There is a need to reframe our relationship to energy, particularly in Western energy contexts, where we have plentiful access and no meaningful barriers to use. This paper outlines a first-person engagement with ener...
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ISBN:
(纸本)9781450394215
There is a need to reframe our relationship to energy, particularly in Western energy contexts, where we have plentiful access and no meaningful barriers to use. This paper outlines a first-person engagement with energy systems and shows how somaesthetic design is one possible means to cultivate and design for new ways of ethical being with energy systems. Early autobiographical design work focused on designing for 'sustainability' revealed a trajectory of fatalism and restriction. A turn towards enacting material relations, co-performed with others, opened into a more holistic relationship with energy. Reflecting on how this process unfolded, we argue that sustainability is not, in itself, a somaesthetic sensibility, and remains constrained within rational framings. We develop this argument to contribute to a new understanding of how we somatically relate to energy and how relational ethics in interaction design research and practice can encourage a felt sense for the materiality of energy.
Drones are increasingly used in situations where they can assist a person. However, people are not familiar with drones approaching them. We propose an expressive light system embedded on a drone to convey its intenti...
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ISBN:
(纸本)9781450394215
Drones are increasingly used in situations where they can assist a person. However, people are not familiar with drones approaching them. We propose an expressive light system embedded on a drone to convey its intention to initiate communication, which we present as a four-stage process: Drone-Initiated Engagement Model (DIEM). We then describe the design and development of an LED-based prototype divided in two configurations with a total of 26 light animations, and report their evaluation in an online survey (N = 156). We describe the suitability of different configurations, animations, and colors to convey each stage of DIEM. We finally validate our system in a user study (N = 45) that showed that participants can perceive all four stages of approach via the drone movement and that expressive lights provide a more nuanced user experience. We contribute insights into the design of expressive light systems, as a stepping stone towards machine-initiated communication.
A central objective in computational design is that an optimal design is desired which optimizes a performance metric. We explore a different problem class with a computational approach we call relative design acquisi...
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ISBN:
(纸本)9781450394215
A central objective in computational design is that an optimal design is desired which optimizes a performance metric. We explore a different problem class with a computational approach we call relative design acquisition. As a motivational example, consider a user prompted to make a choice using buttons. One button may have a more visually appealing design and hence is visually optimal to steer users to click it more often than the second button. In such a design case, a relative design is acquired of a certain quality with respect to a reference design to guide a user decision. After mathematically formalizing this problem, we report the results of three experiments that demonstrate the approach's efficacy in generating relative designs in a visual interface preference setting. The relative designs are controllable by a quality factor, which affects both comparative ratings and human decision time between the reference and relative designs.
Virtual influencers (VI) are on the rise on Instagram, and companies increasingly cooperate with them for marketing campaigns. This has motivated an increasing number of studies, which investigate our perceptions of t...
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ISBN:
(纸本)9781450394215
Virtual influencers (VI) are on the rise on Instagram, and companies increasingly cooperate with them for marketing campaigns. This has motivated an increasing number of studies, which investigate our perceptions of these influencers. Most studies propose that VI are often rated lower in perceived trust and higher in uncanniness. Yet, we still lack a deeper understanding as to why this is the case. We conduct 2 studies: 1) a questionnaire with 150 participants to get the general perception for the included influencers, and 2) an electroencephalography (EEG) study to get insights into the underlying neural mechanisms of influencer perception. Our results support findings from related works regarding lower trust and higher uncanniness associated with VI. Interestingly, the EEG components N400 and LPP did not modulate perceived trust, but rather perceived humanness, uncanniness, and intentions to follow recommendations. This provides a fruitful beginning for future research on virtual humans.
Selecting appropriate visual encodings is critical to designing effective visualization recommendation systems, yet few findings from graphical perception are typically applied within these systems. We observe two sig...
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ISBN:
(纸本)9781450394215
Selecting appropriate visual encodings is critical to designing effective visualization recommendation systems, yet few findings from graphical perception are typically applied within these systems. We observe two significant limitations in translating graphical perception knowledge into actionable visualization recommendation rules/constraints: inconsistent reporting of findings and a lack of shared data across studies. How can we translate the graphical perception literature into a knowledge base for visualization recommendation? We present a review of 59 papers that study user perception and performance across ten visual analysis tasks. Through this study, we contribute a JSON dataset that collates existing theoretical and experimental knowledge and summarizes key study outcomes in graphical perception. We illustrate how this dataset can inform automated encoding decisions with three representative visualization recommendation systems. Based on our findings, we highlight open challenges and opportunities for the community in collating graphical perception knowledge for a range of visualization recommendation scenarios.
Data visualizations can be complex or involve numerous data points, making them impractical to navigate using screen readers alone. Question answering (QA) systems have the potential to support visualization interpret...
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ISBN:
(纸本)9781450394215
Data visualizations can be complex or involve numerous data points, making them impractical to navigate using screen readers alone. Question answering (QA) systems have the potential to support visualization interpretation and exploration without overwhelming blind and low vision (BLV) users. To investigate if and how QA systems can help BLV users in working with visualizations, we conducted a Wizard of Oz study with 24 BLV people where participants freely posed queries about four visualizations. We collected 979 queries and mapped them to popular analytic task taxonomies. We found that retrieving value and finding extremum were the most common tasks, participants often made complex queries and used visual references, and the data topic notably influenced the queries. We compile a list of design considerations for accessible chart QA systems and make our question corpus publicly available to guide future research and development.
Games that feature multiple players, limited communication, and partial information are particularly challenging for AI agents. In the cooperative card game Hanabi, which possesses all of these attributes, AI agents f...
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ISBN:
(纸本)9781450394215
Games that feature multiple players, limited communication, and partial information are particularly challenging for AI agents. In the cooperative card game Hanabi, which possesses all of these attributes, AI agents fail to achieve scores comparable to even first-time human players. Through an observational study of three mixed-skill Hanabi play groups, we identify the techniques used by humans that help to explain their superior performance compared to AI. These concern physical artefact manipulation, coordination play, role establishment, and continual rule negotiation. Our findings extend previous accounts of human performance in Hanabi, which are purely in terms of theory-of-mind reasoning, by revealing more precisely how this form of collective decision-making is enacted in skilled human play. Our interpretation points to a gap in the current capabilities of AI agents to perform cooperative tasks.
A key challenge for people that are new to reviewing is pitching the review at the right level, and getting the tone and structure of a review right. This course aims to help participants understand a) the different e...
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AI-based design tools are proliferating in professional software to assist engineering and industrial designers in complex manufacturing and design tasks. These tools take on more agentic roles than traditional comput...
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ISBN:
(纸本)9781450394215
AI-based design tools are proliferating in professional software to assist engineering and industrial designers in complex manufacturing and design tasks. These tools take on more agentic roles than traditional computer-aided design tools and are often portrayed as "co-creators." Yet, working effectively with such systems requires different skills than working with complex CAD tools alone. To date, we know little about how engineering designers learn to work with AI-based design tools. In this study, we observed trained designers as they learned to work with two AI-based tools on a realistic design task. We find that designers face many challenges in learning to effectively co-create with current systems, including challenges in understanding and adjusting AI outputs and in communicating their design goals. Based on our findings, we highlight several design opportunities to better support designer-AI co-creation.
Exploring how robots impact human cognition and emotions has become increasingly important as robots gradually become ubiquitous in our lives. In this study, we investigate the impact of robotic presence on human cogn...
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ISBN:
(纸本)9798400703300
Exploring how robots impact human cognition and emotions has become increasingly important as robots gradually become ubiquitous in our lives. In this study, we investigate the impact of robotic presence on human cognition and emotion by examining various robot parameters such as anthropomorphism, number of robots, and multi-robot motion patterns. 16 participants completed two cognitive tasks in the presence of anthropomorphic and non-anthropomorphic robots, alone, and with a human nearby. The non-anthropomorphic robot conditions were further varied in the number of robots and their motion patterns. We find that increasing the number of non-anthropomorphic robots generally leads to slower performance, but coordinated patterned motions can lower the completion time compared to random movements. An anthropomorphic robot induces an increased level of feelings of being judged compared to a non-anthropomorphic robot. These findings provide preliminary insights into how designers or users can purposefully integrate robots into our environment by understanding the effects of anthropomorphism, number of robots, and multi-robot motion patterns on human cognition and emotion.
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