Jodi Forlizzi

Jodi Forlizzi
Carnegie Mellon University | CMU · Human-Computer Interaction Institute

About

154
Publications
88,895
Reads
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11,103
Citations

Publications

Publications (154)
Conference Paper
Full-text available
HCI research has explored AI as a design material, suggesting that designers can envision AI's design opportunities to improve UX. Recent research claimed that enterprise applications offer an opportunity for AI innovation at the user experience level. We conducted design workshops to explore the practices of experienced designers who work on cross...
Article
Full-text available
Intelligent agents are part of the smartphones, smart speakers, and home robots that millions of us own and interact with regularly. However, little is known about if or how these agents should be embodied. Additionally, as conversations with agents move from heavily structured and transactional to more flexible and, at times, social, embodiment ma...
Article
Full-text available
In this mixed methods study of a grassroots racial justice movement, Justice for Antwon Rose II (J4A), we analyze framing processes which we contextualize within the movement’s communication ecosystem. We find J4A framing processes to be hybrid, evolving through a combination of online and offline interactions and strategic and discursive processes...
Article
Full-text available
We propose that UX designers are the right innovators to incorporate AUIs into enterprise apps. UX designers are uniquely positioned to recognize situations where an AUI might help because they view the world through the eyes of the user. They can anticipate situations that will occur frequently, impact a large number of users, and require the work...
Article
Full-text available
The intersection between social, technical and economic factors biases new product development to focus on utilitarian value. However, objects that serve alternative goals, behaviors and emotions have accompanied humankind for millennia. This paper speculates about robotic objects for one non-utilitarian behavior and its implications: destruction....
Conference Paper
Full-text available
The presence of voice activated personal assistants (VAPAs) in people's homes rises each year [31]. Industry efforts are invested in making interactions with VAPAs more personal by leveraging information from messages and calendars, and by accessing user accounts for 3 rd party services. However, the use of personal data becomes more complicated in...
Conference Paper
This panel will provoke the audience into reflecting on the dark side of interaction design. It will ask what role the HCI community has played in the inception and rise of digital addiction, digital persuasion, data exploitation and dark patterns and what to do about this state of affairs. The panelists will present their views about what we have...
Preprint
Full-text available
Emotions that are perceived as "negative" are inherent in the human experience. Yet not much work in the field of HCI has looked into the role of these emotions in interaction with technology. As technology is becoming more social, personal and emotional by mediating our relationships and generating new social entities (such as conversational agent...
Preprint
Full-text available
One of the challenges in conducting research on the intersection of the CHI and Human-Robot Interaction (HRI) communities is in addressing the gap of acceptable design research methods between the two. While HRI is focused on interaction with robots and includes design research in its scope, the community is not as accustomed to exploratory design...
Conference Paper
Full-text available
Interactions with multiple conversational agents and social robots are becoming increasingly common. This raises new design challenges: Should agents and robots be modeled after humans, presenting their entity (i.e., social presence) as bound to a single body, or should they take advantage of non-human capabilities, such as moving their social pres...
Conference Paper
Full-text available
Emotions that are perceived as “negative” are inherent to the human experience. Yet not much work in the field of HCI has looked into the role of these emotions in interaction with technology. As technology is becoming more social, personal and emotional by mediating our relationships and generating new social entities (such as conversational agent...
Conference Paper
Full-text available
One of the challenges in conducting research on the inter- section of the CHI and Human-Robot Interaction (HRI) communities is in addressing the gap of acceptable design research methods between the two. While HRI is focused on interaction with robots and includes design research in its scope, the community is not as accustomed to exploratory desig...
Research
Full-text available
Prior work suggests that an autonomous vehicle’s brand will have a significant impact on the trust people place in the vehicle’s autonomy (Carlson et al, 2014). This was associated with the perceived quality of the system and the competency of the engineering team. Therefore, it is important for autonomous vehicle companies to not just deliver safe...
Conference Paper
Full-text available
Engagement with social robots is influenced by their appearance and shape. While robots are designed with various features, almost all designs have some form of eyes. In this paper, we evaluate eye design variations for tabletop robots in a lab study, with the goal of learning how they influence participants' perception of the robots' personality a...
Conference Paper
Full-text available
Autonomous vehicles have been in development for nearly thirty years and recently have begun to operate in real-world, uncontrolled settings. With such advances, more widespread research and evaluation of human interaction with autonomous vehicles (AV) is necessary. Here, we present an interview study of 32 pedestrians who have interacted with Uber...
Article
Full-text available
As user experience (UX) design continues to grow and expand, designers often work in areas with few design patterns or social mores. It is easy to make things that people do not want or will not adopt. To help avoid this problem, we developed a method called speed dating. This method allows design teams to explore possible futures with target users...
Conference Paper
Full-text available
Machine learning (ML) plays an increasingly important role in improving a user’s experience. However, most UX practitioners face challenges in understanding ML’s capabilities or envisioning what it might be. We interviewed 13 designers who had many years of experience designing the UX of ML-enhanced products and services. We probed them to characte...
Conference Paper
There is sustained and growing interest in human-robot teaming across academia and industry. Many critical questions still remain as to how to foster flexible, effective, teaming that allow humans and robots to work closely together. This panel will bring together experts on human-robot interaction (HRI) across academia and industry to discuss and...
Article
Full-text available
A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective—where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an...
Conference Paper
As people generate large quantities of heterogeneous data across their lifetimes, there is an opportunity to consider how we might build digital systems that leverage this information to help people communicate aspects of their life for which they would like to be remembered without the need to directly assign or pass on this information to another...
Conference Paper
Machine learning (ML) is now a fairly established technology, and user experience (UX) designers appear regularly to integrate ML services in new apps, devices, and systems. Interestingly, this technology has not experienced a wealth of design innovation that other technologies have, and this might be because it is a new and difficult design materi...
Conference Paper
We conducted a 2x2 between-subjects experiment to examine the effects of two orientation and two gaze behaviors during group conversations for a mobile, low degree-of-freedom robot. For this experiment, we designed a novel protocol to induce changes in the robot's group and study different social contexts. In addition, we implemented a perception s...
Chapter
Teens are a fascinating, dynamic population; they are on the vanguard of emerging technologies, often defining the behaviour and social mores of these products and services. At the same time, teens are still exploring and developing into the person they want to become, making them a terribly sensitive group to work with, and making it all the more...
Article
Full-text available
Background: Wearable activity trackers have become a viable business opportunity. Nevertheless, research has raised concerns over their potentially detrimental effects on wellbeing. For example, a recent study found that while counting steps with a pedometer increased steps taken throughout the day, at the same time it decreased the enjoyment peop...
Conference Paper
Personal informatics systems are becoming increasingly prevalent as their price, form, and ease of use improves. Though these systems offer great potential value to users, many systems are hampered by issues that limit their ability to foster engagement, and people often abandon use of these systems without garnering meaningful outcomes. While cont...
Conference Paper
Death is an inevitable part of life, but digital systems have been slow to address the complex issues that arise when a person passes away. As digital systems have become an increasingly important part people's lives, so too have these systems begun to play a role in a number of practices related to death, such as legacy-making, bereavement, and re...
Conference Paper
Teens' financial literacy, their ability to understand financial concepts and make effective decisions, is an important topic in the US. Educational programs targeted at teens have had little impact. Our study investigated if parents should play a role in teaching their teens. We conducted a literature review on teenage financial literacy and a com...
Conference Paper
Full-text available
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 des...
Conference Paper
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 interac...
Conference Paper
Full-text available
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...
Conference Paper
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 en...
Conference Paper
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...
Article
Full-text available
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 investig...
Article
Full-text available
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 d...
Article
Full-text available
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 recen...
Chapter
In Research through Design (RtD), researchers generate new knowledge by understanding the current state and then suggesting an improved future state in the form of a design. It involves deep reflection in iteratively understanding the people, problem, and context around a situation that researchers feel they can improve.
Conference Paper
In human relationships, responsiveness---behaving in a sensitive manner that is supportive of another person's needs---plays a major role in any interaction that involves effective communication, caregiving, and social support. Perceiving one's partner ...
Conference Paper
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. T...
Conference Paper
Full-text available
People worldwide are increasingly acquiring collections of virtual possessions. While virtual possessions have become ubiquitous, little work exists on how people value and form attachments to these things. To investigate, we conducted a study with 48 young adults from South Korea, Spain and the United States. The study probed on participants' perc...
Conference Paper
Full-text available
Legacy is the meaningful and complex way in which information, values, and possessions are passed on to others. As digital systems and information become meaningfully parts of people's everyday and social relationships, it is essential to develop new insights about how technology intersects with legacy and inheritance practices. We designed three i...
Conference Paper
Full-text available
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 implica-tions for design. Despite various design methods aiming to b...
Article
Full-text available
A handover is a complex collaboration, where actors coordinate in time and space to transfer control of an object. This coordination comprises two processes: the physical process of moving to get close enough to transfer the object, and the cognitive process of exchanging information to guide the transfer. Despite this complexity, we humans are cap...
Conference Paper
Full-text available
Barriers to physical activity prevent older adults from meeting recommended physical activity levels necessary for maintaining quality of life. As technology becomes more advanced, we have the opportunity and the responsibility to address concerns faced by the aging population. We seek opportunities for technology to empower older adults to overcom...
Conference Paper
In this note, we describe Spark, an informative art display that visualizes physical activity using abstract art. We present results from five deployments, lasting two to three weeks, that suggest that while graph visualizations are useful for information seeking, abstract visualizations are preferred for display purposes. Our results show that inf...
Conference Paper
Full-text available
Differences in perceptual and cognitive abilities between the young and elderly have implications for in-car tasks. As a primary example, although in-car navigation systems enhance situational awareness, this comes at the cost of in-creasing visual distraction and cognitive load. To address these shortcomings, this paper explores the efficacy of mu...
Article
There are many physical activity awareness systems available in today's market. These systems show physical activity information (e.g., step counts, energy expenditure, heart rate) which is sufficient for many self-knowledge needs, but information about the factors that affect physical activity may be needed for deeper self-reflection and increased...
Article
Full-text available
During conversations, speakers employ a number of verbal and nonverbal mechanisms to establish who participates in the conversation, when, and in what capacity. Gaze cues and mechanisms are particularly instrumental in establishing the participant roles of interlocutors, managing speaker turns, and signaling discourse structure. If humanlike robots...
Article
Full-text available
Believability of characters has been an objective in literature, theater, film, and animation. We argue that believable robot characters are important in human-robot interaction, as well. In particular, we contend that believable characters evoke users ’ social responses that, for some tasks, lead to more natural interactions and are associated wit...
Conference Paper
We present a new tongue input device, the tongue joystick, for use by an actor inside an articulated-head character costume. Using our device, the actor can maneuver through a dialogue tree, selecting clips of prerecorded audio to hold a conversation in the voice of the character. The device is constructed of silicone sewn with conductive thread, a...
Conference Paper
Full-text available
We live in a world where many kinds of data about us can be collected and more will be collected as Ubicomp technologies mature. People reflect on this data using different tools for personal informatics. However, current tools do not have sufficient understanding of users' self-reflection needs to appropriately leverage Ubicomp technologies. To de...
Conference Paper
Full-text available
Handing over objects to humans is an essential capability for assistive robots. While there are infinite ways to hand an object, robots should be able to choose the one that is best for the human. In this paper we focus on choosing the robot and object configuration at which the transfer of the object occurs, i.e. the hand-over configuration. We ad...
Conference Paper
Full-text available
For robots to get integrated in daily tasks assisting humans, robot-human interactions will need to reach a level of fluency close to that of human-human interactions. In this paper we address the fluency of robot-human hand-overs. From an observational study with our robot HERB, we identify the key problems with a baseline hand-over action. We fin...