The user’s experience with a recommender system is significantly shaped by the dynamics of user-algorithm interactions. These interactions are often evaluated using interaction qualities, such as controllability, trust, and autonomy, to gauge their impact. As part of our effort to systematically categorize these evaluations, we explored the suitability of the interaction qualities framework as proposed by Lenz, Dieffenbach and Hassenzahl. During this examination, we uncovered four challenges within the framework itself, and an additional external challenge. In studies examining the interaction between user control options and interaction qualities, interdependencies between concepts, inconsistent terminology, and the entity perspective (is it a user’s trust or a system’s trustworthiness) often hinder a systematic inventory of the findings. Additionally, our discussion underscored the crucial role of the decision context in evaluating the relation of algorithmic affordances and interaction qualities. We propose dimensions of decision contexts (such as ‘reversibility of the decision’, or ‘time pressure’). They could aid in establishing a systematic three-way relationship between context attributes, attributes of user control mechanisms, and experiential goals, and as such they warrant further research. In sum, while the interaction qualities framework serves as a foundational structure for organizing research on evaluating the impact of algorithmic affordances, challenges related to interdependencies and context-specific influences remain. These challenges necessitate further investigation and subsequent refinement and expansion of the framework.
LINK
This paper is about research conducted on the relationship between personality traits and workplace design.
DOCUMENT
Virtual reality (VR) has enjoyed a steep growth in awareness in society in recent years and is considered a promising tool for the design and enhancement of experiences. However, as research and use cases in the hospitality context are expanding rapidly, it is crucial to define a clearer research direction that aligns the number of scattered studies across various fields. It is time to overcome the boundaries of the technological dimension and explore methods for purposeful VR design. This research note calls for more user-centric VR studies and developments to define the future direction of VR implementations in the hospitality and tourism industry. To achieve this, the authors recommend the use of design methodology with a focus on the first steps in the design process to clearly identify and understand customers' needs and desires independent of VR technology.
LINK
Augmented reality (AR) has moved into the spotlight of technological developments to enhance tourist experiences, presenting a need to develop meaningful AR applications. However, few studies so far have focused on requirements for a user-centric AR application design. The study aims to propose a method on translating psychological and behavioral indicators of users into relevant technical design elements for the development of mobile AR tourism applications in the context of urban heritage tourism. The research was conducted in three phases to generate a quality function deployment (QFD) model based on interviews, focus groups and questionnaires of international tourists and industry professionals. Key categories, content requirements, function requirements, and user resistance were defined for the identification of requirements. The outcomes of the study outline tourist requirements based on behavioral and psychological indicators and propose a method for translating them into technical design elements for tourist mobile AR applications.
DOCUMENT
Co-creation as a concept and process has been prominent in both marketing and design research over the past ten years. Referring respectively to the active collaboration of firms with their stakeholders in value creation, or to the participation of design users in the design research process, there has arguably been little common discourse between these academic disciplines. This article seeks to redress this deficiency by connecting marketing and design research together—and particularly the concepts of co-creation and co-design—to advance theory and broaden the scope of applied research into the topic. It does this by elaborating the notion of the pop-up store as temporary place of consumer/user engagement, to build common ground for theory and experimentation in terms of allowing marketers insight into what is meaningful to consumers and in terms of facilitating co-design. The article describes two case studies, which outline how this can occur and concludes by proposing principles and an agenda for future marketing/design pop-up research. This is the peer reviewed version of the following article: Overdiek A. & Warnaby G. (2020), "Co-creation and co-design in pop-up stores: the intersection of marketing and design research?", Creativity & Innovation Management, Vol. 29, Issue S1, pp. 63-74, which has been published in final form at https://doi.org/10.1111/caim.12373. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Use of Self-Archived Versions. LinkedIn: https://nl.linkedin.com/in/overdiek12345
MULTIFILE
Explainable Artificial Intelligence (XAI) aims to provide insights into the inner workings and the outputs of AI systems. Recently, there’s been growing recognition that explainability is inherently human-centric, tied to how people perceive explanations. Despite this, there is no consensus in the research community on whether user evaluation is crucial in XAI, and if so, what exactly needs to be evaluated and how. This systematic literature review addresses this gap by providing a detailed overview of the current state of affairs in human-centered XAI evaluation. We reviewed 73 papers across various domains where XAI was evaluated with users. These studies assessed what makes an explanation “good” from a user’s perspective, i.e., what makes an explanation meaningful to a user of an AI system. We identified 30 components of meaningful explanations that were evaluated in the reviewed papers and categorized them into a taxonomy of human-centered XAI evaluation, based on: (a) the contextualized quality of the explanation, (b) the contribution of the explanation to human-AI interaction, and (c) the contribution of the explanation to human- AI performance. Our analysis also revealed a lack of standardization in the methodologies applied in XAI user studies, with only 19 of the 73 papers applying an evaluation framework used by at least one other study in the sample. These inconsistencies hinder cross-study comparisons and broader insights. Our findings contribute to understanding what makes explanations meaningful to users and how to measure this, guiding the XAI community toward a more unified approach in human-centered explainability.
MULTIFILE
SMEs within the rural Dutch municipality of Utrechtse Heuvelrug (UHG) are becoming increasingly aware of the need for sustainable ‘green’ business. Their sense of sustainability is strongly defined by the ‘green’ environment in which they live and work. They were seeking an entrepreneurial approach to sustainability that is reflective of the area and fits their ecosystem. This approach was to be aimed at innovation and branding. We assumed that the role and function of a location-based brand differs from that of product or corporate brands because it has more complexity. Taking place-branding theory as our starting point, we set out to construe a brand that is a) based on local identity and b) has the power to motivate and mobilize SME entrepreneurs to form cooperative sustainable networks. This paper presents our analysis for a brand framework and demonstrates how it has been applied to imbue sustainable ‘green’ impact.
DOCUMENT
Recommenders play a significant role in our daily lives, making decisions for users on a regular basis. Their widespread adoption necessitates a thorough examination of how users interact with recommenders and the algorithms that drive them. An important form of interaction in these systems are algorithmic affordances: means that provide users with perceptible control over the algorithm by, for instance, providing context (‘find a movie for this profile’), weighing criteria (‘most important is the main actor’), or evaluating results (‘loved this movie’). The assumption is that these algorithmic affordances impact interaction qualities such as transparency, trust, autonomy, and serendipity, and as a result, they impact the user experience. Currently, the precise nature of the relation between algorithmic affordances, their specific implementations in the interface, interaction qualities, and user experience remains unclear. Subjects that will be discussed during the workshop, therefore, include but are not limited to the impact of algorithmic affordances and their implementations on interaction qualities, balances between cognitive overload and transparency in recommender interfaces containing algorithmic affordances; and reasons why research into these types of interfaces sometimes fails to cross the research-practice gap and are not landing in the design practice. As a potential solution the workshop committee proposes a library of examples of algorithmic affordances design patterns and their implementations in recommender interfaces enriched with academic research concerning their impact. The final part of the workshop will be dedicated to formulating guiding principles for such a library.
LINK
Geospatial technologies have the potential to transform the lives of older adults by providing them with necessary tools to navigate their local communities, access services, connect with others, and access valuable information. However, the usability and accessibility of such technologies often fall short of the needs of older adults. Many existing geospatial tools are not designed with the needs and preferences of older adults in mind; this can lead to usability challenges and limit their usage. This paper explores a participatory approach in developing an inclusive geodata-collection tool that is specifically tailored to older users’ needs. The paper also highlights the importance of incorporating user-centered design principles, participatory design methods, and accessibility guidelines throughout the entire geodata-tool-development process. It also emphasizes the need for ongoing user engagement and feedback in order to ensure that the tool remains relevant and usable in the evolving digital landscape. This participatory approach has resulted in a tool that is easy to use and accessible for older adults; it is available in various languages, thus ensuring that the elderly can actively participate in the prototype’s creation and contribute to the collection of the geospatial information that reflects their lived experiences and needs.
MULTIFILE
Objective: To evaluate the preliminary effectiveness of a goal-directed movement intervention using a movement sensor on physical activity of hospitalized patients. Design: Prospective, pre-post study. Setting: A university medical center. Participants: Patients admitted to the pulmonology and nephrology/gastro-enterology wards. Intervention: The movement intervention consisted of (1) self-monitoring of patients' physical activity, (2) setting daily movement goals and (3) posters with exercises and walking routes. Physical activity was measured with a movement sensor (PAM AM400) which measures active minutes per day. Main measures: Primary outcome was the mean difference in active minutes per day pre- and post-implementation. Secondary outcomes were length of stay, discharge destination, immobility-related complications, physical functioning, perceived difficulty to move, 30-day readmission, 30-day mortality and the adoption of the intervention. Results: A total of 61 patients was included pre-implementation, and a total of 56 patients was included post-implementation. Pre-implementation, patients were active 38 ± 21 minutes (mean ± SD) per day, and post-implementation 50 ± 31 minutes per day (Δ12, P = 0.031). Perceived difficulty to move decreased from 3.4 to 1.7 (0-10) (Δ1.7, P = 0.008). No significant differences were found in other secondary outcomes. Conclusions: The goal-directed movement intervention seems to increase physical activity levels during hospitalization. Therefore, this intervention might be useful for other hospitals to stimulate inpatient physical activity.
DOCUMENT