Marco WincklerMarta LarusdottirPhilippe PalanqueJose Abdelnour-Nocera...
131-132页
查看更多>>摘要:This special issue presents four papers featuring extended ver- ACT 2023, which was held August 28th to September 1st, 2023, at the University of York, York, UK. We will first present the INTERACT Conference and then the selection process of papers that ultimately led to publication of this special issue in Interacting with Computers. The INTERACT Conference is held every 2 years. It started in 1984, making it one of the longest running conferences on human-computer interaction. INTERACT 2023 was the 19th International Conference of Technical Committee 13 (Human-Computer Interaction) of the International Federation for Information Processing (IFIP). IFIP was created in 1960 under the auspices of UNESCO. The IFIP Technical Committee 13 (TC13) aims to develop the science and technology of human-computer interaction (HCI). The INTERACT Conference series is an important showcase for researchers and practitioners in the field of HCI. Coming under the open, inclusive umbrella of the IFIP, INTERACT is truly international in its spirit and attracts researchers from many countries and cultures. The venues of the INTERACT conferences over the years bear a testimony to this inclusiveness.
Niels van BerkelAku VisuriSujay ShalawadiMadeleine R. Evans...
133-146页
查看更多>>摘要:Despite the widely acknowledged importance of well-being, our well-being can regularly be under pressure from external sources. Work is often attributed as a source of stress and dissatisfaction, so, unsurprisingly, extensive efforts are made to measure and improve our well-being in this context This paper examines opportunities to better design supportive digital solutions through two complementary studies. In the first study, we present a longitudinal assessment of a well-being-focused self-report application deployed in two organizations. Through an analysis of one year of application usage across 219 users, we find both established and novel patterns of application usage and well-being evaluation. While prior work has highlighted substantial dropout rates and daily well-being fluctuations that peak in the morning and early evening, our results highlight that substantial breaks in usage are common, suggesting that users choose to engage with well-being applications mainly when they need them. In the second study, we expand on the topic of well-being reflection at work and the use of technology for this purpose. Through a survey involving 100 participants, we identify current practices in increasing well-being at work, obstacles to sharing and discussing mental well-being states, opportunities for digital well-being solutions and reflections on transparency and communication. Our combined results highlight opportunities for HCI research and practice to address the ongoing challenges of maintaining well-being in today's work environments.
查看更多>>摘要:Computerized tactile guidance systems can potentially help in human visual perception tasks such as identifying a desired object in a collection of similar objects. We designed a wrist-wearable tactile guidance system called GuidingBand that provides vibrational cues to help the user pick visual targets out of an array. We conducted three studies to systematically investigate the interplay of machine-led tactile guidance and human visual perception. The studies involve presenting visual targets to users on a screen and giving them visual search tasks. In Study 1, we identified the error rate of our guidance system. We presented participants (N=20) with arrays of identical, square targets to pick from, progressively reduced the target sizes and evaluated error rates for each size. Notably, we observed a 4% error rate at a target size of 10 mm. In Study 2, we compared the error rate of the guidance system with and without the help of human visual perception in a visual search task. We constructed a task that involved showing users an array of distractor rectangles (set sizes 2 to 10) varying only in length and asked them to identify the correct target that was previously shown to them. Participants (N=13) had fewer errors when they tried to identify targets with tactile guidance alone, followed by guidance and perception combined and perception alone. In Study 3, we had the same task as Study 2 but the distractor set sizes were larger (varying from 4 to 28), we had more participants (N=30) and measured errors and task time. While perception alone was the fastest, it was also the most error prone. The combined mode was faster and less error prone than guidance only mode, as expected, indicating that human-computer collaboration yielded the best performance.
查看更多>>摘要:Modern e-commerce websites often provide users with a variety of components, such as faceted filters and conversational recommender systems, that act as product advisors to help them find relevant products. However, these components are often treated separately and presented as independent components, leading to increased cognitive load and disruption in the search process. Also, the reasoning behind the resulting product recommendations is often not transparent To address these limitations, we propose a novel approach that relies on a knowledge graph structure to seamlessly integrate faceted filtering and conversational advisors based on graphical user interfaces (GUI). Concretely, the knowledge graph is used to suggest filter values and products based on the user's answers in the advisor, and, conversely, to determine follow-up questions based on the user's selected filter values. The user interface also visualizes and explains the underlying relationships between answers given to the advisor and relevant product features in the filter component in order to increase the transparency of the search process. We conducted two user studies with a total of 448 participants to compare a system that integrates the different components according to our approach with a baseline system in which the mechanisms operate separately. Sequence analysis of the logged interaction data provided insights into participants' behavior as they interacted with both systems. The results indicate that displaying recommended products and related explanations directly in the filter component increases acceptance and trust in the system. Also, the combination of a conversational advisor with values displayed in a filter interface, along with explanations of the underlying relationships, significantly contributes to the knowledge and understanding of those product features that are important in terms of the current search goal.
Melanie BergerRutger VerstegenHarm van Essenand Regina Bernhaupt
189-206页
查看更多>>摘要:Watching a movie or a football match is still a favorite activity when it comes to spending time with family or friends. TV interaction and movie selection is typically based on using one remote control to perform a selection on a TV user interface. Hence movie or TV channel selection is thus limited to one user who holds the remote control in their hand. Consequently, long decision-making processes, frustration, and the perception of being excluded are part of this experience. This research focuses on opportunities for tangible interfaces to support collaborative movie selection in the living room. Based on an exploratory phase with a variety of design ideas, we designed and evaluated a tangible interface called Sharemote―a concept that provides physical genre-based tokens as a key concept for decision-making to explore group interests and to narrow down possible movies to select Based on a controlled mixed-subject lab study, we showed significant improvements in the overall user experience of jointly selecting a movie. Moreover, Sharemote was users' preferred choice of TV interaction.