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[1] Interface Design Optimization as a Multi-Armed Bandit Problem Making Interfaces Work for Each Individual / Lomas, J. Derek / Forlizzi, Jodi / Poonwala, Nikhil / Patel, Nirmal / Shodhan, Sharan / Patel, Kishan / Koedinger, Ken / Brunskill, Emma Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4142-4153
ACM Digital Library Link
Summary: "Multi-armed bandits" offer a new paradigm for the AI-assisted design of user interfaces. To help designers understand the potential, we present the results of two experimental comparisons between bandit algorithms and random assignment. Our studies are intended to show designers how bandits algorithms are able to rapidly explore an experimental design space and automatically select the optimal design configuration. Our present focus is on the optimization of a game design space. The results of our experiments show that bandits can make data-driven design more efficient and accessible to interface designers, but that human participation is essential to ensure that AI systems optimize for the right metric. Based on our results, we introduce several design lessons that help keep human design judgment in the loop. We also consider the future of human-technology teamwork in AI-assisted design and scientific inquiry. Finally, as bandits deploy fewer low-performing conditions than typical experiments, we discuss ethical implications for bandits in large-scale experiments in education.

[2] Move to be Moved Workshop Summaries / Höök, Kristina / Jonsson, Martin / Ståhl, Anna / Tholander, Jakob / Robertson, Toni / Marti, Patrizia / Svanaes, Dag / Petersen, Marianne Graves / Forlizzi, Jodi / Schiphorst, Thecla / Isbister, Katherine / Hummels, Caroline / Klooster, Sietske / Loke, Lian / Khut, George Poonkhin Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3301-3308
ACM Digital Library Link
Summary: Movement-based design is reaching critical mass in HCI, and we can start to identify strategies, similarities and differences in how it is approached. Similarities may include, for example, a strong first person perspective on design, emphasising movement, somatics and aesthetic sensibilities of the designer, as well as starting from the premise that our bodily ways of being in the world are shaped by the ecologies of people, cultural practices and the artefacts we create and use. Different classes of systems are starting to emerge, such as spurring somaesthetic appreciation processes using biofeedback loops or carefully nudging us to interact with our own movements; engaging us in affective loops where the technology takes on a stronger agency, attempting to pull participants into particular experiences; extending on our senses and perception -- even creating new senses through technology; social interactions, engaging us to jointly explore movement or touch; even endowing machines with their own "somatics", exploring our relationship to technology; as well as engaging in larger political issues around the body, such as gender perspectives, or challenging the mind-body divide.

[3] Personalization revisited: a reflective approach helps people better personalize health services and motivates them to increase physical activity Persuasive and personal / Lee, Min Kyung / Kim, Junsung / Forlizzi, Jodi / Kiesler, Sara Proceedings of the 2015 International Conference on Ubiquitous Computing 2015-09-07 p.743-754
ACM Digital Library Link
Summary: Current approaches to personalization either presuppose people's needs and automatically tailor services or provide formulaic options for people to customize. We propose a complementary approach to personalization: a reflective strategy that helps people realize what matters to them and enables them to better personalize services themselves. To design this strategy, we first studied the practices of eight personal health service providers. We then tested the strategy's efficacy by building a Fitbit Plan website that encouraged Fitbit users to customize a plan or accept an automatically tailored plan. For one group of users, the website used the reflective strategy to assist in the plan setup process. A two-week between-subjects field experiment showed that the reflective strategy helped motivate users to carry out their plans, increasing their average daily steps by 2,425 steps. Without the reflective strategy, users either set easy goals or failed to carry out system-created plans, ultimately showing no change in their average daily steps. This work suggests that helping people reflect on and connect with their own goals in using a personalized service could advance the effectiveness of the service.

[4] Engaging Experience with Physical Activity Tracking Products Emotional and Persuasion Design / Kuru, Armagan / Forlizzi, Jodi DUXU 2015: Fourth International Conference on Design, User Experience, and Usability, Part I: Design Discourse 2015-08-02 v.1 p.490-501
Keywords: Design; Experience; User experience; Interaction design engaging experience; Physical activity tracking
Link to Digital Content at Springer
Summary: Many people use physical activity tracking products to gather personal behavioral data, make better decisions, and make changes to their behavior. While the proliferation of new products on the market makes collecting personal data easier, how to help people engage with these products over a long period of time remains an open question. To uncover which features of physical activity tracking products lead to engaging experience, we conducted a study with people who use physical activity tracking products to support or track behavior change. We conducted baseline interviews and had participants interact with either a BodyMedia armband or a FitBit activity tracker. Participants rated their experience with the product daily for a period of four weeks and reflected on their engagement at the end of the study. Through synthesis and analysis of the study findings, we draw out four characteristics for engaging experience in physical activity tracking product use: connectivity, curiosity, personalization, and motivation.

[5] Exploring the Role of Activity Trace Design on Evaluations of Online Worker Quality The Impact of Crowd Work on Workers / Marlow, Jennifer / Dabbish, Laura A. / Forlizzi, Jodi L. Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1617-1620
ACM Digital Library Link
Summary: Websites can record individual users' activities and display them in a variety of ways. There is a tradeoff between detail and abstraction in visualization, especially when the amount of content increases and becomes more difficult to process. We conducted an experiment on Mechanical Turk varying the quality, detail, and visual presentation of information about an individual's past work to see how these design features affected perceptions of the worker. We found that providing detail in the display through text increased processing time and led to less positive evaluations. Visually abstract displays required less processing time but decreased confidence in evaluation. This suggests that different design parameters may engender differing psychological processes that influence reactions towards an unknown person.

[6] Building Change: Constructive Design of Smart Domestic Environments for Goal Achievement HCI at Home / Brotman, Ryan / Burleson, Winslow / Forlizzi, Jodi / Heywood, William / Lee, Jisoo Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3083-3092
ACM Digital Library Link
Summary: This paper presents the constructive design research (CDR) of smart domestic environments comprised of smart home infrastructure, smart domestic artifacts and digital services. CDR is an approach that focuses on imagining futures and learning through the making and testing of prototypes to construct new knowledge about how people engage with the world. While the body of research on smart domestic environments includes a wealth of human-centered research, the use of CDR is marginal. Our work demonstrates how such a process engages residents in activities to imagine why people might value smart domestic environments and how they might want to interact with them. Through goal setting activities, paper prototyping, and field-testing of resident designed technology probes, we present use cases, design principles and experiential insights. After sharing these findings, we introduce the emergence of smart domestic environments as possessing persuasive, personified and artful qualities.

[7] Curatorial Agents: How Systems Shape Our Understanding of Personal and Familial Digital Information Digital Collections, Practice & Legacy / Gulotta, Rebecca / Sciuto, Alex / Kelliher, Aisling / Forlizzi, Jodi Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3453-3462
ACM Digital Library Link
Summary: As people increasingly turn to digital channels to share, store, and reflect on their lives and experiences, the processes by which they manage the diverse collection of information generated over the course of their lives are changing. These processes, once a matter of hands-on curation and personal meaning making, are now deeply rooted in interactions with digital systems. In this work, we drew from prior research from personalization, memory, and information management to create four interactive, provocative systems. Through sessions with 12 adults from Pittsburgh, PA we used a combination of these systems and interviews to examine how systems might play a role in the near and long term resurfacing of personal and familial digital information. Findings point to an opportunity to create systems that can openly mediate the curation and transmission of digital content, and ways to draw meaning from the differences between how systems and people recall and represent their experiences.

[8] Ecological Perspectives in HCI: Promise, Problems, and Potential Workshop Summaries / Blevis, Eli / Bødker, Susanne / Flach, John / Forlizzi, Jodi / Jung, Heekyoung / Kaptelinin, Victor / Nardi, Bonnie / Rizzo, Antonio Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2401-2404
ACM Digital Library Link
Summary: The aim of the workshop is to provide a forum for researchers and practitioners to discuss the present and future of ecological perspectives in HCI. The participants will reflect on the current uses and interpretations of "ecology" and related concepts in the field. The workshop will assess the potential of ecological perspectives in HCI for supporting rich and meaningful analysis, as well as innovative design, of interactive technologies in real-life contexts.

[9] Effects of Robot Motion on Human-Robot Collaboration Session B: Robot Motion / Dragan, Anca D. / Bauman, Shira / Forlizzi, Jodi / Srinivasa, Siddhartha S. Proceedings of the 2015 ACM/IEEE International Conference on Human-Robot Interaction 2015-03-02 v.1 p.51-58
ACM Digital Library Link
Summary: Most motion in robotics is purely functional, planned to achieve the goal and avoid collisions. Such motion is great in isolation, but collaboration affords a human who is watching the motion and making inferences about it, trying to coordinate with the robot to achieve the task. This paper analyzes the benefit of planning motion that explicitly enables the collaborator's inferences on the success of physical collaboration, as measured by both objective and subjective metrics. Results suggest that legible motion, planned to clearly express the robot's intent, leads to more fluent collaborations than predictable motion, planned to match the collaborator's expectations. Furthermore, purely functional motion can harm coordination, which negatively affects both task efficiency, as well as the participants' perception of the collaboration.

[10] Robot Presence and Human Honesty: Experimental Evidence Session E: Robots as Social Agents / Hoffman, Guy / Forlizzi, Jodi / Ayal, Shahar / Steinfeld, Aaron / Antanitis, John / Hochman, Guy / Hochendoner, Eric / Finkenaur, Justin Proceedings of the 2015 ACM/IEEE International Conference on Human-Robot Interaction 2015-03-02 v.1 p.181-188
ACM Digital Library Link
Summary: Robots are predicted to serve in environments in which human honesty is important, such as the workplace, schools, and public institutions. Can the presence of a robot facilitate honest behavior? In this paper, we describe an experimental study evaluating the effects of robot social presence on people's honesty. Participants completed a perceptual task, which is structured so as to allow them to earn more money by not complying with the experiment instructions. We compare three conditions between subjects: Completing the task alone in a room; completing it with a non-monitoring human present; and completing it with a non-monitoring robot present. The robot is a new expressive social head capable of 4-DoF head movement and screen-based eye animation, specifically designed and built for this research. It was designed to convey social presence, but not monitoring. We find that people cheat in all three conditions, but cheat equally less when there is a human or a robot in the room, compared to when they are alone. We did not find differences in the perceived authority of the human and the robot, but did find that people felt significantly less guilty after cheating in the presence of a robot as compared to a human. This has implications for the use of robots in monitoring and supervising tasks in environments in which honesty is key.

[11] Robots in the Home: Qualitative and Quantitative Insights into Kitchen Organization Session I: Human Behaviors, Activities, and Environments, Part 2 / Cha, Elizabeth / Forlizzi, Jodi / Srinivasa, Siddhartha S. Proceedings of the 2015 ACM/IEEE International Conference on Human-Robot Interaction 2015-03-02 v.1 p.319-326
ACM Digital Library Link
Summary: In the future, we envision domestic robots to play a large role in our everyday lives. This requires robots able to anticipate our needs and preferences and adapt their behavior. Since current robotics research takes place primarily in laboratory settings, it fails to take into account real users. In this work, we explore how organization occurs in the kitchen through a home study. Our analysis includes qualitative insights towards robot behavior during kitchen organization, an open source dataset of real life kitchens, and a proof-of-concept application of this dataset to the problem of object return.

[12] Social Group Interactions in a Role-Playing Game Late-Breaking Reports -- Session 1 / Vázquez, Marynel / Carter, Elizabeth J. / Vaz, Jo Ana / Forlizzi, Jodi / Steinfeld, Aaron / Hudson, Scott E. Extended Abstracts of the 2015 ACM/IEEE International Conference on Human-Robot Interaction 2015-03-02 v.2 p.9-10
ACM Digital Library Link
Summary: We present initial findings from an experiment in which participants played Mafia, an established role-playing game, with our robot. In one condition, the robot played like the rest of the participants and, in the other, the robot moderated the game. We discuss general aspects of the interaction, participants' perceptions, and the potential of this scenario for studying group spatial behavior from robotic platforms.

[13] Social Eye Tracking: Gaze Recall with Online Crowds Leveraging the Crowd / Cheng, Shiwei / Sun, Zhiqiang / Ma, Xiaojuan / Forlizzi, Jodi L. / Hudson, Scott E. / Dey, Anind Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.454-463
ACM Digital Library Link
Summary: Eye tracking is a compelling tool for revealing people's spatial-temporal distribution of visual attention. But quality eye tracking hardware is expensive and can only be used with one person at a time. Further, webcam eye tracking systems have significant limitations on head movement and lighting conditions that result in significant data loss and inaccuracies. To address these drawbacks, we introduce a new approach that harnesses the crowd to understand allocation of visual attention. In our approach, crowdsourcing participants use mouse clicks to self-report the positions and trajectory for the following valuable eye tracking measures: first gaze, last gaze and all gazes. We validate our crowdsourcing approach with a user study, which demonstrated good accuracy when compared to a real eye tracker. We then deployed our prototype, GazeCrowd, in a crowdsourcing setting, and showed that it accurately generated gaze heatmaps and trajectory maps. Such an approach will allow designers to evaluate and refine their visual design without requiring the use of limited/expensive eye trackers.

[14] Exiting the Design Studio: Leveraging Online Participants for Early-Stage Design Feedback Teamwork Challenges / Ma, Xiaojuan / Yu, Li / Forlizzi, Jodi L. / Dow, Steven P. Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.676-685
ACM Digital Library Link
Summary: Online collaboration tools enable developers of interactive systems to quickly reach potential users for usability testing. Can these technologies serve designers who seek feedback on user needs during the earliest stages of design? Online needfinding may help designers create products and services that can target a more diverse user population. To explore this, we conducted a feasibility study to compare face-to-face methods with online needfinding sessions. We found that video can sufficiently capture nuanced reactions to preliminary concept storyboards, but that feedback providers need guidance and structure. We then introduce a tool for collecting early-stage design feedback from online participants and conduct a case study with a professional design team. The team conducted needfinding activities with local participants, as well as a cost-equivalent number of online participants The case study demonstrates that combining online crowdsourcing with a video survey tool provides a simple and cost-efficient way to collect early-stage feedback.

[15] Unpacking the thinking and making behind a user enactments project Pictorials II / Odom, William / Zimmerman, John / Forlizzi, Jodi / Choi, Hajin / Meier, Stephanie / Park, Angela Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.513-522
ACM Digital Library Link
Summary: We have developed User Enactments to help support design teams in more successfully investigating radical alterations to technologies' roles, forms and behaviors in uncharted design spaces. To date, no work exists that explicitly unpacks the practical development of a cohesive set of user enactments. Interest is growing in the method with its recent inclusion in a popular design method handbook for practitioners and also as it becomes integrated into graduate-level university curriculum in interaction design. The contribution of this Pictorial is to unpack the thinking and making behind a set of user enactments through visual documentation and annotations.

[16] Legacy in the age of the internet: reflections on how interactive systems shape how we are remembered Digital memory / Gulotta, Rebecca / Odom, William / Faste, Haakon / Forlizzi, Jodi Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.975-984
ACM Digital Library Link
Summary: The creation of a personal legacy is a process through which information, values, and memories are passed down to future generations. This process is inherently subjective, both as a curated collection of the elements of one's life, and as an evolving form of remembrance that is subject to the interpretations of those to whom it is left. Based on directed storytelling sessions with 14 adults from a large Midwestern city in the USA, we explore users' perceptions of how their use of digital systems and information will impact how their lives are interpreted and reflected upon by their families and by future generations. Our findings describe nuances regarding how shifting notions about technological systems and the long-term accessibility of digital information impact the ways in which we share, and subsequently manage, information online. This work, explored here in the context of legacy, exposes opportunities to help users engage with their digital information through the curation of meaningful records, the dispossession of digital debris, and a reexamination of how digital systems and services influence the accessibility and lifespan of digital information.

[17] Placelessness, spacelessness, and formlessness: experiential qualities of virtual possessions Digital memory / Odom, William / Zimmerman, John / Forlizzi, Jodi Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.985-994
ACM Digital Library Link
Summary: People worldwide are increasingly acquiring virtual possessions. While virtual possessions have become ubiquitous, little work exists on how people value them, and how their experiences of them differ from material possessions. In this paper, we reflect on and synthesize findings from five studies we conducted over the past five years that investigated people's perceptions of and practices with virtual possessions. Through the higher-level perspective we adopt, we propose three thematic qualities that help characterize people's experiences with virtual possessions, as compared to their material things: placelessness, spacelessness, and formlessness. We draw on these proposed qualities as lenses to help frame future research and practice opportunities for better supporting value construction activities with virtual possessions.

[18] Making sustainability sustainable: challenges in the design of eco-interaction technologies Smart homes and sustainability / Yang, Rayoung / Newman, Mark W. / Forlizzi, Jodi Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.823-832
ACM Digital Library Link
Summary: The smart home is here. One area where smart home devices promise to deliver great benefits is in the control of home heating, ventilation, and cooling (HVAC) systems. In this paper, we seek to inform the design of future heating and cooling systems by investigating users' experiences with the Nest Learning Thermostat, a commercially available smart home device. We conducted a qualitative study where we compared people's interactions with conventional thermostats with interactions with the Nest. A key finding was that the Nest impacted users' pattern of HVAC control, but only for a while, and caused new problems in unrealized energy savings. In leveraging these findings, we create a set of design implications for Eco-Interaction, the design of features and human-system interactions with the goal of saving energy.

[19] Designing for slowness, anticipation and re-visitation: a long term field study of the photobox Critical design / Odom, William T. / Sellen, Abigail J. / Banks, Richard / Kirk, David S. / Regan, Tim / Selby, Mark / Forlizzi, Jodi L. / Zimmerman, John Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.1961-1970
ACM Digital Library Link
Summary: We describe the design, implementation and deployment of Photobox, a domestic technology that prints four or five randomly selected photos from the owner's Flickr collection at random intervals each month. We deployed Photobox in three homes for fourteen months, to explore how the slow pace at which it operates could support experiences of anticipation and re-visitation of the past. Findings reveal changes in attitude toward the device, from frustration to eventual acceptance. Participants drew on the photos to reflect on past life events and reactions indicated a renewed interest for their Flickr collection. Photobox also provoked reflection on technology in and around the home. These findings suggest several opportunities, such as designing for anticipation, better supporting reflection on the past, and, more generally, expanding the slow technology research program within the HCI community.

[20] Generating implications for design through design research Critical design / Sas, Corina / Whittaker, Steve / Dow, Steven / Forlizzi, Jodi / Zimmerman, John Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.1971-1980
ACM Digital Library Link
Summary: A central tenet of HCI is that technology should be user-centric, with designs being based around social science findings about users. Nevertheless a repeated but critical challenge in design is translating empirical findings into actionable ideas that inform design, or generating implications for design. Despite various design methods aiming to bridge this gap, knowledge informing design is still seen as problematic. However there has been little empirical exploration into what design researchers understand by such design knowledge, the functions and principles behind their creation. We report on interviews with twelve expert HCI design researchers probing the roles and types of design implications, and the process of generating and evaluating them. We synthesize different types of design implications into a framework to guide their generation. Our findings identify a broader range than previously described, additional sources and heuristics supporting their development as well some important evaluation criteria. We discuss the value of these findings for interaction design research.

[21] Effects of speech on perceived capability HRI2014 late breaking reports poster / Cha, Elizabeth / Dragan, Anca / Forlizzi, Jodi / Srinivasa, Siddhartha Proceedings of the 2014 ACM/IEEE International Conference on Human-Robot Interaction 2014-03-03 p.134-135
ACM Digital Library Link

[22] Spatial and other social engagement cues in a child-robot interaction: effects of a sidekick Robot teachers and learners / Vázquez, Marynel / Steinfeld, Aaron / Hudson, Scott E. / Forlizzi, Jodi Proceedings of the 2014 ACM/IEEE International Conference on Human-Robot Interaction 2014-03-03 p.391-398
ACM Digital Library Link
Summary: In this study, we explored the impact of a co-located sidekick on child-robot interaction. We examined child behaviors while interacting with an expressive furniture robot and his robot lamp sidekick. The results showed that the presence of a sidekick did not alter child proximity, but did increase attention to spoken elements of the interaction. This suggests the addition of a co-located sidekick has potential to increase engagement but may not alter subtle physical interactions associated with personal space and group spatial arrangements. The findings also reinforce existing research by the community on proxemics and anthropomorphism.

[23] EDITED BOOK Ways of Knowing in HCI / Olson, Judith S. / Kellogg, Wendy A. 2014 p.472 Springer New York
ISBN: 978-1-4939-0377-1 (print), 978-1-4939-0378-8 (online)
Link to Digital Content at Springer
Reading and Interpreting Ethnography (1-23)
	+ Dourish, Paul
Curiosity, Creativity, and Surprise as Analytic Tools: Grounded Theory Method (25-48)
	+ Muller, Michael
Knowing by Doing: Action Research as an Approach to HCI (49-68)
	+ Hayes, Gillian R.
Concepts, Values, and Methods for Technical Human--Computer Interaction Research (69-93)
	+ Hudson, Scott E.
	+ Mankoff, Jennifer
Study, Build, Repeat: Using Online Communities as a Research Platform (95-117)
	+ Terveen, Loren
	+ Konstan, Joseph A.
	+ Lampe, Cliff
Field Deployments: Knowing from Using in Context (119-142)
	+ Siek, Katie A.
	+ Hayes, Gillian R.
	+ Newman, Mark W.
	+ Tang, John C.
Science and Design: The Implications of Different Forms of Accountability (143-165)
	+ Gaver, William
Research Through Design in HCI (167-189)
	+ Zimmerman, John
	+ Forlizzi, Jodi
Experimental Research in HCI (191-227)
	+ Gergle, Darren
	+ Tan, Desney S.
Survey Research in HCI (229-266)
	+ Müller, Hendrik
	+ Sedley, Aaron
	+ Ferrall-Nunge, Elizabeth
Crowdsourcing in HCI Research (267-289)
	+ Egelman, Serge
	+ Chi, Ed H.
	+ Dow, Steven
Sensor Data Streams (291-321)
	+ Voida, Stephen
	+ Patterson, Donald J.
	+ Patel, Shwetak N.
Eye Tracking: A Brief Introduction (323-348)
	+ Navalpakkam, Vidhya
	+ Churchill, Elizabeth F.
Understanding User Behavior Through Log Data and Analysis (349-372)
	+ Dumais, Susan
	+ Jeffries, Robin
	+ Russell, Daniel M.
	+ Tang, Diane
	+ Teevan, Jaime
Looking Back: Retrospective Study Methods for HCI (373-393)
	+ Russell, Daniel M.
	+ Chi, Ed H.
Agent Based Modeling to Inform the Design of Multiuser Systems (395-419)
	+ Ren, Yuqing
	+ Kraut, Robert E.
Social Network Analysis in HCI (421-447)
	+ Hansen, Derek L.
	+ Smith, Marc A.
Research Ethics and HCI (449-468)
	+ Bruckman, Amy
Epilogue (469-472)
	+ Kellogg, Wendy A.
	+ Olson, Judith S.

[24] Towards persuasive sociometric technologies for inclusive educational settings Changing behaviour / Lyra, Olga / Karapanos, Evangelos / Gouveia, Rúben / Barreto, Mary / Nisi, Valentina / Nunes, Nuno J. / Zimmerman, John / Forlizzi, Jodi Proceedings of CHItaly '13: ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction 2013-09-16 p.10
ACM Digital Library Link
Summary: With an increasing interest in the social inclusion of children in schools, HCI researchers have proposed technologies that support children at risk of social exclusion in their interactions with peers. However, much of this work has focused on the child at risk of social exclusion, disregarding the fact that social exclusion is a group-phenomenon that often originates in children's negative stereotyping. In this paper we argue for persuasive sociometric technologies, ones that sense children's social interactions in real-time, and provide persuasive, just-in-time recommendations to children with the goal of challenging their perceptions of diversity and motivating pro-social behaviors. We report on two studies that aimed at inquiring into children's practices of social exclusion in school communities as well as whether and how persuasive technologies can stimulate pro-social behaviors and a sense of empathy among them.

[25] Optimizing challenge in an educational game using large-scale design experiments Papers: learning / Lomas, Derek / Patel, Kishan / Forlizzi, Jodi L. / Koedinger, Kenneth R. Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.89-98
ACM Digital Library Link
Summary: Online games can serve as research instruments to explore the effects of game design elements on motivation and learning. In our research, we manipulated the design of an online math game to investigate the effect of challenge on player motivation and learning. To test the "Inverted-U Hypothesis", which predicts that maximum game engagement will occur with moderate challenge, we produced two large-scale (10K and 70K subjects), multi-factor (2x3 and 2x9x8x4x25) online experiments. We found that, in almost all cases, subjects were more engaged and played longer when the game was easier, which seems to contradict the generality of the Inverted-U Hypothesis. Troublingly, we also found that the most engaging design conditions produced the slowest rates of learning. Based on our findings, we describe several design implications that may increase challenge-seeking in games, such as providing feedforward about the anticipated degree of challenge.
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