Research Methods in Human-Computer Interaction
Abstract
Research Methods in Human-Computer Interaction is a comprehensive guide to performing research and is essential reading for both quantitative and qualitative methods. Since the first edition was published in 2009, the book has been adopted for use at leading universities around the world, including Harvard University, Carnegie-Mellon University, the University of Washington, the University of Toronto, HiOA (Norway), KTH (Sweden), Tel Aviv University (Israel), and many others. Chapters cover a broad range of topics relevant to the collection and analysis of HCI data, going beyond experimental design and surveys, to cover ethnography, diaries, physiological measurements, case studies, crowdsourcing, and other essential elements in the well-informed HCI researcher's toolkit. Continual technological evolution has led to an explosion of new techniques and a need for this updated 2nd edition, to reflect the most recent research in the field and newer trends in research methodology. This Research Methods in HCI revision contains updates throughout, including more detail on statistical tests, coding qualitative data, and data collection via mobile devices and sensors. Other new material covers performing research with children, older adults, and people with cognitive impairments.
... Screen Reader Compatibility: Proper use of alternative text for charts and structured headings enhances usability for visually impaired users [15]. ...
... Caching Mechanisms: Use caching for frequently accessed data to minimize query execution time [15]. ...
... The accuracy and reliability of dashboard outputs depend on the quality of the underlying data. Inconsistent, incomplete, or outdated data can lead to incorrect conclusions and loss of trust among users [15]. ...
Interactive data dashboards have emerged as indispensable tools in modern data-driven environments, offering intuitive platforms to visualize, analyze, and act on complex datasets. This paper examines the core design principles that ensure that dashboards are user-centered, accessible, and efficient. Best practices for data integration, performance optimization, and security are also explored. By presenting case studies in healthcare, business intelligence, and public policy, the transformative impact of dashboards on decision-making processes is highlighted. Finally, the challenges of cognitive overload and privacy concerns are addressed, along with future directions such as AI integration and augmented reality enhancements.
... Nesse contexto, aplicar métodos e coletar dados para avaliar a usabilidade e experiência do usuário em uma computação quase invisível aos nossos olhos, em que existem maneiras diferentes de se interagir, como gesto e voz, é um desafio [13]. Os métodos que são utilizados para avaliar sistemas inteligentes são comuns na área de IHC [13]. ...
... Nesse contexto, aplicar métodos e coletar dados para avaliar a usabilidade e experiência do usuário em uma computação quase invisível aos nossos olhos, em que existem maneiras diferentes de se interagir, como gesto e voz, é um desafio [13]. Os métodos que são utilizados para avaliar sistemas inteligentes são comuns na área de IHC [13]. Entretanto, é necessário fazer algumas adaptações nos métodos de avaliação para que eles possam de fato apoiar os avaliadores a encontrarem problemas relacionados às características próprias dos sistemas ubíquos [4]. ...
... [6] Os métodos de avaliação de usabilidade e experiência dos usuários são divididos em três: inspeção, observação de uso e investigação [2]. Devido à natureza desses dispositivos, estudos com uma aproximação mais qualitativa e análise do uso das ferramentas em contexto podem ser mais interessantes [13]. Essa aproximação se dá pelas características dos sistemas ubíquos de se adaptarem aos ambientes em que estão, ou seja, é necessário levar em consideração a atenção do dispositivo, questões de mobilidade, invisibilidade, capacidade de sensibilidade ao contexto, calma e a sincronicidade entre dispositivos. ...
... This study adopted an experimental approach, using both quantitative and qualitative data collection techniques [24]. The type of evaluation method (UT, HE or CW) formed the independent variable for the study and there were three dependent variables measured: number of usability issues www.ijacsa.thesai.org ...
... 28 participants were therefore included in this study in total. They were recruited by means of convenience and snowball sampling [24]. ...
... Due to the risk of a participant being influenced in a second test by their experience in the first [24], a two-week break was inserted between the evaluation sessions. In addition, half of each participant group used App A in the first session and App B in the second, with the other half doing the reverse. ...
Mobile health applications have increasingly become an important channel for providing services in the health sector. However, poor usability can be a major barrier for the rapid adoption of mobile services. The purpose of this study is to compare the relative performance of three usability evaluation methods, namely, usability testing, heuristics evaluation, and the cognitive walkthrough methods in determining the usability level of mobile health applications. The study also explores the relationship between the metrics of usability testing and the current level of mobile health applications in Saudi Arabia. An experimental approach has been used in this study, which gathered qualitative and quantitative data. The methods were used to assess two mobile health interfaces and were compared on the number, severity, and types of usability problems identified. Correlation tests were also carried out to examine areas of overlap between usability testing metrics. The heuristic evaluation found significantly greater numbers of usability problems than the other techniques. The usability testing method, however, detects problems of greater severity. There is also a significant correlation between the number of usability issues found and how long it takes to perform tasks in usability tests. Moreover, the level of usability of the Saudi applications tested is below expectation and in need of further improvement. Based on the study results, both usability testing and heuristic evaluation should be employed during the design process of mobile health applications for maximum effectiveness. Additionally, it is recommended that SUS questionnaires should not be the sole method of determining the usability level of mobile health applications.
... https://dictionary.cambridge.org/dictionary/english/spoof 2 https://dictionary.cambridge.org/dictionary/english/graphic-design These methods include the double diamond (Kochanowska & Gagliardi, 2022), rich design research space (Sevaldson, 2008;Systems Oriented Design, n.d.), semi-structured interviews (Adams, 2015;Kallio et al., 2016), composite narrative approach (Wertz et al., 2011;Willis, 2019), role-play activities (Lazar et al., 2017), and design probes (Mattelmäki, 2006). In the following pages, I explain each of these methods in more detail. ...
... This process continued until all the speech bubbles were filled in. This role-play (Lazar et al., 2017) activity informed the representatives and allowed them to reflect on what challenges immigrants may be facing. ...
... By utilising various methods, design researchers can discover, define, develop, and deliver a product in accordance with the double diamond model. Specifically, my visual communication product was informed by design methods such as roleplay activities (Lazar et al., 2017) and design probes (Mattelmäki, 2006). In phase one, interviews were conducted to define campaign objectives, which later helped choose the campaign media and messages. ...
In Norway, there has been a consistently low participation rate in local elections among immigrants over the past decade, despite being granted the right to vote. This issue has been documented by the National Statistical Institute of Norway and local news channels such as the National Public Broadcaster (NRK) and Aftenposten. As a graphic designer, my aim is to contribute positively to addressing this issue by educating and persuading voters.
For my master’s thesis, I developed a product - an advertising campaign - that aims to encourage immigrants in Norway to participate in local elections. The campaign includes various channels such as static and animated posters, billboards, newspapers, magazines, and online advertisements. It also offers educational materials such as leaflets, how-to videos, and social media promotional items, including posts, stories, reels, carousels, etc. Additionally, there are video commercials, information booths, and installations. My objective is to educate and convince voters from diverse backgrounds to exercise their right to vote.
To frame my campaign, I divided my project into four phases. In phase one, I interviewed immigrants to gain insights into their awareness and perspectives on the Norwegian electoral system. In phase two, I collaborated with Likestillingssenteret (The Centre for Equality) to organise a workshop, share the insights from phase one with local representatives, and gather their feedback. In phase three, I developed the campaign based on the objectives defined by the earlier collected data. In phase four, I tested the efficiency and alignment of the campaign with the objectives by presenting the media to some immigrants from phase one. I also reviewed whether the new material was helpful and informative to them. Findings from phase four indicate that the designed campaign is highly relevant and effective in educating and motivating immigrants, and encouraging them to learn more about local elections.
In closing this thesis, I make some recommendations on how the campaign can be improved before actual implementation. Furthermore, I conclude with some reflective thoughts on how my involvement in this project has helped me develop my knowledge, skills, and competence.
... Aiming to answer our RQs, and considering our main objective, we conduct a qualitative study Lazar et al. (2017). We used the survey method to gather the data due to its reach and low cost (due to its dissemination capacity) Goodman (1961); Lazar et al. (2017). ...
... Aiming to answer our RQs, and considering our main objective, we conduct a qualitative study Lazar et al. (2017). We used the survey method to gather the data due to its reach and low cost (due to its dissemination capacity) Goodman (1961); Lazar et al. (2017). Thus, we created an online survey and shared it with educational practitioners through social media groups (in Brazil) and asked these practitioners to spread the link (convenience sampling Lazar et al. (2017)). ...
... We used the survey method to gather the data due to its reach and low cost (due to its dissemination capacity) Goodman (1961); Lazar et al. (2017). Thus, we created an online survey and shared it with educational practitioners through social media groups (in Brazil) and asked these practitioners to spread the link (convenience sampling Lazar et al. (2017)). ...
Gamification applied to learning environments is widely accepted as positively impacting students' psychological and cognitive aspects, such as motivation and learning performance. According to the literature on the subject, gamification tends to promote more positive effects on students than negative ones. Meanwhile, the literature lacks a deeper understanding of how education professionals perceive gamification in learning environments and their concerns about implicit issues and ethical issues. Prior research has not examined the relationship between gamification in education, its ethical concerns, and barriers. As a result, we expanded a previous study to identify and delve deep into potential barriers and ethical concerns pertaining to gamification from the perspective of Brazilian teachers. A survey was designed and answered by 61 Brazilian teachers. According to our findings, teachers are not inclined to use gamification for various reasons, such as social factors (e.g., acceptance by teachers and students) and planning and evaluation issues (e.g., lack of knowledge). Our study also found that their ethical concerns pertain to psychological effects, social issues, privacy issues, humanization, and behavioral effects. As part of the contribution of this paper, we list potential barriers and ethical concerns that designers and researchers should keep in mind when designing and implementing gamification and gamification-based personalization in learning environments.
... To observe the effects produced by Bernstein, we compared the pre-and posttest scores of the participants using an inferential statistical test. The instrument we chose for this purpose, based on experts recommendations, was Student 1-tailed t test for paired samples [73,74]. Also known as the paired 1-tailed t test, this instrument was used to compare participants' pre-and postintervention scores and assess the statistical significance of the observed differences. ...
... Following expert recommendations, we conducted a one-way ANOVA [73,74]. This analysis allowed us to compare the effectiveness of Bernstein and the alternative protocol by examining differences in score improvements between the 2 groups. ...
Background
For years, Mexico has reported the highest global incidence of school bullying, with approximately 19% of students going through some form of hostile peer interactions. Despite numerous interventions, these harmful conducts remain deeply entrenched in educational environments.
Objective
To address this issue, we developed Bernstein, a serious game that promotes assertiveness—an essential protective factor that reduces the negative effects of bullying.
Methods
Bernstein was designed using multiple composite scenarios, a methodology grounded in cognitive behavioral therapy. To evaluate the game’s effectiveness, we conducted an exploratory trial using the Rathus Assertiveness Schedule to assess assertiveness levels before and after the intervention. Participants were high school students who met the inclusion criteria of being open to playing a serious game (with no prior gaming experience required) and having access to a computer with internet connectivity for remote participation. A total of 100 students (65 boys and 35 girls) enrolled in the intervention; however, only 46 participants in the treatment group and 46 in the control group completed the study, resulting in a dropout rate of 8% (8/100). A paired 1-tailed t test was used to compare pre- and postintervention scores within each group, and a one-way ANOVA was conducted to compare the average score improvements between the 2 groups.
Results
The treatment group showed a pretest mean Rathus Assertiveness Schedule score of –2.78 (SD 25.93) and a posttest mean of 1.69 (SD 29.48), with a paired 1-tailed t test yielding a P value of .01. The control group had a pretest mean of 2.07 (SD 25.69) and a posttest mean of –2.39 (SD 32.98), with a paired 1-tailed t test yielding a P value of .04. The one-way ANOVA (between groups) yielded a P value of .006, indicating a statistically significant difference, favoring Bernstein over the alternative protocol. Participant feedback highlighted the game’s engaging narrative and character design, although usability issues, such as navigation challenges, were noted as areas for improvement.
Conclusions
The results suggest that Bernstein is a promising tool for promoting assertiveness in high school students, providing a potential strategy for addressing bullying-related issues. The study underscores the value of integrating Bernstein into educational programs, offering students a safe and interactive environment to develop resilience. As an exploratory trial, this study faced limitations affecting the generalizability of findings, including the remote format’s impact on facilitator guidance and a relatively small sample size. Further trials with larger, more diverse groups are recommended to validate these early results and enhance Bernstein’s scalability as part of a comprehensive antibullying strategy.
... Evaluation can also span over time, monitoring and assessing a system's user experience to understand any changes in the user behavior/attitude and satisfaction levels. This is the case of longitudinal studies [85]. This method is useful, especially when evaluating HCAI systems projected to be a long-term service or a system, e.g., enterprise or healthcare-related systems. ...
... For example, AI research often focuses on the quantitative metrics associated with measures like accuracy or efficiency through large-scale data analysis and empirical testing [110]. Contrastingly, disciplines like HCI or ethics might focus on qualitative insights from user studies, interviews, or observational research [85]. Method differences can sometimes lead to conflicts or misunderstandings in integrating findings across disciplines, hence developing a coherent HCAI approach. ...
The rapid growth in interest in Artificial Intelligence (AI) has been a significant driver of research and business activities in recent years. This raises new critical issues, particularly concerning interaction with AI systems. This article first presents a survey that identifies the primary issues addressed in Human-Centered AI (HCAI), focusing on the interaction with AI systems. The survey outcomes permit to clarify disciplines, concepts, and terms around HCAI, solutions to design and evaluate HCAI systems, and the emerging challenges; these are all discussed with the aim of supporting researchers in identifying more pertinent approaches to create HCAI systems. Another main finding emerging from the survey is the need to create Symbiotic AI (SAI) systems. Definitions of both HCAI systems and SAI systems are provided. To illustrate and frame SAI more clearly, we focus on medical applications, discussing two case studies of SAI systems.
... As pesquisas do simpósio de IHC lançam para a sociedade novas descobertas, apresentam tecnologias [11,30,113], lições aprendidas que são úteis para outros pesquisadores [83,103] e relatórios sobre o quão acessível são certas tecnologias [72,73,104]. Lazar et al. [65] destacam que as pesquisas envolvendo Pessoas com Deficiência apresentam diversos desafios, como questões éticas e logísticas. Paralelamente, os autores defendem que essas pesquisas devem, preferencialmente, ser conduzidas diretamente com os usuários, pois, para os autores, ao não envolver PcDs na pesquisa, mas apenas seguir normas ou envolver representantes dos usuários (proxyusers), pode-se acabar criando hipóteses ou afirmações equivocadas, cheias de suposição e carregadas de estereótipos [65]. ...
... Lazar et al. [65] destacam que as pesquisas envolvendo Pessoas com Deficiência apresentam diversos desafios, como questões éticas e logísticas. Paralelamente, os autores defendem que essas pesquisas devem, preferencialmente, ser conduzidas diretamente com os usuários, pois, para os autores, ao não envolver PcDs na pesquisa, mas apenas seguir normas ou envolver representantes dos usuários (proxyusers), pode-se acabar criando hipóteses ou afirmações equivocadas, cheias de suposição e carregadas de estereótipos [65]. ...
Accessibility is a highly significant theme at the Brazilian Symposium on Human Factors in Computing Systems (IHC), representating 22.41% of the papers total published between 2016 and 2022. In this context, the present study examines the research works on accessibility published on IHC between 2016 and 2022, aiming to gauge the extent of Persons with Disabilities (PWD) involvement in scientific research and the adherence to ethical standards. To accomplish this, a Systematic Literature Review (SLR) was conducted, analyzing 91 studies. The findings revealed that studies focusing on accessibility and involving individuals comprised 80.2% (73 out of 91) of the total. Among these, 82.2% (60 out of 73) displayed a moderate level of interaction (Consultative). Remarkably, the participation of PWDs was noted in 72.6% (53 out of 73) of the studies. These individuals assumed diverse roles and the most frequent was Testers with 39.6% (21 out of 53) of them. Interestingly, no instances were identified where PWDs served as Co-researchers. In addition, it was evident that there is a need for greater adherence to ethical protocols, with only 17.8% (13 out of 73) of the studies undergoing scrutiny by the Research Ethics Committee (CEP). Although there is a moderate improvement with 31.5% (23 out of 73) of studies utilizing Informed Consent Forms, compliance remains insufficient, considering the mandatory nature of this procedure as per the Disability Act (Estatuto da Pessoa com Deficiência in portuguese). Additionally, a mere 7.7% (7 out of 91) of papers disseminated their findings to the communities under study. In conclusion, it is imperative to prioritize ethical standards to ensure legal compliance and uphold the rights of PWDs in research endeavors. Also, the roles of PWDs within research projects must be carefully considered in the design of studies involving this community.
... In our context, designers used ADDIE to create the content basis for the gamified strategies. We determined essential story elements for the environment and used HCI methods like cognitive walkthrough and prototyping [Lazar et al. 2017]. The plotline must align with the content created through co-design sessions. ...
... Scenes guide learners through the story, using cognitive walkthroughs to visualize user routes and prototyping to test interactions. Characters, created with personas [Lazar et al. 2017], act as mentors, as shown in Figure 1. ...
Interactive storytelling and narrative can significantly enhance immersion in learning systems, especially within gamified environments. This study presents an innovative approach to integrating interactive storytelling with instructional design and Human-Computer Interaction (HCI) concepts in a gamified environment. We discuss our methodology and evaluate it through gamification heuristics, reflecting on the positive feedback from specialists. Our findings offer valuable insights for practitioners and researchers in HCI, focusing on the immersive aspects of interfaces.
... Online interviews were conducted to explore individual experiences, needs, and uncertainties in depth. Follow-up focus group sessions were utilized to stimulate group discussions to let participants raise issues that might not have been identified in the interviews [11]. The approach was inspired by iterative design processes in HDI literature, including interviews, surveys, and focus groups with ideation sessions [e.g., 9,27,32]. ...
Drones will likely deliver packages in public spaces, where humans interact as recipients of the package and as bystanders passing by. Understanding the human needs and uncertainties that may arise during these interactions is crucial to ensure safety. This user-centered design study employed twelve interviews and four focus groups to identify key user requirements for delivery drone interactions in public spaces. Findings demonstrate different information needs and preferred interface modalities between recipients and bystanders across various interaction stages. This paper highlights essential design features requiring standardization and customisation, offering concrete design recommendations for each interaction stage to enhance safety and facilitate natural human-drone interaction. Future research should build on these recommendations and validate the design concepts through experimental user studies involving human interactions with delivery drones in public spaces.
... Thus, a total of eight individuals (seven females, one male) were invited by us and were requested to invite up to two friends to join a virtual co-cooking session. A monetary incentive of $10 was provided to all participants and their friends, which was transferred to their bank accounts upon completion of the interview to compensate for the purchase of ingredients [26]. Out of the eight individuals, only three were able to participate within a two-month period, resulting in three virtual cookalong sessions with pairs of two participants each (Table 2). ...
Virtual co-cooking gained visibility during the COVID-19 pandemic due to the increasing use of communication technology for social activities. However, available videoconferencing platforms are not well designed to support virtual co-cooking. Therefore, we explored this practice and the underlying design space and derived guidelines for current videoconferencing interfaces to better meet virtual cook-along enthusiasts' needs. For this, we first observed three remote cook-along sessions and then conducted semi-structured interviews, resulting in 12 requirements and 4 requirements themes culminating in 20 features divided into four dimensions: planning, enabling, co-presence, and food interaction. In the second phase, each feature was evaluated by 14 participants using the Kano questionnaire, followed by structured interviews. This resulted in six design implications related to automation, hands-free interactions, privacy, preserving memories, eliminating stress, and encouraging conjoint activities. This research provides insights and perspectives on the evolving landscape of technology-mediated social interactions and collaborative practices, and how to design for them.
... The study conducted Focus Group Interviews (FGI) with 30 students in Table 1 to gather various viewpoints and insights through conversations between research participants (Lazar et al., 2017). Before conducting FGI, the study designed scenarios and paper prototypes of educational AI systems that could support SSRL. ...
Supporting learners in achieving high-level socially shared regulation of learning (SSRL) in the online collaborative learning (OCL) context presents challenges that the utilization of artificial intelligence (AI) technologies may help solve. However, the effective uses of AI to support multifaceted areas (cognition, metacognition, and motivation) and phases (forethought, performance, and reflection) of SSRL remain elusive. Furthermore, research on developing an educational AI and what pedagogi-cal attributes and elements are required for AI to support students' SSRL effectively is limited. This study, therefore, aims to investigate students' perceptions of AI applications in enhancing SSRL and to explore the essential pedagogical elements necessary for AI to support SSRL during the OCL. To achieve these aims, the study conducted Focus Group Interviews facilitated by 9 scenarios of AI application sto-ryboards and paper prototypes with 30 undergraduate and graduate students. The study findings show that students perceive various types of AI to support cognitive, metacognitive, and motivational areas across different SSRL phases. The study also found that students viewed AI as an active learning agent, serving in roles previously inhabited solely by human educators and students. Furthermore, the study reveals seven key pedagogical elements across TPACK components such as peda-gogical, content, technological, pedagogical content, technological pedagogical, technological content, and technological pedagogical content knowledge deemed crucial by students for AI to support SSRL in OCL effectively. These findings offer implications for using and designing educationally relevant AI to support SSRL in OCL environments.
... The study conducted Focus Group Interviews (FGI) with 30 students in Table 1 to gather various viewpoints and insights through conversations between research participants (Lazar et al., 2017). Before conducting FGI, the study designed scenarios and paper prototypes of educational AI systems that could support SSRL. ...
Supporting learners in achieving high-level socially shared regulation of learning (SSRL) in the online collaborative learning (OCL) context presents challenges that the utilization of artificial intelligence (AI) technologies may help solve. However, the effective uses of AI to support multifaceted areas (cognition, metacognition, and motivation) and phases (forethought, performance, and reflection) of SSRL remain elusive. Furthermore, research on developing an educational AI and what pedagogical attributes and elements are required for AI to support students' SSRL effectively is limited. This study, therefore, aims to investigate students' perceptions of AI applications in enhancing SSRL and to explore the essential pedagogical elements necessary for AI to support SSRL during the OCL. To achieve these aims, the study conducted Focus Group Interviews facilitated by 9 scenarios of AI application storyboards and paper prototypes with 30 undergraduate and graduate students. The study findings show that students perceive various types of AI to support cognitive, metacognitive, and motivational areas across different SSRL phases. The study also found that students viewed AI as an active learning agent, serving in roles previously inhabited solely by human educators and students. Furthermore, the study reveals seven key pedagogical elements across TPACK components such as pedagogical, content, technological, pedagogical content, technological pedagogical, technological content, and technological pedagogical content knowledge deemed crucial by students for AI to support SSRL in OCL effectively. These findings offer implications for using and designing educationally relevant AI to support SSRL in OCL environments.
... Each type was analyzed separately. The first author singledcoded all responses using inductive coding methods [48]. The detailed codebooks are available in Appendix C. ...
Describing Privacy Enhancing Technologies (PETs) to the general public is challenging but essential to convey the privacy protections they provide. Existing research has explored the explanation of differential privacy in health contexts. Our study adapts well-performing textual descriptions of local differential privacy from prior work to a new context and broadens the investigation to the descriptions of additional PETs. Specifically, we develop user-centric textual descriptions for popular PETs in ad tracking and analytics, including local differential privacy, federated learning with and without local differential privacy, and Google's Topics. We examine the applicability of previous findings to these expanded contexts, and evaluate the PET descriptions with quantitative and qualitative survey data (n=306). We find that adapting a process- and implications-focused approach to the ad tracking and analytics context achieved similar effects in facilitating user understanding compared to health contexts, and that our descriptions developed with this process+implications approach for the additional, understudied PETs help users understand PETs' processes. We also find that incorporating an implications statement into PET descriptions did not hurt user comprehension but also did not achieve a significant positive effect, which contrasts prior findings in health contexts. We note that the use of technical terms as well as the machine learning aspect of PETs, even without delving into specifics, led to confusion for some respondents. Based on our findings, we offer recommendations and insights for crafting effective user-centric descriptions of privacy-enhancing technologies.
... If there is a significant relationship between two variables then they are correlated. The most widely used correlation coefficient is the Pearson correlation coefficient [26,27]: ...
An increasing interest in the use of solar energy to generate electricity for several applications has stimulated a need for studying optimal settings of photovoltaic panels. The photovoltaic panel performance is highly affected by its direction and its tilt angle. This research calculates the optimal tilt angles of photovoltaic panels for 60 locations in 60 countries around the world. These angles are calculated from vertical using Solar Irradiance Calculator. The optimal tilt angle for the studied locations ranges from (15°) to (57°) and (45°) to (87°) in winter and summer, respectively. It is shown that the angles that are obtained from equations are very close to those calculated from the calculator. This study is very useful to find the optimal tilt angle at any location by knowing only its latitude. The results can be extended to any location in the world. This research is intended to be used as a guidance for using photovoltaic panels. قدم ياء الفيز كمية ، الييث (ابن فة الرر لمعمهم بية التر م) جامعة ، بغداد بغداد، ، اق العر الملخص باء الكير لتهليد الذمدية الطاقة باستخدام ايد المتز االىتمام أدى المثمى اإلعدادات اسة در إلى الحاجة يادة ز إلى التطبيقات من لمعديد الكيروضهئ المهح أداء يتأثر الكيروضهئية. اح لألله ي بات كبير بذكل البحث ىذا يحدب ميمو. اوية وز جاىو اح لألله المثالية الميل ايا زو في الكيروضهئية 60 مهقعا في 60 عمهديا ايا الزو ىذه حداب يتم العالم. حهل دولة باستخدام نامج بر ح د الذمدي. اإلشعاع اب من المدروسة اقع لممه المثالية الميل اوية ز اوح تتر (15°) إلى (57°) ومن (45°) إلى (87°) أن وتبين الي. الته عمى الريف و الذتاء في يبة قر المعادالت من عمييا الحرهل يتم التي ايا الزو جد نامج البر من المحدهبة تمك من ا الح دابي جدا مفيدة اسة الدر ىذه. إليجاد اوية ز فة معر خالل من مهقع أي في المثالية الميل تعميم يمكن فقط. العرض ة دائر الن مهقع أي إلى تائج ي العالم. في من دتفاد البحث ىذا الكيروضهئية. اح األله الستخدام كدليل
... If there is a significant relationship between two variables then they are correlated. The most widely used correlation coefficient is the Pearson correlation coefficient [26,27]: ...
An increasing interest in the use of solar energy to generate electricity for several applications has stimulated a need for studying optimal settings of photovoltaic panels. The photovoltaic panel performance is highly affected by its direction and its tilt angle. This research calculates the optimal tilt angles of photovoltaic panels for 60 locations in 60 countries around the world. These angles are calculated from vertical using Solar Irradiance Calculator. The optimal tilt angle for the studied locations ranges from (15°) to (57°) and (45°) to (87°) in winter and summer, respectively. It is shown that the angles that are obtained from equations are very close to those calculated from the calculator. This study is very useful to find the optimal tilt angle at any location by knowing only its latitude. The results can be extended to any location in the world. This research is intended to be used as a guidance for using photovoltaic panels
... Data collection within VEs is a fundamental element of most VR experiments [19,20], serving as a critical instrument to validate or challenge the hypotheses of papers. For studies, involving human participants, it is not unusual to frequently employ standardized or custom-designed questionnaires, obtaining insights either during or after the experiment. ...
Due to the still relatively low number of users, acquiring large-scale and multidimensional virtual reality datasets remains a significant challenge. Consequently, VR datasets comparable in size to state-of-the-art collections in natural language processing or computer vision are rare or absent. However, the availability of such datasets could unlock groundbreaking advancements in deep-learning, psychological modeling, and data analysis in the context of VR. In this paper, we present a versatile data collection toolkit designed to facilitate the capturing of extensive VR datasets. Our toolkit seamlessly integrates with any device, either directly via OpenXR or through the use of a virtual device. Additionally, we introduce a robust data collection pipeline that emphasizes ethical practices (e.g., ensuring data protection and regulation) and ensures a standardized, reproducible methodology.
... This effect has been considered in the design of many HCI methods (e.g. [20,78]) -particularly as people tend to behave in a more idealized way under observation, meaning that the observer has to wait for a longer period of time until the monitored people revert to their natural behavior. Our stories show potential behavioral changes (both deliberate and unintended) in student responses to AIEd' s observation and evaluation. ...
AI's integration into education promises to equip teachers with data-driven insights and intervene in student learning. Despite the intended advancements, there is a lack of understanding of interactions and emerging dynamics in classrooms where various stakeholders including teachers, students, and AI, collaborate. This paper aims to understand how students perceive the implications of AI in Education in terms of classroom collaborative dynamics, especially AI used to observe students and notify teachers to provide targeted help. Using the story completion method, we analyzed narratives from 65 participants, highlighting three challenges: AI decontextualizing of the educational context; AI-teacher cooperation with bias concerns and power disparities; and AI's impact on student behavior that further challenges AI's effectiveness. We argue that for effective and ethical AI-facilitated cooperative education, future AIEd design must factor in the situated nature of implementation. Designers must consider the broader nuances of the education context, impacts on multiple stakeholders, dynamics involving these stakeholders, and the interplay among potential consequences for AI systems and stakeholders. It is crucial to understand the values in the situated context, the capacity and limitations of both AI and humans for effective cooperation, and any implications to the relevant ecosystem.
... A entrevista semiestruturada [16] consiste em um modelo de entrevista que possui um roteiro prévio mas é flexível para que o entrevistador faça perguntas fora das previamente roteirizadas ou se aprofunde em temas que surjam durante a entrevista. A entrevista semi-estruturada foi utilizada para obter a percepção de cada entrevistado sobre a estrutura, o comportamento, a cultura e a divisão organizacional do projeto SIMCAQ, além das impressões sobre a qualidade do sistema, problemas e melhorias. ...
SIMCAQ, a Student Cost Quality Simulator, is a free online system to estimate the cost of providing quality education in public primary education schools. The purpose of SIMCAQ is to serve as an educational planning tool emphasizing the budgetary aspect, which diagnoses the educational context at municipal, state, and national levels. Allowing to simulate the annual budget required for up to 10 years, the system can contribute to changing the concept of financing primary education to guarantee the right to free, quality public education for all children, young people, and adults in Brazil. Since 2008, the system has gone through different stages of development. However, despite having clear objectives in its various project phases and an open code for consultation, the project suffers from problems that may affect its continuity and no study has investigated its situation. Due to the sociotechnical nature of the system, it is necessary to analyze whether it is achieving its objectives as a social contribution and evolving technically with each version developed. This research presents a sociotechnical diagnosis of the SIMCAQ project using Organizational Semiotics and qualitative analysis methods as a theoretical and methodological foundation. The results detail how the SIMCAQ project is evolving in conception, functionality, and design at each stage, and present (technical, methodological, organizational) problems of the project at the current stage that must be minimized if the project is to continue achieving its objectives as a social technology.
... The experimental protocol comprised three principal phases: controlled laboratory experiments, a longitudinal field study, and a comparative analysis. This multifaceted approach is in accordance with the most appropriate evalua-tion methodologies for HCI and AI, as outlined by [94]. The controlled laboratory experiments were designed to isolate and measure the impact of specific components of the framework. ...
The accelerated development of generative artificial intelligence (GenAI) has initiated a transformative period in human–computer interaction, providing a wealth of unprecedented insights and concomitant complexities. This article examines the potential for the symbiotic integration of GenAI with Human–Data Interaction (HDI) principles, proposing a novel approach to the creation of more transparent, controllable, and user-centric AI systems. This article examines the ways in which the core principles of HDI—namely legibility, agency, and negotiability—can be systematically applied to GenAI systems across a range of domains. A comprehensive literature review and case studies demonstrate how this integration can address critical issues in AI development, including interpretability, user trust, and ethical alignment. This article introduces the Dynamic Neural Architecture for Interpretable and Customizable AI (DYNAMIC) approach, which represents a paradigm shift in the design of GenAI systems. DYNAMIC incorporates adaptive neural topologies, interpretable modules, and meta-learning techniques, thereby creating AI systems that are capable of dynamically adjusting to user needs and contexts while maintaining transparency and ethical awareness. Moreover, we put forth the Creative Cross-Domain Synergy (CDCS) approach, which employs HDI-enhanced GenAI to enable multimodal and cross-domain creative collaborations. The objective of this approach is to facilitate the formation of novel forms of partnership between humans and AI in a range of fields, including artistic creation and scientific research. Our research demonstrates the potential of HDI-GenAI integration to facilitate broader access to advanced AI technologies, mitigate ethical risks, and foster more meaningful human–AI collaborations. In conclusion, we present a research agenda that addresses key challenges in scalability, real-time interactivity, and ethical governance. We call for interdisciplinary efforts to realize the full potential of HDI-enhanced GenAI systems. This work contributes to the growing body of research on human-centred AI, offering a roadmap for developing GenAI systems that not only augment human capabilities but also align closely with human values and societal needs.
... Questionnaires and scales are self-reported evaluation instruments, which means that they gather data only on the conscious reactions of players to the games [Drachen et al. 2018], as players recall and report their experiences. This type of instrument can yield reliable data about player experiences or have superficial quality [Lazar et al. 2017]. Another limitation of self-report instruments is that evaluation results depend on the quality of the questionnaire, the construction and validation of its psychometric properties, and how well the research team understands its use and analysis [Borges et al. 2020]. ...
Aspects of eudaimonic well-being are already significant in Player Experience evaluation within Games User Research. To accurately assess how a player's well-being is influenced by their gaming experience, it is crucial to use not only self-report instruments, which rely on users' ability to recall and articulate their experiences, but also psychophysiological measures that can offer more reliable and nuanced data. Although further research is needed to clarify how physiological measures correspond to eudaimonic well-being in PX, this position paper argues that such understanding is essential to advance beyond superficial PX evaluation and explore how games resonate with players on a deeper level.
... Two researchers conducted open coding and thematic analysis on the conversation logs of 22 participants with AI (a total of 274 logs), 124 diary notes, and 11 hours of exit interview recordings [4,31]. Throughout the analysis, we performed three rounds of coding, engaging in iterative discussions to identify codes, merge themes, and resolve discrepancies. ...
AI companions based on large language models can role-play and converse very naturally. When value conflicts arise between the AI companion and the user, it may offend or upset the user. Yet, little research has examined such conflicts. We first conducted a formative study that analyzed 151 user complaints about conflicts with AI companions, providing design implications for our study. Based on these, we created Minion, a technology probe to help users resolve human-AI value conflicts. Minion applies a user-empowerment intervention method that provides suggestions by combining expert-driven and user-driven conflict resolution strategies. We conducted a technology probe study, creating 40 value conflict scenarios on Character.AI and Talkie. 22 participants completed 274 tasks and successfully resolved conflicts 94.16% of the time. We summarize user responses, preferences, and needs in resolving value conflicts, and propose design implications to reduce conflicts and empower users to resolve them more effectively.
... For the evaluation of the chatbot and the search functionality, we designed a lab-based summative usability test [16] where participants complete information retrieval tasks on the experiment platform. The tasks were drawn from a database consisting of prior student interactions with the LLM-based chatbot on the course platform in the context of a Web Software Development course, which meant that they represented tasks that students had earlier tried to solve 1 You are a course assistant of the course 2 Web software development ( WSD ) , answering 3 students ' questions . ...
Providing sufficient support for students requires substantial resources, especially considering the growing enrollment numbers. Students need help in a variety of tasks, ranging from information-seeking to requiring support with course assignments. To explore the utility of recent large language models (LLMs) as a support mechanism, we developed an LLM-powered AI chatbot that augments the answers that are produced with information from the course materials. To study the effect of the LLM-powered AI chatbot, we conducted a lab-based user study (N=14), in which the participants worked on tasks from a web software development course. The participants were divided into two groups, where one of the groups first had access to the chatbot and then to a more traditional search functionality, while another group started with the search functionality and was then given the chatbot. We assessed the participants' performance and perceptions towards the chatbot and the search functionality and explored their preferences towards the support functionalities. Our findings highlight that both support mechanisms are seen as useful and that support mechanisms work well for specific tasks, while less so for other tasks. We also observe that students tended to prefer the second support mechanism more, where students who were first given the chatbot tended to prefer the search functionality and vice versa.
... Incorporating a quasi-experimental design (Lazar et al., 2010), this research delves into the impact of added weight on upper limb flexion/extension movements. Participants voluntarily engage in two conditions: executing the exercise without added weight and with a 5-kilogram dumbbell. ...
Introduction: This paper introduces the development and validation of a Machine Learning (ML) program aimed at discerning smooth and jittery arm movements during flexion/extension exercises. Objective: The study compares the efficacy of three classification algorithms—K-Nearest Neighbors (KNN), Support Vector Machine (SVM), and Logistic Regression—in differentiating flexion/extension movements with and without added weight. Method: Using a quasi-experimental design, participants voluntarily performed the exercise under two conditions: with and without a 5-kilogram dumbbell. Meticulous frame-by-frame extraction of movement parameters informed the data collection process. Results: Biomechanical analysis identified key features (minAngle, coefTrajectory, maxJerk, avgAcceleration, and frames) relevant for algorithm training. Post-normalization, KNN, Logistic Regression, and SVM demonstrated robust validation performance through metrics and confusion matrices. Detection of a userdependent data leak prompted a user-specific validation approach. Conclusion: This research amalgamates biomechanics and ML, yielding insights into algorithmic performance for detecting weighted exercises. Robust validation is crucial for ensuring the generalizability of classification models in real-world scenarios.
... However, the literature on digital insurance and its adoption has expanded significantly. Nevertheless, PWDs have not received significant recognition in technology adoption studies (Lazar, Feng and Hochheiser, 2017). Finding a sufficiently large group of participants for research involving PWDs can be especially difficult. ...
... Prior research in HCI has called for more longitudinal and "truly in-the-wild" studies [101], while others have noted that long-term investigations are needed but rare in the field [153,181]. Field studies are crucial to understanding how users interact with technology in the real world -it is the primary method for researchers to investigate how technology integrates into users' everyday routines and contexts [107]. In relation to the intention-behavior gap, lab studies could result in observing intentions without capturing real behaviors. ...
Humans have become exponentially more productive at work due to advances in technology. However, these advances are spurred by a desire to increase output, often without considering wellbeing. Consequently, modern knowledge workers (i.e., occupations primarily involving applying information rather than physical tasks) experience unhealthy conditions such as sedentary behavior, social isolation, and excessive screen time. The consequences of chronic exposure to such conditions can be drastic for users' mental and physical wellbeing. Even when users make efforts to increase healthy behaviors in the workplace, such as by installing standing desks, uptake remains low in practice due to the intention-behavior gap. Technology designers have an opportunity to combat the negative effects of the modern workplace, but they should not degrade productivity for their solutions to be accepted in industrial practice.
Thus, the problem is two-fold: (1) the modern office prioritizes productivity at the expense of wellbeing, and (2) users have difficulty changing their behaviors even when healthy interventions are available. These factors reveal a spectrum of influence connected to both if and how people are motivated to change their behaviors. This thesis navigates along this spectrum by conducting studies and evaluating prototypical systems to build an understanding of this motivation. Consequently, this thesis outlines a vision for a healthy future of work through two approaches. First, we investigate how to design technology to make healthy ways of working a more attractive choice for users. Second, we explore active behavior change technologies that aim to overcome the intention-behavior gap and ethically nudge users to behave according to their own goals.
In the first series of explorations, we investigate technology that inspires users to incorporate movement in the workplace. The works in this section use passive behavior change approaches, aiming to make movement an attractive option that users will choose of their own volition. We used ethnographic methods to understand the needs of users who regularly integrate physical activity into their work routines. Drawing from this knowledge, we developed a tangible prototype to explore technology-supported walking meetings. Finally, we explored using physical exertion as a design element to generate mindful experiences. Overall, these investigations provide a new understanding of how technology can seamlessly integrate physical activity into work routines while creating positive user experiences.
Next, we explore active approaches that nudge users to act in alignment with their own goals. We designed and implemented functional prototypes and conducted mixed-methods evaluations on interventions to increase movement, foster social connectedness, and manage excessive screentime, all of which are issues in the modern office. To increase ecological validity, we conducted three of the studies in the field, including one large-scale longitudinal study. These investigations provide insights into how technology can support users in overcoming intention-behavior gaps to achieve their own behavior goals in the real world.
Based on our investigations, we propose a design framework for behavior change technologies that promote a healthy workplace. The framework draws from related work and incorporates theoretical concepts from physiology and nudge theory. We designed the framework to be beneficial for researchers and technology designers in creating behavior change technologies.
In all, this thesis contributes the following: (1) prototypical systems to facilitate improvements in physical activity, mindful screen time, and social interactions, (2) field evaluations of workplace behavior change technologies, (3) an actionable design framework highlighting important design dimensions and categorizing literature for future developers of ethical behavior change technologies, and (4) a reflection on ethical behavior change. Finally, we discuss open challenges for the field and deploying research in practice. This thesis demonstrates the potential for technology to support healthier workplaces without sacrificing productivity by providing concrete solutions and ecologically validated field evaluations. By advocating for the integration of wellbeing principles into workplace design and emphasizing user-centered approaches to behavior change technologies, our work lays the groundwork for creating healthier and more productive workplaces in the future.
... Shneiderman et al. asserted that usability and accessibility are two core factors in designing interactive user interfaces [20]. Lazar et al. emphasize that interactive user interface design is an iterative process that requires continuous evaluation and improvement based on user feedback [21]. Through interaction, users can perceive their comfort and experience. ...
In the context of globalization, interactive products need to be designed to reflect individual cultures and social communities. The research reveals the significance of cultural identity in influencing design styles within interactive user interfaces. Understanding how diverse cultural backgrounds impact user preferences and interactions is essential for creating inclusive and effective designs. This research focuses on the intersection of cultural identity and design aesthetics, exploring how users’ cultural heritage, beliefs, and values play a key role in shaping reflective design styles. By incorporating these cultural elements into interactive interface design, designers can foster connections and enhance user engagement and experience. The chapter aims to uncover insights in culture, psychology and aesthetics that enrich the design process. As a result, it paves the way for culturally responsive and resonant user experiences across digital platforms all over the world.
... Zoom with BLV academics who use GLAM systems for their work (duration ~120-minutes). The thinkaloud protocol draws on user-experience and human-computer interaction research (Aizpurua et al. 2016;SUS protocol 2013;Lam et al. 2021;Schaadhardt et al. 2021); cultural heritage and disability studies (Lazar et al. 2017). 10 discovery systems for 9 GLAM organizations were tested; each was tested by 4 people. ...
We are in a time of rapid change on multiple levels. Change can be seen as positive by one group and negative by another. As a result, different perspectives on any given change can draw completely different conclusions. In these proceedings we want to address different approaches to change from all kinds of perspectives within the realm of citizen science and participatory research. We discuss both active, transformative change, and the observation of change monitored by citizen science in all kinds of disciplines. We highlight the potential of citizen science to be a change maker in research and society, and as a tool to manage the change happening around us. The proceedings "Change - The transformative power of citizen science" showcase a selection of topics that have been presented and discussed at the ECSA/ACSC 2024 double conference in Vienna and highlight the transformative power, citizen science can have.
Sharing data with collaborators is a complicated task that is nonetheless fundamental to academic research. We present the results of two studies investigating data sharing within academic scientific collaborations, as well as a system called DriveGroups designed to facilitate data sharing. First, we observed and interviewed 38 academic researchers engaged in collaborative research about their data sharing practices. We found that these researchers struggle to manage access to data, especially when different types of collaborators (e.g., students, co-principal investigators) require different access settings. In response, we built DriveGroups, a Google add-on designed to alleviate participant challenges with access control, and compared its usability to unmodified Google Drive. DriveGroups allows users to manage file access from two separate perspectives: 1) the traditional file perspective and 2) a role-based group perspective, which simplifies the data sharing process. DriveGroups matched or outperformed unmodified Google Drive in terms of usability, access control, and transparency, and will help scientists advance high-impact academic research.
Introduction: Apps are software programs that have become essential tools in our daily lives. In the educational field, they are allies for students, enhancing their learning and motivation. In the case of food-related apps, they can help them maintain a balanced diet and take care of their health. Methodology: bibliographic review of studies on nutrition apps, published from 2020 to 2024, in the Scopus database. Results: Various study proposals are presented, with different methodologies, to evaluate the effectiveness and usability of mobile apps in improving diet and eating habits, analysing the quality, privacy, and data security. Discussions: The use of apps for diet tracking is associated with positive changes in eating habits, such as increased intake of fruits and vegetables, helping to make better decisions and promoting healthier food choices in the long term. Conclusions: More in-depth studies should be conducted among university students over the years of their education to assess whether such intervention promote healthy and nutritious eating habits and move away from harmful dietary habits such as those based on ultra-processed foods.
Introducción: Las apps son programas informáticos que se han convertido en herramientas imprescindibles en nuestra vida diaria. En el ámbito educativo, son aliadas para los estudiantes, potenciando su aprendizaje y motivación. En el caso de las apps de alimentación, pueden ayudarles a mantener una dieta equilibrada y a cuidar su salud. Metodología: revisión bibliográfica sobre estudios de apps de alimentación, publicados desde 2020 hasta 2024, en la base de datos Scopus. Resultados: Se presentan diversas propuestas de objeto de estudio, con diferentes metodologías, para evaluar la efectividad y usabilidad de apps móviles en la mejora de la dieta y hábitos alimenticios, analizando la calidad, privacidad y seguridad de los datos. Discusión: El uso de apps para seguimiento de la dieta está asociado con cambios positivos en la alimentación, como mayor ingesta de frutas y verduras; ayuda a tomar mejores decisiones; y promueve elecciones alimentarias más saludables a largo plazo. Conclusiones: Se deberían realizar estudios más profundos, entre universitarios durante los años que dura su formación, para valorar si una intervención de este tipo promueve una alimentación saludable y nutritiva y que se alejen de hábitos alimentarios tan perjudiciales para su salud como es la basada en alimentos ultra procesados.
This paper investigates the transformative role of Artificial Intelligence (AI) in creating and enhancing ecological learning spaces. It explores how AI technologies are reshaping educational environments to become more adaptive, interconnected, and personalised. The study begins by tracing the evolution of Generative AI and its application in education, followed by an examination of the concept of ecological learning spaces. The chapter then examines some specific ways AI is impacting these spaces, focusing on three key aspects: dynamic adaptability, interconnectedness, and learner-centred design. It discusses how AI facilitates personalised learning experiences, enables collaborative networks, and supports holistic development and educational accessibility. The paper concludes by outlining the potential of AI in transforming educational experiences and suggesting future directions for research in this field.
A Plataforma MEC de Recursos Educacionais Digitais (MEC RED) centraliza conteúdos de usuários e dos principais portais do Ministério da Educação do Brasil (MEC) para todas as pessoas interessadas em educação e cultura digital. Este estudo avalia a MEC RED com o objetivo de atender à demanda do MEC de melhorar a Experiência do Usuário e ampliar as suas características de redes sociais. Essa avaliação ocorreu em 3 fases distintas, envolvendo diferentes métodos e perfis de avaliadores. Os resultados apontaram 20 pontos para o redesign da plataforma, visando torná-la mais inclusiva e acessível à diversidade de usuários. Utilizando um cenário real, o estudo contribui ao mostrar benefícios de conduzir avaliações com múltiplos métodos, tendo como propósito informar o redesign de uma solução existente.
No Brasil, pessoas com deficiência visual enfrentam desafios em garantir direitos, incluindo educação. Avanços na educação inclusiva são impulsionados por tecnologias assistivas, porém, no ensino musical, as abordagens podem não ser totalmente inclusivas. Este estudo avalia a interação de pessoas com deficiência visual com um software de ensino de música, identificando expectativas, barreiras enfrentadas por essas pessoas. Os resultados levaram a elaboração de sugestões para o desenvolvimento de sistemas de ensino musical mais adaptado às necessidades desses usuários, contribuindo para a inclusão e acessibilidade na educação musical.
The Usability and User Experience (UX) design field is evolving rapidly, driven by technological advancements, changing user expectations, and the increasing complexity of digital ecosystems. This chapter explores the emerging trends shaping the future of usability and UX design. Key trends include the integration of artificial intelligence (AI) and machine learning (ML) for personalized experiences, the growing importance of inclusive and accessible design, the rise of voice user interfaces (VUIs) and augmented reality (AR), and the shift towards a more holistic approach to UX that encompasses emotional and ethical considerations. By examining these trends, this chapter aims to provide insights into the future directions of usability and UX design, highlighting the challenges and opportunities for designers and researchers in the field.
The usability of healthcare information systems is recognized as being critical for the adoption of new technologies. In response, a large number of usability studies have been conducted for analyzing user interactions with systems and information technologies. This has included testing the usability of applications ranging from electronic health records (EHRs) to artificial intelligence (AI) applications in healthcare. In the first part of the chapter, the need for developing more effective methods for analyzing data from usability studies will be discussed. The authors then describe the development of a principled, evidence-based approach that can be used in the analysis of data emerging from usability testing. This has included the development of methods for the analysis of video recordings of user interactions, computer screens as well as user verbalizations. The resultant coding system and overall approach described has been applied to identifying usability issues with health information systems, the cognitive impact of systems, as well as their impact on workflow and patient safety. The focus of the work is to identify the impact of technology at multiple levels, from the cognitive and workflow levels to the socio-technical level. This chapter will also include a discussion of recent work in automating the coding and analysis of usability problems as well as the potential for using automated text analytic approaches. This chapter will provide examples of their application on a range of research initiatives as well their application in health informatics.
With the advents in geometry perception and Augmented Reality (AR), end-users can customize Tangible User Interfaces (TUIs) that control digital assets using intuitive and comfortable interactions with physical geometries (e.g., edges and surfaces). However, it remains challenging to adapt such TUIs in varied physical environments while maintaining the same spatial and ergonomic affordance. We propose AdapTUI, an end-to- end system that enables an end-user to author geometric-based TUIs and automatically adapts the TUIs when the user moves to a new environment. Leveraging a geometry detection module and the spatial awareness of AR, AdapTUI first lets users create custom mappings between geometric features and digital functions. Then, AdapTUI uses an optimization-based adaptation framework, which considers both the geometric variations and human-factor nuances, to dynamically adjust the attachment of the user-authored TUIs. We demonstrate three application scenarios where end-users can utilize TUIs at different locations, including portable car play, efficient AR workstation, and entertainment. We evaluated the effectiveness of the adaptation method as well as the overall usability through a comparison user study (N=12). The satisfactory adaptation of the user-authored TUIs and the positive qualitative feedback demonstrate the effectiveness of our system.
Character design in games involves interdisciplinary collaborations, typically between designers who create the narrative content, and illustrators who realize the design vision. However, traditional workflows face challenges in communication due to the differing backgrounds of illustrators and designers, the latter with limited artistic abilities. To overcome these challenges, we created Sketchar, a Generative AI (GenAI) tool that allows designers to prototype game characters and generate images based on conceptual input, providing visual outcomes that can give immediate feedback and enhance communication with illustrators' next step in the design cycle. We conducted a mixed-method study to evaluate the interaction between game designers and Sketchar. We showed that the reference images generated in co-creating with Sketchar fostered refinement of design details and can be incorporated into real-world workflows. Moreover, designers without artistic backgrounds found the Sketchar workflow to be more expressive and worthwhile. This research demonstrates the potential of GenAI in enhancing interdisciplinary collaboration in the game industry, enabling designers to interact beyond their own limited expertise.
Explainability is motivated by the lack of transparency of black-box machine learning approaches, which do not foster trust and acceptance of machine learning algorithms. This also happens in the predictive process monitoring field, where predictions, obtained by applying machine learning techniques, need to be explained to users, so as to gain their trust and acceptance. In this work, we carry on a user evaluation on explanation approaches for predictive process monitoring aiming at investigating whether and how the explanations provided (i) are understandable; (ii) are useful in decision making tasks; (iii) can be further improved for process analysts with different predictive process monitoring expertise levels. The results of the user evaluation show that, although explanation plots are overall understandable and useful for decision making tasks for business process management users — with and without experience in predictive process monitoring — differences exist in the comprehension and usage of different plots, as well as in the way users with different predictive process monitoring expertise understand and use them.
OBJECTIVE: We developed an extensively general closed-loop system to improve human interaction in various multitasking scenarios, with semi-autonomous agents, processes, and robots. BACKGROUND: Much technology is converging toward semi-independent processes with intermittent human supervision distributed over multiple computerized agents. Human operators multitask notoriously poorly, in part due to cognitive load and limited working memory. To multitask optimally, users must remember task order, e.g., the most neglected task, since longer times not monitoring an element indicates greater probability of need for user input. The secondary task of monitoring attention history over multiple spatial tasks requires similar cognitive resources as primary tasks themselves. Humans can not reliably make more than ~2 decisions/s. METHODS: Participants managed a range of 4-10 semi-autonomous agents performing rescue tasks. To optimize monitoring and controlling multiple agents, we created an automated short term memory aid, providing visual cues from users' gaze history. Cues indicated when and where to look next, and were derived from an inverse of eye fixation recency. RESULTS: Contingent eye tracking algorithms drastically improved operator performance, increasing multitasking capacity. The gaze aid reduced biases, and reduced cognitive load, measured by smaller pupil dilation. CONCLUSIONS: Our eye aid likely helped by delegating short-term memory to the computer, and by reducing decision making load. Past studies used eye position for gaze-aware control and interactive updating of displays in application-specific scenarios, but ours is the first to successfully implement domain-general algorithms. Procedures should generalize well to: process control, factory operations, robot control, surveillance, aviation, air traffic control, driving, military, mobile search and rescue, and many tasks where probability of utility is predicted by duration since last attention to a task.