Posts tagged: HCI

Opportunities and challenges of model multiplicity in interactive software systems

The proliferation of artificial intelligence (AI) in interactive systems has led to significant challenges in model integration, but also end-user-related aspects such as over- and undertrust. This paper explores how multiple AI models with the same performance and behavior but different internal workings –a phenomenon called model multiplicity– affect system integration and user interaction. We discuss the implications of model multiplicity for transparency, trust, and operational effectiveness in interactive software systems.

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Exploring alternative text input modalities in virtual reality: A comparative study

Text input in Virtual Reality (VR) is crucial for various applications, including communication, search, and productivity. We compare different keyboard designs for text entry in VR, taking advantage of the flexibility and the tracking options that are available for a 3D environment. To assess the differences between the input modalities and the spatial keyboard layouts void of the user experience with specific keyboard layouts, the Dvorak keyboard layout was used. Four different settings were included in the comparison: (a) a floating keyboard with finger pointing input, (b) a keyboard attached on the back of the hand with finger pointing input, (c) a floating keyboard with eye tracking and finger pinch input, and (d) a keyboard laid out over a rolling shape with finger pointing input. Keyboards (b), (c), and (d) can move in 3D space, while keyboard design (a) is fixed. (a) and (d) showed similar typing efficiencies, however, users reported an increase in perceived usability and lower physical demand for keyboard design (d). Users also reported a higher physical demand, effort, and annoyance for keyboard design (b), and a lower physical demand for keyboard design (c), with higher mental demand, effort, and the highest error rate.

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Direct feedforward techniques for the ViRgilites system

In this poster we propose an implementation of direct feedforward for the ViRgilites system. The project defines two alternative uses, with respect to the current implementation, that only shows in an indirect way (icons, target object images, text) how to perform an interaction in the simulated environment. The first representation is a single avatar mode where the user sees a virtual avatar performing an action in the same environment as the user, while the second representation is a multiple avatar mode, where the user can choose to compare two interactions and see the avatar representations side by side in dedicated panels. We report on the initial ideas and proof-of-concepts, while we envision further modifications and a future evaluation of the final outcome.

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Anthropomorphic user interfaces: Past, present and future of anthropomorphic aspects for sustainable digital interface design

Interactions with computing systems and conversational services such as ChatGPT have become an inherent part of our daily lives. It is surprising that user interfaces, the gateways through which we communicate with an interactive intelligent system, are still predominantly devoid from hedonic aspects. There is little attempt to make communication through user interfaces intentionally more like communication with humans. Anthropomorphic user interfaces can transform interactions with intelligent software into more pleasant experiences by integrating human-like attributes. Anthropomorphic user interfaces expose human-like attributes that enable people to perceive, connect and interact with the interfaces as social actors. This integration of human-like aspects not only enhances user experience but also holds the potential to make interfaces more sustainable, as they rely on familiar human interaction patterns, thus potentially reducing the learning curve and increasing user adoption rates. However, there is little consensus on how to build these anthropomorphic user interfaces. We conducted an extensive literature review on existing anthropomorphic user interfaces for software systems (past), in order to map and connect existing definitions and interpretations in an overarching taxonomy (present). The taxonomy is used to organize and structure examples of anthropomorphic user interfaces into an accessible collection. The taxonomy and an accompanying web tool provides designers with a reference framework for analyzing and dissecting existing anthropomorphic user interfaces, and for designing new anthropomorphic user interfaces (future).

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A VR prototype for one-dimensional movement visualizations for robotic arms

To enable effective communication between users and autonomous robots, it is crucial to have a shared understanding of goals and actions. This is made possible through an intelligible interface that communicates relevant information. This intelligibility enhances user comprehension, enabling them to anticipate the robot's actions and respond appropriately. However, because robots can perform a wide variety of actions and communication resources are limited, such as the number of available "pixels", visualizations must be carefully designed. To tackle this challenge, we have developed a visual design framework. Leveraging Unity, we developed a Virtual Reality implementation to prototype and evaluate our framework. Within this framework, we introduce two visualization techniques for visualizing the movement of a robotic arm, laying a foundation for subsequent development and user testing.

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A visual design space for one-dimensional intelligible human-robot interaction visualizations

To enable effective communication between users and autonomous robots, it is crucial to have a shared understanding of goals and actions. This is made possible through an intelligible interface that communicates relevant information. This intelligibility enhances user comprehension, enabling them to anticipate the robot's actions and respond appropriately. However, because robots can perform a wide variety of actions and communication resources are limited, such as the number of available "pixels", visualizations must be carefully designed. To tackle this challenge, we have developed a visual design framework and design space that can be used to create intelligible visualizations for human-robot interaction. Our framework focuses on three key components: information type, pixel layout, and robot type. We demonstrate how intelligibility can be integrated into interactions through prototype visualizations featuring a one-dimensional pixel layout, laying the groundwork for developing more detailed and understandable visualizations.

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PACMHCI - engineering interactive computing systems, june 2023: Editorial introduction

Welcome to this issue of the Proceedings of the ACM on Human-Computer Interaction, bringing together contributions from the community on Engineering Interactive Computing Systems (EICS). The EICS track of the PACM-HCI is the primary venue for research contributions at the intersection of Human-Computer Interaction (HCI) and Software Engineering. This year, over the three rounds of submissions, for the issue of PACM-HCI we received 68 valid submissions (out of 90 submissions in total), of which we carefully selected 19 papers, bringing our acceptance rate to 27.9%. The result of this selection process is presented in this issue of the Proceedings of the ACM.

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Measurement patterns: User-oriented strategies for dealing with measurements and dimensions in making processes

The majority of errors in making processes can be tracked back to errors in dimensional specifications. While technical aspects of measurement, such as precision and speed have been extensively studied in metrology, the user aspects of measurement received significantly less attention. While little research exists that specifically addresses the user aspects of handling dimensions, various systems have been built that embed new interactive modalities, processes, and techniques which significantly impact how users deal with dimensions or conduct measurements. However, these features are mostly hidden in larger system contributions. To uncover and articulate these techniques, we conducted a holistic literature survey on measurement practices in crafting techniques and systems for rapid prototyping. Based on this survey, we contribute 10 measurement patterns, which describe reusable elements and solutions for common difficulties when dealing with dimensions throughout workflows for making physical artifacts.

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LaserSVG: Responsive laser-cutter templates

Laser cutters take vector data for the shapes they cut or engrave as input, however, re-using a given design with different material or on a different machine requires adaptation of the template. Unfortunately, vector drawings lack the semantic information required for an automated adjustment to new parameters, making the manual adjustment a tedious and error-prone process for end-users. We present LaserSVG, a standard-compliant vector-based file format, software library, and authoring tool to specify, generate, exchange and re-use responsive laser-cutting templates. With LaserSVG, designers can easily turn their vector-drawings into parametric templates that end-users can easily adjust to new materials or production parameters. Our tools provide various functions for parametric design that allows end-users and designers to adapt objects while ensuring overall consistency of the results.

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