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Honeypot Model containing the user roles, trajectories, influences and triggers that affect how audiences engage with interactive systems.
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In HCI, the honeypot effect describes how people interacting with a system passively stimulate passers-by to observe, approach and engage in an interaction. Previous research has revealed the successive engagement phases and zones of the honeypot effect. However, there is little insight into: 1) how people are stimulated to transition between phase...
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... insights from the analysis were synthesized and a model consisting of user roles, trajectories, influences and triggers was created. All these aspects are integrated in the spatiotemporal Honeypot Model (Figure 4). ...
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Citations
... In Wouter et al. [12], based on the public installation "Encounter", which translates body movements into video and audio, the description of the honeypot effect is presented as a spatiotemporal model. The triggers for the experience, in addition to its powerful audiovisual feedback, included online advertisements, spokespersons circulating near the installation, and contracted dancers performing group choreographies to demonstrate its functionality. ...
Immersive experiences within public spaces offer significant educational and recreational potential, yet they remain unexplored in developing optimal experiences. The aim of this work is to pinpoint pertinent user experience elements crucial for user engagement in such interactions. Furthermore, this investigation establishes correlations between identified UX elements from two public installations in Brazil and strategies derived from the literature review for overcoming potential interaction obstacles encountered. The work analysis consists of codifying data from events attendees and staff teams performing 138 citations categorized into eleven UX aspects. Ultimately, the findings of this research point out strategies for empowering designers of immersive experiences to craft more enriching public journeys for all stakeholders involved in immersive public installations.
... Sometimes, the players may also wish to move between different activities within the metagame under the facilitator's guidance. An example of this phenomenon is the Honeypot Model, where a person who encounters a public interactive system switches between "interaction zones" to become a passer-by, bystander, audience member, or participant (Wouters et al., 2016). ...
The uses of games have increasingly become ubiquitous, a phenomenon termed “cultural ludification.” Simultaneously, we are witnessing the steady rise of the metaverse and “narratification” in various fields. Together, these trends show that our society is undergoing “ludonarratification” that may culminate in every activity becoming an “informative narrative game” or ING. Thus, game-related expertise and professions may eventually become essential, but in what ways? We answer this question by first defining INGs and how their multiverse and governance structure may “ludonarratify” a future society. We then review principles from various fields, including systems science and transdisciplinary projects, to theorize how current game-related professions, from developers to professional players, may evolve considerably to serve the multiverse. Additionally, we theorize new roles to handle the multiverse’s metagame-based middle-level governance and meta-metagame-based top governance. We close this paper by outlining directions for future research, including AI’s possible roles in the ludonarratified society
... Although generally effective, some PwD may experience difficulty identifying with certain forms of social robots [12], necessitating interaction mediated by care staff [13]. Moreover, a few digital public interactive displays enable both individual, shared, and collaborative interactions, showing potential for enhancing engagement and communication among PwD [14,15], but they may also be experienced as overly complex [15]. ...
... The Honeypot Effect is a phenomenon observed in the context of public interactive systems, where the presence of active users engaging with a system attracts more bystanders and observers to also engage with it. Essentially, it describes how the interaction of initial users can serve as a catalyst, drawing in additional participants who might otherwise have remained passive [14]. The honeypot framework was created to model participants' behavior and to define what factors can trigger audience engagement. ...
Dementia can be associated with social withdrawal, mood changes, and decreased interaction. Animal-assisted therapies and robotic companions have shown potential in enhancing well-being but come with limitations like high maintenance costs and complexity. This research presents an interactive digital aquarium called Mindful Waters, which was developed to promote social interaction and engagement among People with Dementia. The pilot study involved interactive sessions at a community center and a care facility, with situated observations, video and audio recordings, and interviews to assess user engagement motivation, behavior, and user experience with Mindful Waters. The study revealed that Mindful Waters functioned well with People with Dementia and stimulated conversational topics about aquariums through engagement. User feedback was generally positive, with participants appreciating the visual appeal and simplicity. However, some participants with advanced dementia found it challenging to interact due to their mobility limitations, cognitive impairments, and the limited duration of interaction sessions. The overall results suggest that Mindful Waters can benefit dementia care; further research is needed to optimize its design and functionality for long-term placement in care facilities.
... The physical integration opens up new possibilities and allows multi-user scenarios with different interaction possibilities compared to traditional screens. It has the ability to involve multiple people to varying degrees as it is not only visible to active users but also to bystanders or observers [34,46], which creates an opportunity for social learning [53]. The experience is created by the relationship between the installation, the space in which it is placed, the architectural design and layout of the space, and the other people in the space [13]. ...
... SAR also allows for social interactions and learning to take place through the installations, provided that the space allows for these interactions [13]. This can be evaluated through contextual enquiries to analyse the installation in a public space and whether social learning and encounters are possible and how they are formed [13,53]. Unlike other AR technologies, SAR not only allows interaction as an active user, but passive bystanders can also be considered users in SAR [53]. ...
... This can be evaluated through contextual enquiries to analyse the installation in a public space and whether social learning and encounters are possible and how they are formed [13,53]. Unlike other AR technologies, SAR not only allows interaction as an active user, but passive bystanders can also be considered users in SAR [53]. They can observe active users and learn one in the next phase which increases attention, thus also the probability for interaction [23]. ...
The field of spatial computing is attracting increasing attention. Despite this, aspects related to user experience and evaluation methods are not yet established. The current state of the art in UX and UX evaluation needs to be extended to include aspects that are usually not considered when interacting with mobile or desktop applications.
In spatial computing, devices are aware of 3-dimensional physical space and enable human actions with spatial meaning. However, it is important that applications consider not only the user’s environment from a spatial perspective, but also other relevant contextual aspects such as the emotions of a place, the surrounding community, and the broader goals of the activity. This approach provides a new perspective and is complementary to the current state of the art.
This paper presents three examples of applications in spatial computing and demonstrates the potential aspects to be considered in the context of the experience and how the interaction could be evaluated, using an open-ended interpretive methodology. It explores methods and aspects relevant to spatial computing, highlighting opportunities and tools for evaluating the user experience. This encourages a more comprehensive approach and allows to analyse a situation holistically. The results indicate that while methods and considerations exist, there is currently no coherent methodology that integrates all relevant aspects. This finding may provide the basis for a new perspective on spatial computing and highlights the great potential of this technology to provide exceptional user experiences.
... Researchers found that the environment affects users' overall behaviour such as where they locate themselves in the environment and which actions they perform. For example, a study by Hanle et al. demonstrated variations in people's behaviour and where they locate themselves in public, semipublic, and private spaces [13]-particularly when their actions attract the attention of others [33]. In addition, the familiarity and crowdedness of the environment have been identified as influencing factors on user behaviour [22,25,33]. ...
... For example, a study by Hanle et al. demonstrated variations in people's behaviour and where they locate themselves in public, semipublic, and private spaces [13]-particularly when their actions attract the attention of others [33]. In addition, the familiarity and crowdedness of the environment have been identified as influencing factors on user behaviour [22,25,33]. Similar to the environment, users' activity also has a great effect on users' smartphone behaviour where they tend to hold their smartphones in different ways during different activities. ...
... Informed by such studies, HCI has also developed conceptual apparatuses for thinking about design for interactions in public, from performance-led research approaches [7], to design consideration of bystanders and spectators on public interactions [66,67,95] and the fluidity of divisions between spectator and participant [87], designing for the social framing of public interactions [6], as well as frameworks for designing implicit and explicit forms of interaction [35] that grew out of video interaction analysis, HCI, and ubiquitous computing. We point to this research in HCI as it offers HRI an existing conceptual landscape and language for describing public interactions with technology (e.g., bystanders, spectators, 'witting' vs 'unwitting' and 'implicit' interactions, etc.). ...
Robots deployed in public settings enter spaces that humans live and work in. Studies of HRI in public tend to prioritise direct and deliberate interactions. Yet this misses the most common form of response to robots, which ranges from subtle fleeting interactions to virtually ignoring them. Taking an ethnomethodological approach building on video recordings, we show how robots become embedded in urban spaces both from a perspective of the social assembly of the physical environment (the streetscape) and the socially organised nature of everyday street life. We show how such robots are effectively 'granted passage' through these spaces as a result of the practical work of the streets' human inhabitants. We detail the contingent nature of the streetscape, drawing attention to its various members and the accommodation work they are doing. We demonstrate the importance of studying robots during their whole deployment, and approaches that focus on members' interactional work.
... • Elhart et al. [9]: capture the spacial and temporal behavior of an audience; time in front of a display; heat map for the distances of passers-by; integration with web analytics (using pheme); presence, distance (changing interaction zones), counter (number of people in scene), and dwell time (time spent in front of a display). • Wouters et al. [24]: how people interact with a system passively stimulates others to observe, approach, and engage in an interaction as well. • Azad et al. [3]: investigate behavior on and around large shared displays; a observational field study initially, then a controlled experiment regarding territoriality including three basic zones of inter-personal spaces: the personal, peripersonal, and extra-personal; different moving formationse.g., (a) simultaneous (several) without connection, (b) led staggered, (c) led line, and (d) led two leaders with some interacting and others actively watching. ...
Human-computer interaction increasingly focuses on long-term evaluation of in-the-wild deployments. With this trend, however, understanding the usage behavior becomes more challenging. Due to the high repeating manual labor involved, existing methods such as in-situ observations and manual video analysis are no promising prospects on this avenue. Automated approaches (e.g., based on body tracking cameras) have been suggested recently to capture the usage behavior in long-term evaluations more efficiently. Still, these approaches may not be the only ones under consideration to move the field forward from here. This workshop gathers and reflects on the current state of the art regarding this trend and outlines perspectives for future research. The contributions cover, among other topics: methods and tools for data collection, noise and errors in sensor data, the correlation of automated observations with ground truth data, and augmenting sensor data with field work (e.g., interviews) for the contextualization of findings.
... Online social media platforms are open spaces where mass and interpersonal communications coexist (O'Sullivan & Carr, 2017) and the publicness of these communication practices fosters informal learning of gender stereotypes (Arias-Rodriguez & Sánchez-Bello, 2022). Beyond the virtual influencers and the followers, the interactions are viewed by others who purposely or serendipitously stumble upon the interactions either synchronously or asynchronously (Wouters et al., 2016). It is possible that the gender images are so ingrained in the followers that through the language and emoji used in their responses, they transferred the interaction patterns from interactions with other public figures to the virtual influencers. ...
... They stay between 5 and 30 minutes watching and often take pictures of the screen after an Actors' portrait has merged into a composite Virtual Persona. Often, the Host observes that once a Co-Actor decides to become a caressing Actor, more follow, similar to what is called "the honeypot effect" (Wouters et al. 2016). ...
Experience of touching and feeling touched is fundamental to human well-being, of safety and trust. Being in touch with others can be emotional and spiritual, it enables space for movement and transformation: to touch, kiss, play, dance, make love, tune and breath together.
Until recently, research into Human Computer Interaction has focussed on the performative potential of technology and physiological aspects of social touch; and less on human experience. However, recent research shows that ethical aspects of vulnerability, inclusiveness, agency, autonomy, responsibility and response ability, and trust are core to human experience of technically mediated social touch. Recent neuroscience research focuses on mirror neuron activity in empathic processes through touch; on synaesthetic mirror-touch perception; and on body ownership perception in visuo-haptic motor data interaction.
Media Performance Art has started to explore digital systems for shared experience of sensory, intercorporal connections and emphatic spectatorship with human and non-human others, in various hybrid social and spatial configurations.
This thesis expands these emergent and fragmented foci in a new, interdisciplinary Art, HCI, Design and Neuro Science perspective, for distributed, hybrid, XR, online, human-agent and robot interaction.
... The optimism in media architecture discourse reflects a hopeful view on technology, which is connected to the future orientation of media-architecture applications. Buildings have always been used to display cultural norms and values and the recent developments in animated and interactive media facades or urban screens are an opportunity for displaying dynamic, transforming content and appearance that is responsive to fast-changing requirements from public spaces (Wouters et al. 2016). Furthermore, such dynamic displays open new possibilities for participation, for newly found uniting forces in urban screens as civic media (Foth et al. 2016) encouraging connectivity and proximity (Wouters et al. 2018). ...
Media architecture community systematically explores the potentials of computation and digital media to intervene in form-finding, fabrication of buildings and urban data collection processes. Combining social media topic modelling techniques with the review of media architecture-related literature, I discuss methods to locate the media architecture community in social media, conduct initial discourse analysis and pursue a deeper investigation of the topics addressed by community. In the literature, media architecture is presented as an interactive set of technologies for a participative public life. And yet, while a dynamic facade increases possibilities for participation and creative expression, it also facilitates reframing participation as a technical problem. I position optimization and efficiency in media architecture discourse as a form of optimism and offer insights into its political implications. I propose to rethink the shortcut between optimism and optimization by tracing conceptual and professional relations that inform media architecture.