[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
© Copyright 2016 ACM
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
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Jonsson, Martin
/
Ståhl, Anna
/
Tholander, Jakob
/
Robertson, Toni
/
Marti, Patrizia
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Svanaes, Dag
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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
© Copyright 2016 ACM
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
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Lee, Min Kyung
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Kim, Junsung
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Forlizzi, Jodi
/
Kiesler, Sara
Proceedings of the 2015 International Conference on Ubiquitous Computing
2015-09-07
p.743-754
© Copyright 2015 ACM
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
© Copyright 2015 Springer International Publishing Switzerland
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
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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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
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Odom, William
/
Zimmerman, John
/
Forlizzi, Jodi
/
Choi, Hajin
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Meier, Stephanie
/
Park, Angela
Proceedings of DIS'14: Designing Interactive Systems
2014-06-21
v.1
p.513-522
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
[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
© Copyright 2014 ACM
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
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
© Copyright 2013 ACM
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
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Forlizzi, Jodi L.
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Koedinger, Kenneth R.
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.89-98
© Copyright 2013 ACM
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.