC screen to form an equilateral triangle whose centers were connected, and they rotated at approximately one revolution per second. Subsequently, a non-existent cloud-like object appeared in an empty area in the center. This illusion is named the “cloud illusion”. The hue of the cloud-like object is very close to that of the circle. For example, when the circle was black, the cloud was gray. When the number of circles was increased to 4 or more or when the size of the circles was increased, the clouds were darkened. When a circle was colored, the hue of the cloud was almost the same as its color. This illusion resembles the Hermann grid illusion in that something like a cloud appears, but it is the opposite of the Hermann grid illusion in that it appears when rotated.

Kazuhisa Yanaka, Kazuki Watanabe
The Effects of Expertise on Airline PILOT’S Eye Activities in Flight Tasks with Different Complexity

Information processing remains one of the key elements of aviation safety, and eye is the most essential sensory organ as it almost processed 80% of flight information. In order to improve the operating efficiency and safety level of airlines, the impacts of expertise on the qualified civilian airmen’s eyes activities is still needed to be studied, especially under multiple flight scenarios with different complexity. Three types of eye movement parameters, including eye blinks rate, pupil size and dwell time were compared in three different flight tasks. Besides, fourteen pilots with airlines background were classified into two groups depending on their flight hours. This experiment was carried out in a CRJ-200 full flight simulator. The factor of task complexity indicated significant effects on eye blinks rate (F(2, 12) = 17.833, p < 0.001), and dwell time (F(2, 12) = 17.317, p < 0.001), and expertise showed a significant influence on dwell time (F(1, 18) = 8.532, p = 0.006). Furthermore, neither of the factor had effect on pupil size. Although expertise seemed no effect on commercial airline pilots in routine tasks, the phenomenon of difference existed when encountering unusual surroundings or situations of aircraft. Unlike the irregular fluctuation of pupil size, and eye blinks rate that only presented difference in most sophisticated tasks, dwell time could be an ideal indicator to distinguish less expert and more expert in whatever the complexity of the tasks.

Yiyuan Zheng, Yuwen Jie, Shan Fu
Study on EEG Characteristics of Different Personality Risk Decision Making Under Time Pressure

Two experimental conditions (Experiment 1: No time pressure, Experiment 2: Time pressure) were designed and 50 volunteers participated in the experiment. Subjective scale data (Big Five Personality Scale and Time Pressure Self-Rating Scale), decision-making behavior performance data (decision time, risk preference, etc.) and EEG data under two experimental conditions were collected respectively. According to the Big Five personality scale scores (neuroticism, openness, pleasantness, extraversion, conscientiousness), volunteers were divided into two personality types (ie flexible personality and troubled personality), and the analysis was conducted under two experimental conditions Differences in risk decision-making behavior characteristics and EEG characteristics of people with different personalities.

Qianxiang Zhou, Bangnan Ye, Zhongqi Liu

Ethics, Transparency and Trust in HCI

Frontmatter
A Transparency Framework for App Store Descriptions

Apps that address health issues, including mental health, are emerging as essential categories. People worldwide are increasingly using smartphone apps for mental health support, especially in the wake of the COVID-19 pandemic.Prior research has indicated that finding the right app is challenging. Part of the problem is the absence of or lack of the necessary information people need to know before downloading such a vital app.In this work, we created a transparency framework that compounded several challenges and barriers and presented possible design guidelines that bridge this gap and mitigate users’ burden when searching for health apps by communicating health information effectively.

Adel Alhejaili, James Blustein
Offensive Play Recognition of Basketball Video Footage Using ActionFormer

This paper will aim to conduct 3 experiments to determine the best-performing action recognition approach on the SpaceJam dataset. The 3 experiments are Temporal Segment Network (TSN), Inflated 3D-CNN (I3D) and Pose-estimation (Pose-C3D). TSN and I3D yielded similar results with TSN scoring 54.88% for the mean accuracy, 94.33% for top-5 accuracy and 54.88 top-1 accuracy. And I3D scored 53.07% mean accuracy, 91.65% for top-5 accuracy and 53.07 mean accuracy. When Pose-C3d is run for 240 epochs it achieves better results with a top 1 accuracy and mean-class accuracy of 63.15% and a top-5 accuracy of 95.51. These results indicate that the models can distinguish between similar actions such as running and walking in basketball with relative success.

Tafadzwa Blessing Chiura, Dustin van der Haar
MedAIcine: A Pilot Project on the Social and Ethical Aspects of AI in Medical Imaging

As artificial intelligence continues to advance and permeate various aspects of our lives, it is crucial that we consider the ethical and social implications of these developments. With its pilot project ‘MedAIcine’ the newly founded Center for Responsible AI Technologies (‘CReAITe’) strives for critically reflecting vital concepts and conflicts regarding the responsible design and use of AI in medical imaging, using an interdisciplinary approach called ‘embedded ethics and social science’. Drawing on perspectives of developers, physicians, and patients across three different use cases (radiology, endoscopy, and dermatology), we identify key social, political, and ethical challenges associated with medical AI, such as issues of trust, privacy, explainability, bias, equity, and responsibility in relation to AI technologies.

Sophie Jörg, Paula Ziethmann, Svenja Breuer
Exploring Gender Nonbinary Experiences Through the Lens of the 7th HCI Grand Challenge
Reactions to the Categorization of Nonbinary Users in AI-Generated Online Advertising Profiles

Gender-based societal bias can lead to digital inequality and digital exclusion. An under-addressed marginalized group is the non-binary community, comprised of those who do not fully identify their gender as male or female. The assumption of a gender binary can become ingrained in the systems and algorithms undergirding technology. AI provides companies the ability to leverage tracked online behaviors to create targeted advertising profiles based on systematic, algorithmic-assigned personal characteristics. Given the potential for digital exclusion, digital inequality, and data violence, these online advertising profiles may be inaccurate and even harmful to non-binary people. This poster presents preliminary findings from a survey of nonbinary participants on perspectives on the representation of their identities in AI-generated online advertising profiles.

Sam Leif, Nina Exner, Ari Gofman Fishman
Pseudo Happiness in Artificial Intelligence

Happiness is one of the main goals of human life. Various ways are taken in order to achieve a certain level of happiness that involves experiences and emotions. Artificial Intelligence (AI) is present as one of the human efforts to achieve happiness. Through Artificial intelligence, humans are facilitated in supporting various activities. This paper aims to find out the impact of Artificial Intelligence on human happiness. This research uses qualitative research methods with a literature study approach. Data collection through literature review is related to the research focus, in the form of literature review, theory and government regulation documents. The source of primary material in this study is various literature that directly discusses Artificial Intelligence and the Psychology of Happiness through the Theory of Literature. Other sources are research findings, discussion results, seminars, etc. Library materials are then discussed and analyzed critically and in depth to support existing propositions and ideas from various references. The results showed that as an innovation, Artificial Intelligence clearly affects various aspects of human life, one of which is the mobility aspect. With the convenience obtained with Artificial Intelligence allows the occurrence of negative impacts that have the potential to appear in line with the negative impacts of the use of technology itself but, in the view of happiness psychology, as expressed by Seligmen, Artificial Intelligence is not fully capable of guaranteeing one’s happiness. The sense of comfort and security offered by Artificial intelligence is pseudo-happiness in the perspective of happiness theory.

Anniez Rachmawati Musslifah, Akif Khilmiyah
A Novel Human-Centered Trust Framework: Applications for Assured AI and Autonomy

Highly advanced technologies, such as AI-enabled systems, are becoming more integrated into the daily lives of humans. These systems have the potential to provide incredible utility and benefit to end users. However, in order to maximize their benefit, these systems must be designed and integrated in ways that are thoughtful, intentional, and ethical, while accounting for the diverse perspectives that exist in these technical ecosystems. In order to understand system assurance in a meaningful and impactful way, it is important to look across all system stakeholders, including individuals representing diverse perspectives such as engineers, legislators, end users, and community leaders. Therefore, our research aimed to better understand: what does assurance of autonomous and AI-enabled systems look like from a human-centered perspective?This paper presents the human-centered approach taken to begin to answer this research question and outlines culminating insights and a framework that can be leveraged to ensure core perspectives are being considered when designing and building advanced technologies, such as automated and AI-enabled systems.

Sarah Rigsbee, Alexis Basantis, Matthew Gubanich, Cara LaPointe
An Exploratory Study of Programmer Bias Transfer: Investigating Colorblind Racial Attitudes Among Hispanic Students and Their Influence on Algorithmic Systems

Algorithm-driven systems are increasingly ubiquitous, but concerns about their potential biases against racially marginalized groups persist. Although previous research has identified sources of algorithmic bias, such as biased datasets, little is known about the influence of personal biases of programmers on the algorithms they create. This study draws from Sociological theories on racialized organizations and color blind ideology to investigate this issue. To this end, a mixed-methods survey was conducted on Computer Science and Computer Engineering undergraduate students at a Hispanic-serving institution, examining the effects of demographics, cultural background, and color blind beliefs on a series of hypothetical programming tasks. As data analyses are still in progress, this paper reviews relevant Sociological literature and provides an overview of the survey methodology, as well as preliminary findings.

Ana Cecilia Sánchez Ramos
Highly Automated and Master of the Situation?! Approach for a Human-Centered Evaluation of AI Systems for More Sociodigital Sovereignty

In this paper, the framework of sociodigital sovereignty and an according classification matrix will be presented. Both have been developed on the basis of action regulation and sociotechnical theories in order to analyze and design different aspects of sociodigital sovereignty within sociotechnical systems. By using this matrix, it is possible to identify and address biases and potential conflicts in terms of transparency, reliability, trust, and fairness. The sociotechnical approach presented here addresses the three aspects - human, technology and organization – and will be complemented by an action-theoretical perspective that includes the three aspects of “transparency/explainability”, “confidence of action/efficiency” and “freedom of action/divergence”. This results in a matrix of nine fields in which different facets of sociodigital sovereignity are systematically adressed (e. g. Hartmann & Shajek, 2023). Furthermore, the resulting implications from a use case will be presented in this paper. There, the classification matrix was used in a workshop to analyze a highly automated technical system. Finally, future developments of the framework and the according classification matrix are outlined.

Ulrike Schmuntzsch, Ernst A. Hartmann
Ethical Concerns of COVID-19 Contact Tracing: A Narrative Review

Contact tracing has been widely adopted during COVID-19 to curb the spread of infection. Despite its effectiveness, ethical issues abound and many people are not willing to use it. Toward understanding the ethical issues arising from contact tracing and informing future epidemic intervention, we conducted a narrative review of 26 papers addressing ethical concerns of COVID contact tracing (N = 26). The issues identified by researchers included data leakage, surveillance, lack of accessibility, etc., and proposed solutions included data minimization, transparency, voluntary and temporary use, adhering to data protection standards, designing affordable wearable devices, etc. Based on the findings, we propose research and design implications to make future epidemic contact tracing effective and ethical at the same time.

Zhixin Shi, Zhixuan Zhou, Abhinav Choudhry, Mengyi Wei, Xiang Chen, Bohui Shen
Understanding the Acceptance of Artificial Intelligence in Primary Care

AI has made significant advancements in healthcare, yet its applications are limited to secondary care, with little evidence of its use in primary care. Trust has been identified as a significant factor affecting AI usage, but it does not entirely explain why AI is deployed in some NHS sectors and not others. Organizational infrastructure may also contribute to the lack of AI use in primary care.Macro level stakeholders such as government bodies and health trusts have expressed interest in integrating AI, allocating resources, and providing training for employees to encourage trust and acceptance of AI. Conversely, at the micro-level stakeholders such as general practitioners and patients, have identified factors such as fairness, accountability, transparency, and ethics as having an impact on trust in AI.Despite their potential influence, meso-level stakeholders such as managers and IT experts have been largely overlooked in AI research. Investigating their perspectives on trust and relationships across organizational levels is crucial for successful implementation of AI in primary care.We propose a mixed-methods study design based on a conceptual framework that combines the Technology Acceptance Model-3, Unified Theory of Acceptance and Use of Technology-2, and trust attributes. By combining these models, we aim to gain a better understanding of how stakeholders perceive AI both individually and across organisational levels. Using the proposed model, we present our early findings on the enablers and barriers to AI acceptance in UK primary care. Finally, we discuss future directions on how to overcome the identified barriers.

Teresa Sides, Tracie Farrell, Dhouha Kbaier
Heightened Cyber Vulnerability to Patients with Cardiac Implantable Electronic Devices

Cardiac implantable electronic devices (CIEDs) have shown to improve autonomy, quality of life, morbidity and mortality (relative reduction of mortality by 30% at 3 years follow-up) [1]. However, CIEDs possess a cyber vulnerability. With these exemplary safety concerns, we theorise: 1) Cybersecurity risks are difficult for medical institutions to plan (ambiguous nature of threat), which results in ineffective cyber defense measures, 2) Cyber threats can impair trust in the device, treatment plan and patient-provider relationship; and 3) As CIEDs “go” with the patient and the cyber risk can not be quantified, patients’ stress levels are higher from the perceived cyber threats than from a technical malfunction.From a literature review and subsequent position paper submission, the rationale for the research project was formulated. The methodology consists of two qualitative studies assessing both providers’ and patients’ perspectives of cybersecurity risks with CIEDs and a risk assessment of CIED manufacturer manuals. For designing the two qualitative studies, we postulated: 1) providers lack understanding about cybersecurity risks with CIEDs and thus do not include these risks in the informed consent due to either “not wanting to raise patients’ anxiety levels except for known serious adverse events”, or not wanting to “extend time with consenting patients for low-probability issues” [13] and 2) patients are not aware of the cyber risks with CIEDs. From the results of these studies, we plan to develop white papers to promote standards and guidelines for cybersecurity related risks with CIEDs to the inform consent-processes as well as manufacturers’ manuals.

Leanne N. S. Torgersen, Rupert E. D. Whitaker, Ricardo G. Lugo, Stefan Sütterlin, Stefan M. Schulz
Exploring Emotional and Physiological Reactions to Linguistic Racism: A Case Study in Higher Education

Linguistic racism can cause complex negative emotions and mental health issues in individuals. This study investigates how linguistic racism affects Non-Native English Speakers (NNES) and Native English Speakers (NES) in higher education (students and faculties) with physiological signal-based methods and survey responses. Participants (N = 13) watched a video showing a new immigrant experiencing linguistic racism while their physiological signals were measured. Moreover, the participants self-reported their emotions before and after they watched the video. Results indicate that the video especially makes NNES participants scared and nervous, which is not observed in NES. The study also found acute physiological reactions in NNES during experiments. The findings encourage further research on the relationship between linguistic racism and NNES’s mental health, especially providing insights into how to support NNES in higher education.

Linghan Zhang, Jung Yeon Park, Elizabeth T. Kwari

User Experience and Technology Acceptance Studies

Frontmatter
Are Scrutiny and Mistrust Related? An Eye-Tracking Study

Eyes are an important organ in both information processing and communicating. Eye gaze contains rich information about our attention and internal state. It has previously been studied as a measure of trust in various contexts such as air traffic control, driving, and online shopping. The study uses fixation and saccadic measurements to obtain a viable measure of human trust. The experiment involved nine participants and their trust level was indicated by whether they accepted or rejected a decision made by an Artificial Intelligence (AI). A Tobii pro nano eye-tracker and psychopy software were used to track the participants’ eye gaze and responses. Results indicate that saccade count shows a statistically significant variation between trust and mistrust conditions with p < 0.05, while the fixation count showed a variation at p < 0.2. Through this study, we show that the count of saccades is a viable measure of a human’s mistrust in an AI system.

Danushka Bandara, Sambhab Sau
Exploring the Intersection of Storytelling, Localisation, and Immersion in Video Games – A Case Study of the Witcher III: Wild Hunt

Video games have become an increasingly popular and influential form of entertainment in recent years, with a growing market and diverse range of players. As a result, there is a need to better understand and improve various aspects of the video game industry, including storytelling, localisation, and immersion. Storytelling in video games refers to the use of narrative elements, such as character development, plot, and dialogue, to create a compelling and engaging experience. Localisation involves adapting a game for different cultural and linguistic audiences, which can be a complex process that requires careful consideration of the original content and the target audience. This can include translation, voice acting, and other modifications to ensure a seamless and enjoyable experience for players. Immersion refers to the extent to which the player feels fully absorbed and engaged in the game world and its gameplay. By understanding and addressing these three areas, game developers can create more engaging and successful games for players around the world. This study focuses on the interrelated areas of storytelling, localisation, and immersion within the context of role-playing games, using The Witcher III: Wild Hunt as a case study. The study used 41 participants who played the game in both English and Brazilian-Portuguese localised versions and completed questionnaires and interviews about their perceptions of these three areas. The results of the study offer recommendations for improving graphic design in video games and suggest the need to explore whether the impact of localisation on story and immersion is dependent only on language or influenced by other factors.

Vanessa Cesário, Mariana Ribeiro, António Coelho
Utilizing Different Voice Value to Understand Voice Assistant Users’ Enjoyment

This study aims to understand if various voice assistants’ (VAs’) voice parameters (i.e. pitch range and speech rate.) that may have effect on users’ enjoyment and preference. VAs follows various voices as Siri has five kinds of recordings in the English (American) channel. For the reason that Siri has diversified voices, this research aims to use a non-binary voice (i.e. ios 15.4, recording 5) as a sample and use AUTO-TUNE software to modify their pitch ranges and speech rates. Through a web-based survey conducted on Qualtrics, participants—recruited from Amazon Mechanical Turk (MTurk)—were asked their feelings after listening to 4 patterns, which included higher pitch range, lower pitch range, higher speech rate, and lower speech rate. I ask about their enjoyment of listening to those patterns across five different categories: motivation, goal, proof, evaluation, and potential. In a sample size of 114, this study discusses how the responses differ between the different categories and how they link to various VA voice parameters. In this study, I demonstrate that various VA voice parameters have no significant effect on users’ motivation, goals, proof, and evaluation. Users’ potential is slightly affected by the changeable voice parameters of this human-computer interaction however it is still not significant. With this study, I indicate that the pitch range and speech rate of the voice assistant, Siri iOS 15.4 recording 5, has no effect on the enjoyment of their user’s experience.

Ai-Ni Cheng
User Experience of Croatian National & Nature Parks’ Website – A Comparison

Tourism is a dynamic area, as the COVID–19 pandemic has shown. Many external factors influence tourism, including the development of digital technologies, which must be monitored in parallel to other developments in the field. In this paper, we research the user experience of websites of Croatian National and Natural parks, which are a national treasure of exceptional importance for Croatian tourism, and which annually attract around 3.5 million tourists. For the first time, in 2017, the parks of Croatia integrated all the parks on one website through the PARCS project to better inform users and promote the parks as a brand in the tourist market. Precisely for this reason, we are interested in how users interact with the website www.parkovihrvatske.hr , since the site's appearance has not been renewed since 2017. It is crucial to know the opinion of potential users because, more than half of the time, they plan and book their trip via the Internet, which is an example of Human-Computer Interaction. The research enabled us to compare respondents, connect expectations and evaluations, and ultimately provide an additional opinion about the website. Based on the analysis, we present guidelines for upgrading the website.

Mihaela Franjić, Tihana Galinac Grbac, Boštjan Brumen
Time Loss Aversion

The present paper introduces “Time Loss Aversion” - people’s tendency to fear previous misallocations of time, which then motivates people to change their future behaviour. Loss aversion has previously been achieved through framing outcomes as losses. Previous research has induced loss aversion by framing monetary outcomes as losses rather than gains.. It presents a case study where time loss aversion was used to decrease people’s social media use. Social media use was framed in a manner of time spent in one week, a month or a year, rather than in terms of daily averages (the usual approach in screen time apps). This framing significantly motivated people to reduce their future social media use. Time loss aversion has implications for “time-based addictions” - addictions where the misallocation of time results in negative outcomes to people’s health, productivity and well-being. Finally, the paper discusses how time loss aversion can be implemented in the UX and UI of mobile devices and wearables to promote better outcomes for users.

Ziwei Gao
Multimodal Interaction in Virtual Reality: Assessing User Experience of Gesture- and Gaze-Based Interaction

Virtual reality (VR) applications are entering people’s everyday lives and being used in professional applications, research, and science. The question arises as to whether there may be interaction modes that are more suitable than the standard controllers with which these devices are typically equipped. To address this question, it is necessary to conduct human-centered studies, which is typically done in the field of human factors research. We present a forthcoming study in which we integrate mid-air gesture-based interaction and gaze-based interaction into a VR setup so that users can interact with the system without touching a button, surface, or device. We then compare these two approaches to the controllers that are provided with the VR device. For gesture recognition, we use a Leap Motion device, which is mounted on the front of the VR device. For gaze-based interaction, we use the eye-tracking system that is integrated into the HCT Vive. We use a basic application, in which users can rotate and move virtual 3D blocks. In the study described, we will focus on user experiences and ask the participants to rate the prototypes according to their subjective impressions. Additionally, we will document errors caused by the system or participants’ incorrect actions to investigate whether perceived errors affect user experiences. Lastly, we will ask for reports of pain or discomfort in the body parts involved and measure the size of the participants’ fingers and hands.

Lisa Graichen, Matthias Graichen
Research on Evaluation of Cabin Design Based on Virtual Reality

With the development and maturity of virtual reality technology, it has been rapidly developed in various fields, and it is also gradually promoted in the aviation field. The paper established an evaluation environment for the overall design of the cabin in the initial stage of civil aircraft based on the virtual reality technology, which supported designers to design and determine the overall parameters of the cabin in the virtual reality environment quickly, such as cabin division, seat arrangement, service facility layout, emergency exit layout, crew seats and rest area layout et al. At the same time, it provided designers with a virtual evaluation environment and method for the cabin general layout parameters design from the perspective of human factors, which was used to provide cabin designers and human factors experts with a rapidly changing virtual cabin at the initial stage of design, and supported them to complete cabin design and evaluation. And the paper chose cabin designers, human factors experts and passengers with rich design or flight experience, built an evaluation experiment of cabin virtual reality environment. The paper conducted human factors evaluation on the overall cabin design in the virtual reality environment, formed a cabin usability evaluation index system of human factors in the virtual reality environment, which was used to guide the application of virtual reality technology in cabin design and human factors design.

Wei Guo, Xiaoli Wang, Yanbo Li, Liyao Wang
Gender Effects on Creativity When Pair Programming with a Human vs. an Agent

This paper explores the effect of introducing a pair programming agent on creativity and gender. To understand this, we conducted two studies on pair programming: Study 1: between two humans, and Study 2: between a human and an agent using a Wizard-of-Oz simulation method. We labeled the conversations using the Osborn-Parnes creative problem-solving process that contains four phases: clarify, idea, develop, and implementation, to analyze the data. We found that when working with an agent both genders discussed more ideas rather than develop, but overall favored to clarify and implement; whereas, when working with a human, participants tended to favor developing their ideas. Further, men participants clarify more in the presence of an agent than with a human while women spent more time on implementation with a human. Based on our findings, we present design guidelines for future pair-programming agents.

Jacob C. Hart, Marcus Ensley, Sandeep Kaur Kuttal
Angular Foot Movement Time Variability in Foot-Based Interaction

In the foot-based interaction studies, the typical pattern of foot movement is to lift the foot, move horizontally or vertically to approach an input button, and then click the button. This study is a research on angular foot movement in which the heel is fixed in one place and the foot/leg is rotated to approach the input button. The participants’ posture (sitting/standing) did not affect the foot movement time. According to the previous studies, the time required in the other types of foot movement was shorter in the standing position than in the sitting position. It took less time to move the feet in the space on the front right side of the body than in the front center of the body. This indicates that it is effective to place the input device on the front right side of the worker’s body rather than the front center of the body in the input task requiring angular foot movement. On the other hand, the input task requiring angular foot movement can be explained and predicted by Fitts’ law, similarly to the input task requiring the other types of foot movement.

Seung-Kweon Hong, Sangwon Kim
Into the Dark World of User Experience: A Cognitive Walkthrough Study

In this age of AI, the unison of man and machine is going to be more prominent than ever, thus creating a need to understand the underlying framework that is adopted by app designers and developers from a psychological point of view. Research on the various benefits and harmful effects of user experience design and furthermore developing interventions and regulations to moderate the use of dark strategies in digital tools is the need of the hour. This paper calls for an ethical consideration of designing the experience of users by looking at the unethical practices that exist currently. The purpose of the study was to understand the cognitive, behavioural and affective experience of dark patterns in end users. There is a scarcity in the scientific literature with regard to dark patterns. This paper adopts the methodology of user cognitive walkthrough with 6 participants whose transcripts were analysed using thematic network analyses. The results are presented in the form of a thematic network. A few examples of the themes found are the experience of manipulation in users, rebellious attitudes, and automatic or habitual responses. These findings provide a basis for an in-depth understanding of dark patterns in user experience and provide themes that will help future researchers and designers develop ethical and more enriching user experiences for users.

Rohit Jaiswal, Harishankar Moosath
User Reaction to AI Interview: Focusing on Emotion and Intentions Expressed in an Online Community

AI interviews are widely expanding as the need for transparent processes in hiring employees increases and in-person interviews shrink due to the Covid-19 pandemic. The current study examined how people respond to AI interviews and whether their responses change over time, using data from Blind, a Korean online community for workers, where users share information and opinions related to the company they work for. We collected a total of 263 posts and 1,832 comments on the subject of ‘AI interview’ and classified them into the emotional expressions and intentions of posts. The results revealed that the majority of the posts expressed negative emotions rather than positive ones. The negative emotions were expressed mostly toward self or the AI interviewer, the hiring company, or the AI interview solution company. Furthermore, posts and comments not revealing emotions were requesting or sharing information. It is also found that posts expressing negative emotions were likely to receive supportive comments whereas informative posts were likely to garner sneering comments. To sum up, users appreciate fully the online social platform to reduce uncertainty and mitigate any negative feelings from the unexperienced technological challenge.

Hye Min Lee, Young June Sah
Study on the Consumption Difference of Children’s Smartwatches Under SOR Theory

Smart wearable devices are being introduced as the next generation of ubiquitous technologies after smartphones. With the booming development of the smart wearable devices market, children’s smart wearable devices represented by children’s smartwatches have become a new force. However, the response of the Chinese and western countries markets to children’s smartwatches is quite different. This paper builds a model based on the SOR theory. This model summarizes the influencing factors of consumers’ purchase intention from three aspects: functional characteristics, situational characteristics and flow experience. This model has both theoretical and practical value. The results can enrich the research of related theories, and play a certain guiding role in the market development of manufacturers.

Tianhao Li, Xinyi Xu, Cong Cao
The Evaluation of Heart Rate and Presence in Virtual Reality Games

This study explores the effects of gender, viewing time, and game category on heart rate and presence. A total of 20 participants were enrolled in a three way mixed factorial design to investigate the effects of gender (male, female), viewing time (5, 10, 15 min) and game category (horror, action) on change of heart rate and iGroup presence questionnaire (IPQ). The ANOVA results indicated that game category was significant on change of heart rate, where action games have a higher change of heart rate than horror games. However, the results indicated that no significant variable was found on IPQ.

Po-Hung Lin, Ting-Jui Yang, You-Fang Luo
What Linguistic Considerations Should Smart Speakers Adopt in Error Notification?

This study proposes three experimental frameworks to systematize linguistic considerations (politeness) when smart speakers notify users of errors: (1) Measuring the effects of apologies and asking expressions, (2) The relationship between the number of errors and the effect of politeness and (3) The relationship between the appearance of the smart speaker and the politeness effect. The smart speaker’s utterances in these experiments are designed based on the politeness theory, which systematizes politeness between humans in pragmatics. This poster presents the details of these three experimental frameworks and the preliminary results of (1).

Tomoki Miyamoto
Comparison of Psychological Evaluation of KANSEI Lighting Using Large and Small Numbers of Subjects

It is an important issue whether the results of psychological experiments targeting a small number of people can be extended to a large number of people. We are conducting joint research between the university and the company on KANSEI lighting that combines glass art and lighting. About 1,800 visitors were asked to evaluate the developed KANSEI lighting at an exhibition intended for the general public. We used the evaluation items that had already been conducted on a small number of people. Therefore, the results of both experiments could be compared. In this paper, we report the results of comparing an evaluation experiment with a large number of people and that with a small number of subjects.

Ryohei Nakatsu, Naoko Tosa, Satoru Okagaki, Muneharu Kuwata, Takashi Kusumi
An Analysis of the Impact of Bench Placement Angle on Comfortableness and Interaction

There is a worldwide movement to transform streets into pedestrian-centered spaces currently. It is desirable that the new street spaces be used by many people to use for various activities and interact with each other. However, the possibility of interaction is one of the factors that make people feel uncomfortable in the streets. To solve this complex problem, it is necessary to rethink the quality of stay on the streets. In this study, we focused on benches, the basic facility for stay in street spaces, and investigated the effect of bench placement angles on the “comfortableness”. In the experiment, we used 3D street model to perform virtual evaluations. As a result of analysis, it was found that the bench placement angle may have direct effects on the evaluation of “other users” and indirect effects as the “calmness” and “size” factors. The results should contribute to improved comfortableness in bustling street spaces.

Wataru Oomoto, Saerom Lee
Exploring the Learnability of Two Teleoperation Setups for Assembly Tasks

Teleoperation is being used in a variety of applications - from mobile systems in the aerospace, automotive, and maritime sector to static high-precision systems in medicine. Each application requires a carefully designed system for a set of defined tasks in a specific environment and highly trained users. In manufacturing, teleoperation can be used by process or product experts to interact with objects (e.g. machinery and new product parts) that are in another location. To facilitate access, the teleoperation system must be easy to use and should not require a long learning phase. In this study, we evaluate two different setups of teleoperation systems for assembly tasks with respect to learnability and usability. The two setups differ only in the way the remote location is presented to the human operator: direct or blocked view, in which case a video stream serves as visualization. Performance analysis shows a clear learning effect, as task completion time decreased for both setups over repetitions. The results indicate that novices in teleoperation systems can learn to use the system in a few interactions. However, more research is required to accurately describe the learning curve for both setups. The perceived usability was in the lower acceptance range, emphasizing the need for improvement.

Theresa Prinz, Klaus Bengler
Usability Studies in Times of Pandemic: Different Solutions for the Remote Usability Tests of Research Digital Tools

In this paper, we present the usability evaluation of three digital tools of the Leibniz Institute for Educational Media $$\vert $$ | Georg Eckert Institute, namely Curricula Workstation, GEI-Digital and International TextbookCat, compared with a Meta Search Engine (MSE) search.gei.de which shall replace the use of the individual tools. Due to the lockdown measures enforced by the German government at the end of 2021, we developed different solutions to adapt our usability test plans to remote settings. First, the MSE was compared with Curricula Workstation using recordings performed via Zoom. Second, we compared the MSE with GEI-Digital by leveraging mouse tracking data using a combination of Zoom with OBS Studio for recording the screen. Third, a comparison was made between International TextBookCat and the MSE with data collected via CamStudio. The experimental results showed that the individual tools are perceived as better than MSE mainly in terms of intuitive design and ease of learning, while MSE is more satisfying for users.

Erasmo Purificato, Sabine Wehnert, Ernesto William De Luca
Use of Technology in the Context of Latin America

The article reports national statistical data on the usage of information and communication technologies in Ecuador, illustrating a sample of what occurs across Latin American countries. The data was collected in the 28 cities from Ecuador. The respondents were 40, 814 people aged from 0 to 98 years old. Regarding gender, 20,110 (49.3%) participants identified as male and 20,704 (50.7%) as female. Regarding educational level, 1,570 (3.8%) participants did not report any level of education, 115 (0.3%) attended a literacy center, 8,492 (24.9%) primary school, 9,317 (25.8%) basic education, 7,041 (17.9%) secondary school, 5,239 (12.8%) high school, 717 (1.8%) non-university higher education, 4,860 (11.9%) university higher education, 320 (0.8%) postgraduate level. In the results, it was found that a large number of citizens do not have access to technological means in favor of activities such as education or to solve everyday life activities. The results are discussed in the context of Latin America and the need for greater investment in the technological accessibility and development of the region to improve the living conditions of its people.

Carlos Ramos-Galarza, Omar Cóndor-Herrera, Mónica Bolaños-Pasquel, Jorge Cruz-Cárdenas
Assessing the Usability of Statistical Software Using Designed Experiments

Modern statistical software is increasingly used by users with limited statistical training to address complex real-world problems. Yet, little work has been done on assessing the usability of such software [1]. This paper presents a usability case study for a design of experiments (DOE) tool in a commercially available statistical software product. The study focuses on an interface to specify factors for a designed experiment and discusses both qualitative and quantitative findings.

Jacob Rhyne, Mark Bailey, Joseph Morgan, Ryan Lekivetz
The Structure of Users’ Satisfaction with Body-Worn Cameras: A Study of 181 Chinese Police Officers

Recently, body-worn cameras (BWCs) have become a must-worn type of equipment for police officers to use in law enforcement. While the use of BWCs continues to increase, studies on the user experience of end users are still lacking. To understand how the multifaceted features are valued by the users (police officers) and identify the common dimensions behind these features, we conducted the present study by distributing a satisfaction questionnaire covering important features identified by a previous qualitative study. In total, 181 frontline police officers (Mage = 30.36, 86.7% are male) completed an online questionnaire in which they assessed their satisfaction with multiple features of BWCs, including waterproof, battery endurance, video quality, etc. Individual characteristics such as age, gender, working experience, and current position were also collected. Exploratory factor analysis revealed a three-factor structure: Adaptability, Portability, and Ease of use. We also found that all three factors significantly correlated with recommendation intention and overall satisfaction. These findings presented fresh and in-depth insights into how to design future BWCs. BWCs producers could increase technology satisfaction with police officer body-worn cameras by considering these factors and individual differences to enhance key features and provide personalized products and services.

Yan Shang, Xiaoyan Wei, Wenxuan Duan, Jingyu Zhang
To Leave or Not to Leave? Understanding Task Stickiness in Smartphone Activity Recommendations

Recent intelligent smartphone assistants can provide proactive activity recommendations for what users might want to do in the upcoming moments. However, many of these recommendations may not be accepted because the ongoing tasks performed by users vary in their “stickiness” (reluctance to switch away). Past studies suggest that user states in their ongoing tasks might reflect task stickiness. Still, it has not been systematically tested among a comprehensive set of tasks for everyday smartphone users. In this study, we sought to examine the impacts of individual and task characteristics on users’ task stickiness in the context of mobile recommendations based on a large set of tasks. In total, 220 participants completed an online evaluation assessing 55 everyday smartphone activities summarized from literature and interviews. They evaluated each task’s perceived task load, involvement, and stickiness. Individual characteristics such as boredom proneness were also collected. Hierarchical linear modeling showed that: (1) Task load and involvement positively predicted task stickiness. Users may not accept new recommendations when their ongoing tasks are demanding and engaging. (2) Boredom proneness reduced the effect of task load. For people who are more likely to feel bored, their intention to stay in the current task was maintained even when the task load dropped. This study suggests that recommendation system designers should consider both task characteristics and individual differences to enhance contextual appropriateness and personalization.

Lingyun Wan, Jingyu Zhang, Mengdi Liu
A Usability Study of a Research Institute Website with Eye-Tracking Devices

In this paper, we present the results of our study conducted at the Leibniz Institute for Educational Media $$\vert $$ | Georg Eckert Institute to assess the usability of the institute’s website before the re-design of the same and the subsequent development of the new version. In particular, four specific pages are evaluated, i.e. Home, Institute, Departments and Publications. The aim of the presented usability studies is to uncover positive and negative usability findings in order to properly plan the potential corrective actions for the upcoming restyling. The experimental outcomes are displayed in form of aggregated heat maps and mainly focus on the ease of use of the different analysed sections.

Sabine Wehnert, Erasmo Purificato, Ernesto William De Luca
Research on User Emotion Experience of Short Video Based on Cyclic Interaction Model

Purpose In the context of the gradual integration of self media into the life of the public, short videos have become a popular focus of entertainment. The purpose of this paper is to explore how to improve the emotional experience of we-media user interaction, so that we-media can be integrated into the public’s Internet life in a better way. Methodology Based on the schematic energy theory and Hartson’s cyclic interaction model, this paper explores the behavioral cycle of users’ browsing short video works, constructs a user behavior framework of “planning-conversion-execution-result-evaluation”, and looks for ways to enhance the emotional experience of short video by combining the influencing elements of users’ emotional experience. Results The construction of a behavioral framework model of user interaction when browsing short videos can provide a more intuitive understanding of the connection between user behavior, media content and interaction and user emotional experience, and provide a reference for self media platforms to realize more comfortable and efficient human-computer interaction.

Meiyu Zhou, Changpeng Cai, Xiaomin Cui, Rui Huang
Backmatter
Metadaten
Titel
HCI International 2023 Posters
herausgegeben von
Constantine Stephanidis
Margherita Antona
Stavroula Ntoa
Gavriel Salvendy
Copyright-Jahr
2023
Electronic ISBN
978-3-031-35989-7
Print ISBN
978-3-031-35988-0
DOI
https://doi.org/10.1007/978-3-031-35989-7