Search results for "Human-Computer Interaction"
showing 10 items of 605 documents
Codesigning technology for a voluntary-sector organization
2019
© 2019 Khushnood Naqshbandi, Simon Hoermann, David Milne, Dorian Peters, Benjamin Davies, Sophie Potter, & Rafael A. Calvo. This paper presents an investigation into the experiences and perceptions of volunteers and community managers of an Australian voluntary-sector organization that supports young help-seeking people. The process focused specifically on the design of a chat tool, a rudimentary version of which was conceptualized and tested during a trial completed prior to this study. The process explored the motivations and experiences of these volunteers using a codesign approach, which led to the development of specific features of the chat tool that were tailored to the nature of the…
Help! Is my Chatbot Falling into the Uncanny Valley? : An Empirical Study of User Experience in Human-Chatbot Interaction
2019
Original article available at http://dx.doi.org/10.17011/ht/urn.201902201607 Advances in artificial intelligence strengthen chatbots’ ability to resemble human conversational agents. For some application areas, it may be tempting not to be transparent regarding a conversational agent’s nature as chatbot or human. However, the uncanny valley theory suggests that such lack in transparency may cause uneasy feelings in the user. In this study, we combined quantitative and qualitative methods to investigate this issue. First, we used a 2 x 2 experimental research design (n = 28) to investigate effects of lack in transparency on the perceived pleasantness of the conversation in addition to percei…
The organizational use of online stock photos: The impact of representing senior citizens as eternally youthful
2018
The digital divide due to age is declining quickly. But this does not necessarily mean that the willingness to use stock photos depicting older people accompanying digital information is the same among all senior citizens. Three research questions are at the core of this paper: (1) To which extent can various senior citizens (women and men, younger old and older old, living alone or together, full of vitality or fragile) identify with online stock photos of older people accompanying information about pensions, income, health and housing?, (2) Which are the connotations of the visual signs used in such stock photos? and (3) What are the policy implications for organizations aiming at offerin…
No place for negative emotions? The effects of message valence, communication channel, and social distance on users’ willingness to respond to SNS st…
2017
Abstract The present study contributes to the investigation of communicative norms and social support in Social Network Sites (SNSs). We suggest that a positivity bias restricts the availability of social support users receive from others via public responses to negative status updates. Moderated mediation analyses of the data of an online experiment ( N = 870, M age = 25.16 years, 64% female) show that users are less willing to comment on negative status updates than on positive ones. In contrast, users are more willing to respond to negative status updates with private messages. These effects are moderated by the strength of the relationship between sender and receiver of the status upd…
Early usage of Pokémon Go and its personality correlates
2017
Pokmon Go is a popular augmented reality mobile game. Players find imaginary creatures by wandering into the real world, which can then be collected and used in combat. In this paper an assessment of Pokmon Go early usage in the Italian community and of its correlates with the Big Five personality traits is given. The resulting profile of early PG player is one of a more Introverted, close person with high agreeability and conscientiousness. Extraversion and Stability are positively correlated with the collection part of the game, while Agreeableness is a negative predictor thereof. Openness is correlated to the level of proficiency. Display Omitted We assess Pokmon Go early usage and its c…
Apathy Towards the Integration of Usability Work: A Case of System Justification
2016
In this article we report from a case study of a software development organization and we study in particular the developers’ and product managers’ attitudes towards integrating usability work into software development. We offer explanations based on system justification theory illuminating what would-be integrators might be up against. The analysis shows how the developers only pay lip service to usability work and how they treat users superficially. It further shows how that leads to stereotyping of usability designers and users in order to preserve status quo, and how internalization of inequality between the developers and usability designers rationalizes the preservation of status quo.…
UBFC-Phys: A Multimodal Database For Psychophysiological Studies of Social Stress
2021
As humans, we experience social stress in countless everyday-life situations. Giving a speech in front of an audience, passing a job interview, and similar experiences all lead us to go through stress states that impact both our psychological and physiological states. Therefore, studying the link between stress and physiological responses had become a critical societal issue, and recently, research in this field has grown in popularity. However, publicly available datasets have limitations. In this article, we propose a new dataset, UBFC-Phys, collected with and without contact from participants living social stress situations. A wristband was used to measure contact blood volume pulse (BVP…
2020
Abstract Challenge is a key motivation for videogame play. But what kind of challenge types videogames include, and which of them players prefer? This article helps to answer the above questions by developing and validating Videogame Challenge Inventory (CHA), a psychometrically sound measurement for investigating players’ challenge preferences in videogames. Based on a review of literature, we developed a 38-item version of CHA that was included in a social media user survey (N = 813). An exploratory factor analysis (EFA) revealed a latent structure of five challenge types: Physical, Analytical, Socioemotional, Insight, and Foresight. CHA was amended in another EFA with USA-based survey da…
Defining user experience goals to guide the design of industrial systems
2015
The key prerequisite for experience-driven design is to define what experience to design for. User experience (UX) goals concretise the intended experience. Based on our own case studies from industrial environments and a literature study, we propose five different approaches to acquiring insight and inspiration for UX goal setting: Brand, Theory, Empathy, Technology, and Vision. Each approach brings in a different viewpoint, thus supporting the multidisciplinary character of UX. The Brand approach ensures that the UX goals are in line with the company's brand promise. The Theory approach utilises the available scientific knowledge of human behaviour. The Empathy approach focuses on knowing…
Soft Computing Methods for Personnel Selection Based on the Valuation of Competences
2014
Personnel selection based on candidates' competences is a difficult task due to the imprecise description of the applicants' competences and to the existence of several experts simultaneously evaluating those attributes. In this context, fuzzy sets theory provides suitable tools for the attainment of the maximum possible information from imprecise data. In this work, personnel selection methods are proposed that rely on the definition of an ideal candidate. Aggregated fuzzy valuations of each candidate are obtained taking into account the individual valuations provided by the experts. Then, candidates are ranked based on their similarity with the ideal candidate. Three different scenarios a…