Katie Seaborn

Katie Seaborn
Tokyo Institute of Technology | TITech · School of Engineering

PhD

About

57
Publications
25,683
Reads
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1,908
Citations
Introduction
Associate Professor in the Department of Industrial Engineering and Economics at Tokyo Tech. Visiting Researcher at RIKEN Center for Advanced Intelligence Project (AIP). Honorary Researcher at the UCL Interaction Centre (UCLIC).
Additional affiliations
February 2019 - March 2020
RIKEN
Position
  • PostDoc Position
January 2018 - January 2019
The University of Tokyo
Position
  • PostDoc Position
Description
  • JSPS Postdoctoral Fellow [Personal Award]
January 2017 - January 2018
University College London
Position
  • PostDoc Position
Description
  • Intel Collaborative Research Institute for Sustainable Connected Cities (ICRI Urban IoT): https://cities.io
Education
January 2013 - November 2016
University of Toronto
Field of study
  • Mechanical & Industrial Engineering: Human Factors, Collaborative Program in Knowledge Media Design
September 2009 - October 2011
Simon Fraser University
Field of study
  • Interactive Arts & Technology
July 2004 - June 2009
Simon Fraser University
Field of study
  • Interactive Arts & Technology

Publications

Publications (57)
Article
Full-text available
An extended design and evaluation framework of eudaimonia (personal growth, expressiveness) and hedonia (pleasure, comfort) was applied to a cooperative game for older adults who rely on power mobility. The purpose was to address two psychosocial well-being needs (perceptions of performance mastery and empathy enhancement) through a game with an in...
Conference Paper
Full-text available
The effect of removing gamification elements from interactive systems has been a long-standing question in gamification research. Early work and foundational theories raised concerns about the endurance of positive effects and the emergence of negative ones. Yet, nearly a decade later, no work to date has sought consensus on these matters. Here, I...
Conference Paper
Full-text available
Computer voice is experiencing a renaissance through the growing popularity of voice-based interfaces, agents, and environments. Yet, how to measure the user experience (UX) of voice-based systems remains an open and urgent question, especially given that their form factors and interaction styles tend to be non-visual, intangible, and often conside...
Article
Full-text available
Social robots, conversational agents, voice assistants, and other embodied AI are increasingly a feature of everyday life. What connects these various types of intelligent agents is their ability to interact with people through voice. Voice is becoming an essential modality of embodiment, communication, and interaction between computer-based agents...
Conference Paper
Full-text available
Gender/ing guides how we view ourselves, the world around us, and each other—including non-humans. Critical voices have raised the alarm about stereotyped gendering in the design of socially embodied artificial agents like voice assistants, conversational agents, and robots. Yet, little is known about how this plays out in research and to what exte...
Article
Full-text available
Psychological resilience has emerged as a key factor in mental health during the global COVID-19 pandemic. However, no work to date has synthesised findings across review work or assessed the reliability of findings based on review work quality, so as to inform public health policy. We thus conducted a meta-review on all types of review work from t...
Conference Paper
Ageism is a complex prejudice involving positive (e.g., perfect grandparent) and negative (e.g., severely impaired) stereotypes of older adults. Several scales have been developed to measure various forms of ageism. However, most have been written in English and created for Western contexts. An exception is the Fraboni Scale (FSA), which was develo...
Conference Paper
Full-text available
Gender is increasingly being explored as a social characteristic ascribed to robots by people. Yet, research involving social robots that may be gendered tends not to address gender perceptions, such as through pilot studies or manipulation checks. Moreover, research that does address gender perceptions has been limited by a reliance on the human g...
Preprint
Full-text available
Gender is increasingly being explored as a social characteristic ascribed to robots by people. Yet, research involving social robots that may be gendered tends not to address gender perceptions, such as through pilot studies or manipulation checks. Moreover, research that does address gender perceptions has been limited by a reliance on the human g...
Preprint
Full-text available
Gender is a primary characteristic by which people organize themselves. Previous research has shown that people tend to unknowingly ascribe gender to robots based on features of their embodiment. Yet, robots are not necessarily ascribed the same, or any, gender by different people. Indeed, robots may be ascribed non-human genders or used as "gender...
Preprint
Full-text available
Trust has emerged as a key factor in people's interactions with AI-infused systems. Yet, little is known about what models of trust have been used and for what systems: robots, virtual characters, smart vehicles, decision aids, or others. Moreover, there is yet no known standard approach to measuring trust in AI. This scoping review maps out the st...
Preprint
Full-text available
Gender is a social framework through which people organize themselves-and non-human subjects, including robots. Research stretching back decades has found evidence that people tend to gender artificial agents unwittingly, even with the slightest cue of humanlike features in voice, body, role, and other social features. This has led to the notion of...
Preprint
Full-text available
Misinformation spread through social media has become a fundamental challenge in modern society. Recent studies have evaluated various strategies for addressing this problem, such as by modifying social media platforms or educating people about misinformation, to varying degrees of success. Our goal is to develop a new strategy for countering misin...
Conference Paper
Full-text available
Misinformation spread through social media has become a fundamental challenge in modern society. Recent studies have evaluated various strategies for addressing this problem, such as by modifying social media platforms or educating people about misinformation, to varying degrees of success. Our goal is to develop a new strategy for countering misin...
Conference Paper
Full-text available
Trust has emerged as a key factor in people’s interactions with AI-infused systems. Yet, little is known about what models of trust have been used and for what systems: robots, virtual characters, smart vehicles, decision aids, or others. Moreover, there is yet no known standard approach to measuring trust in AI. This scoping review maps out the st...
Conference Paper
Full-text available
Gender is a social framework through which people organize themselves-and non-human subjects, including robots. Research stretching back decades has found evidence that people tend to gender artificial agents unwittingly, even with the slightest cue of humanlike features in voice, body, role, and other social features. This has led to the notion of...
Conference Paper
Full-text available
Gender is a primary characteristic by which people organize themselves. Previous research has shown that people tend to unknowingly ascribe gender to robots based on features of their embodiment. Yet, robots are not necessarily ascribed the same, or any, gender by different people. Indeed, robots may be ascribed non-human genders or used as "gender...
Conference Paper
Full-text available
Robots and other artificial agents are growing in sophistication and sociability, leading many to consider higher-order social factors like identity. In this position paper, I present two perspectives on robot identity for the present and the future by extending the classic human model of social identity theory. I propose a way of determining the d...
Article
Full-text available
Introduction The global COVID-19 pandemic continues to have wide-ranging implications for health, including psychological well-being. A growing corpus of research reviews has emerged on the topic of psychological resilience in the context of the pandemic. However, this body of work has not been systematically reviewed for its quality, nor with resp...
Conference Paper
Full-text available
Artificial intelligences (AI) are increasingly being embodied and embedded in the world to carry out tasks and support decision-making with and for people. Robots, recommender systems, voice assistants, virtual humans—do these disparate types of embodied AI have something in common? Here we show how they can manifest as “socially embodied AI.” We d...
Preprint
Artificial intelligences (AI) are increasingly being embodied and embedded in the world to carry out tasks and support decision-making with and for people. Robots, recommender systems, voice assistants, virtual humans - do these disparate types of embodied AI have something in common? Here we show how they can manifest as "socially embodied AI." We...
Preprint
Computer voice is experiencing a renaissance through the growing popularity of voice-based interfaces, agents, and environments. Yet, how to measure the user experience (UX) of voice-based systems remains an open and urgent question, especially given that their form factors and interaction styles tend to be non-visual, intangible, and often conside...
Article
Full-text available
When human movement is assisted or controlled with a muscle actuator, such as electrical muscle stimulation, a critical issue is the integration of such induced movement with the person’s motion intention and how this movement then affects their motor control. Towards achieving optimal integration and reducing feelings of artificiality and enforcem...
Conference Paper
Full-text available
Addressing societal problems is complex; little is known about which paths or approaches are successful. We discuss what is involved in knowing when and how and for whom change needs to occur, as well as the impact of doing so at scale—especially when novelty and academic contributions may be compromised. To this end, we present a 'scaling up' fram...
Preprint
UNSTRUCTURED Modern forms of technology-augmented healthcare are focusing on personalization of the delivery of medical services. This trend is driven in part by the growing rhetoric around patient diversity, empowerment, and choice as factors that impact the success of care. In parallel, there is a push for applying the latest advances in AI-based...
Conference Paper
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Japan is a super-aging society, one marked by a steadily silvering population and shrinking birthrates. Social effects range from a decline in intergenerational homes to new tensions between the generations as elders delay retirement or return to work. Towards improving relations between the generations, two versions of an inclusive, intergeneratio...
Chapter
Full-text available
Early detection programs for mild cognitive impairment have recently been developed. However, there is no standard method of daily training to build resilience against cognitive decline. We propose a dialogue-based method for healthy older adults. This involves collecting stories from older adults to generate datasets of question-and-answer pairs f...
Conference Paper
Full-text available
When people are synchronized in their movements-performing the same action at the same time-there can be an increase in positive emotions, for example feelings of camaraderie, similarity, and mutual liking. On the other hand, previous research exploring synchronized movements between humans and computer agents has not found such an effect. In this...
Conference Paper
By adulthood, our fingers have developed a high level of dexterity: sensory and motor skills that developers have only just started to make use of in modern interfaces. Previous research has unveiled the possibilities of enhancing touch modalities by introducing visual feedback of the magnified touch image. Yet, most of the microscopes on the marke...
Preprint
We propose a skill transfer technique for transmitting the movements of an expert's feet in real time using visual and tactile stimuli for the purpose of training in such contexts as dance and gymnastics. We constructed a system that measures and transmits such movements from one person to another using a combination of visual and tactile sensation...
Preprint
Full-text available
"Shared action" is a method of fostering empathy and connectedness by performing the same movements at the same time. Applied psychology has shown the effectiveness of shared action through controlled laboratory studies involving movements such as tapping fingers and rocking chairs in time with a beat. In this research, we propose a fun and practic...
Conference Paper
Full-text available
Existing platforms for sharing locative digital content rely on the use of mobile phones for accessing the content. This can be a major deterrent to wider public access and also hinders immediacy and 'in the moment' discoverability. Building on previous work in situated public installations, we developed Pinsight, a novel platform for enabling end-...
Chapter
Flourishment is conceptualized as an engagement experience associated with eudaimonic flourishing, a component of psychological wellbeing. Analogous to nourishment, flourishment drives a sense of being one’s authentic best self (eudaimonia) in a way that can be deliberately encouraged and registered within health systems, and their records, by desi...
Article
Full-text available
Gamification, or the use of game elements in non-game contexts, has become a popular and increasingly accepted method of engaging learners in educational settings. However, there have been few comparisons of different kinds of courses and students, particularly in terms of discipline and content. Additionally, little work has reported on course ins...
Article
Full-text available
Older powered chair users’ perceptions on and attitudes towards mixed reality and modern facilitating technologies, such as tablets and smartphones, was explored to inform the design of mixed reality games that involve power mobility. Eleven older powered chair users (aged 55 and over) were interviewed in focus groups about their knowledge of, adop...
Conference Paper
Full-text available
New measures of well-being are drawing the attention of researchers and practitioner in human factors generally and human-computer interaction (HCI) in particular. Following in the footsteps of previous scholarly endeavours in hedonic well-being (HWB), this paper argues for the adoption of eudaimonic well-being (EWB) in explorations of well-being i...
Conference Paper
Full-text available
Ensuring that mixed reality spaces are inclusive to those who have motor impairments requires evaluating and, if necessary, modifying existing technology for the assistive mobility devices they use. Heads-up displays (HUDs) are a common facilitator of virtual augmentations on physical reality, especially for motor vehicles. However, little research...
Article
Full-text available
The advent of affordable and powerful mobile technology has allowed for explorations in mixed reality that merges virtual and physical space. However, the social and entertainment value and efficacy of mixed reality platforms for adult powered chair users has not been widely explored. In this article, we introduce the Mobility Games project, which...
Conference Paper
Gamification is becoming a possible alternative to traditional classroom structures and practices because of the notion that games can be engaging to students. Gamification consists of applying game concepts such as challenges, rewards, and leaderboards to educational materials and classes. While there have been some examples of gamification in spe...
Conference Paper
Full-text available
For older adults, adopting a powered mobility aid signals a life transition that affects several well-being factors: their self-image, motivation, and self-perception of ability, but also how other people - friends, family, coworkers, strangers - relate to and perceive these individuals. We present initial findings from a user study in which we (a)...
Conference Paper
People who drive powered chairs such as scooters and wheelchairs are often excluded from physical play activities because of their mobility differences. Video games that capture body motion such as sports or dancing games also often exclude people with limited mobility. However, combining the advantages of digital environments such as flexible virt...
Article
Full-text available
Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human-computer interaction, and health. As yet, the term remains mired in diverse meanings and contradictory uses, while the concept faces division on its academic worth, underdeveloped theoretical fou...
Conference Paper
Full-text available
The past decade has seen the emergence of well-being/quality of life as a strand of inquiry in human factors research that has expanded the field’s reach to matters beyond fit, functionality and usability. This effort has been spearheaded by “hedonomics,” a human factors conceptualization of well-being that reflects the philosophical notion of hedo...
Conference Paper
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Competency models have been widely employed within education, training and development contexts. In particular, medical education programs have become a platform of exploration around innovations in competency-based assessment. Approaches that employ dynamic, flexible models in a social context are now being sought. In this paper, we present the de...
Conference Paper
Full-text available
Games are an important part of popular culture and have successfully engaged audiences from different age groups [8]. This has caused many educators to start thinking of different ways to infuse game-based techniques (playing or construction) to enhance education. Over the past five years, there has been several research efforts on curriculum devel...
Conference Paper
Full-text available
Our mediated world is increasingly embracing tactile forms of interaction and information presentation in tandem with visual and auditory modes. Multimodal objects, from touch-screen devices, such as the iPad, to vibrotactile and kinaesthetic game controllers, such as the Nintendo Wiimote, are melding sensory modes and enhancing their communicative...
Conference Paper
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As the potential of the video game medium expands, new design challenges come to light. In this paper, we present the design of a wearable vibrotactile feedforward display for novice players. The device, named “The Gauntlet Guide,” is designed to provide vibrotactile guidance cues during navigation tasks in a fast-paced, visual- and audio-intensive...
Conference Paper
Full-text available
As the audience of and applications for the video game medium expand, new design challenges come to light. In this paper, we present the design of a vibrotactile wrist display for novice players. The display, named "The Gauntlet Guide," is designed to provide vibrotactile feedforward cues during navigation tasks in a fast-paced, visual-and audio-in...
Conference Paper
Full-text available
Despite a long history of using participatory methods to enable public engagement with issues of societal importance, interactive displays have only recently been explored for this purpose. In this paper, we evaluate a tabletop game called Futura, which was designed to engage the public with issues of sustainability. Our design is grounded in prior...
Conference Paper
This paper introduces a collaborative learning game called Futura: The Sustainable Futures Game, which is implemented on a custom multi-touch digital tabletop platform. The goal of the game is to work with other players to support a growing population as time passes while minimizing negative impact on the environment. The design-oriented research g...
Conference Paper
Full-text available
Designing learning games is a complex task that requires collaboration between a number of different types of experts, including knowledge of game design, learning theory, child development, and the specific domain or subject matter of the game. In this paper we discuss the design process for Futura, a multi-touch tabletop game intended to support...
Conference Paper
Full-text available
It is not well understood how working memory deals with coupled haptic and visual presentation modes. Present theoretical understandings of human cognition indicate that these modes are processed by the visuospatial sketchpad. If this is accurate, then there may be no efficiency in distributing information between the haptic and visual modalities i...
Conference Paper
Full-text available
In this paper we discuss how light and temperature information can be designed to affect feedforward in a tangible user interface (TUI). In particular we focus on temperature, which has not been widely considered as a mode of information representation in feedback or feedforward. We describe a prototype that implements both information modes in a T...

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Projects (13)
Project
Intersectional design examines how power operates through design practice with respect to overlapping factors of social identity, such as gender, age, and race. Designers, knowingly or not, draw on social models of how we look and sound, think and behave, and interact with the world. Users, too, respond in kind. We approach this phenomenon from an intersectional perspective, focusing on whether human diversity is reflected in design and research practice as well as how user reactions are shaped by biases embedded in the design of intelligent agents and interactive experiences. 交差的デザインは、ジェンダー、年齢、人種といった社会的アイデンティティの重複する要素に関して、デザイン実践を通してどのように権力が作用するかを検証します。デザイナーは、知ってか知らずか、私たちがどのように見え、聞こえ、考え、行動し、世界と相互作用するかという社会的モデルを引き出します。ユーザーもまた、それに呼応するのです。私たちは、人間の多様性がデザインやリサーチの実践に反映されているか、また、ユーザーの反応が知的エージェントやインタラクティブ体験のデザインに組み込まれたバイアスによってどのように形成されているかに注目し、交差的な観点からこの現象にアプローチしています。
Project
Explore the nature of and how to capture, evaluate, and measure voice user experience (UX) in voice-based human-agent interactions (vHAI).