Trust in AI is crucial for effective and responsible use in high-stakes sectors like healthcare and finance. One of the most commonly used techniques to mitigate mistrust in AI and even increase trust is the use of Explainable AI models, which enables human understanding of certain decisions made by AI-based systems. Interaction design, the practice of designing interactive systems, plays an important role in promoting trust by improving explainability, interpretability, and transparency, ultimately enabling users to feel more in control and confident in the system’s decisions. This paper introduces, based on an empirical study with experts from various fields, the concept of Explanation Stream Patterns, which are interaction patterns that structure and organize the flow of explanations in decision support systems. Explanation Stream Patterns formalize explanation streams by incorporating procedures such as progressive disclosure of explanations or interacting with explanations in a more deliberate way through cognitive forcing functions. We argue that well-defined Explanation Stream Patterns provide practical tools for designing interactive systems that enhance human-AI decision-making.
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Abstract: Embodied embedded cognition (EEC) has gained support in cognitive science as well as in human–computer interaction (HCI). EEC can be characterized both by its action-centeredness as well as its roots in phenomenology. The phenomenological aspects of EEC could be seen as support for trends in design emphasizing the user experience. Meanwhile, usability issues often are still approached using traditional methods based on cognitivist assumptions. In this paper, I argue for a renewed focus on improving usability from an EEC perspective. I draw mainly on a behavior-oriented interpretation of the theory, the key aspects of which are reviewed. A tentative sketch for an embodied embedded usability is proposed, doing justice to the embodied embedded nature of interaction while retaining the goal of developing technology that is easy to use in everyday practice.
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‘Creating the Difference’ is the theme of the 2014 edition of the Chi Sparks conference. It is also the challenge that the Human-Computer Interaction (HCI) community is facing today. HCI is a creative field where practitioners engage in design, production, and evaluation of interactions between people and digital technology. Creating excellent interfaces for people, they make a difference in media and systems that people are eager to use. Usability and user experience are fundamental for achieving this, as are abilities at the forefront of technology, but key to a successful difference is getting the right concepts, addressing genuine, intrinsic, human needs. Researchers and practitioners contribute to this area from theory as well as practice by sharing, discussing, and demonstrating new ideas and developments. This is how HCI creates a difference for society, for individuals, businesses, education, and organizations. The difference that an interactive product or service makes might lie in the concept of it but also in the making, the creation of details and the realisation. It is through powerful concepts and exceptional quality of realisation that innovation is truly achieved. At the Chi Sparks 2014 conference, researchers and practitioners in the HCI community convene to share and discuss their efforts on researching and developing methods, techniques, products, and services that enable people to have better interactions with systems and other people. The conference is hosted at The Hague University of Applied Sciences, and proudly built upon the previous conferences in Arnhem (2011) and Leiden (2009). Copyright van de individuele papers ligt bij de betreffende auteurs.
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In a multi-sensory environment, supported with embedded computer technology, the system can capture and interpret what the users are doing and assist or collaborate with the users in real-time. Such an environment should be aware of users intentions, tasks and feelings, and allow people to interact with the environment in a natural way: by moving, pointing and gesturing. In this paper we propose an architecture for such a smart environment consisting of three modules.
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In today's world, understanding different viewpoints is key for societal cohesion and progress. Robots have the potential to provide aid in discussing tough topics like ethnicity and gender. However, comparably to humans, the appearance of a robot can trigger inherent prejudices. This study delves into the interplay between robot appearance and decision-making in ethical dilemmas. Employing a Furhat robot that can change faces in an instant, we looked at how robot appearance affects decision-making and the perception of the robot itself. Pairs of participants were invited to discuss a dilemma presented by a robot, covering sensitive topics of ethnicity or gender. The robot either adopted a first-person or third-person perspective and altered its appearance accordingly. Following the explanation, participants were encouraged to discuss their choice of action in the dilemma situation. We did not find significant influences of robot appearance or dilemma topic on perceived anthropomorphism, animacy, likeability, or intelligence of the robot, partly in line with previous research. However, several participants hearing the dilemma from a first-person perspective changed their opinion because of the robot's appearance. Future work can expand with different measures such as engagement, in order to shed light on the intricate dynamics of human-robot interaction, emphasizing the need for thoughtful consideration in designing robot appearances to promote unbiased engagement in discussions of societal significance
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This review of meta-analyses of outcome studies of adults receiving Computer-Based Health Education (CBHE) has two goals. The first is to provide an overview of the efficacy of CBHE interventions, and the second is to identify moderators of these effects. A systematic literature search resulted in 15 meta-analyses of 278 controlled outcome studies. The meta-analyses were analysed with regard to reported (overall) effect sizes, heterogeneity and interaction effects. The results indicate a positive relationship between CBHE interventions and improvements in health-related outcomes, with small overall effect sizes compared to non-computer-based interventions. The sustainability of the effects was observed for up to six months. Outcome moderators (31 variables) were studied in 12 meta-analyses and were clustered into three categories: intervention features (20 variables), participant characteristics (five variables) and study features (six variables). No relationship with effectiveness was found for four intervention features, theoretical background, use of internet and e-mail, intervention setting and self-monitoring; two participant features, age and gender; and one study feature, the type of analysis. Regarding the other 24 identified features, no consistent results were observed across meta-analyses. To enhance the effectiveness of CBHE interventions, moderators of effects should be studied as single constructs in high-quality study designs. http://www.journalofinterdisciplinarysciences.com/ https://www.linkedin.com/in/leontienvreeburg/
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The concept of human-computer integration (HInt) is entering a new evolutionary phase, that leads to a paradigm shift from interaction to the integration of computing devices with the human body (Farooq & Grudin, 2017). This embodied integration, where a computer tightly integrates with the human body (Mueller, Maes & Grudin, 2019), engages the human being in mutual give-and-take relationships with computational systems. The paradigm shift in human-computer integration might have more to do with ‘becoming-in-the-world’ (Shildrick, 2022) than with ‘being-in-the-world’ requires a rethinking in the philosophy on the human body and its technological intertwining. Our research project starts from the belief that new insight and meanings on bodily understanding in the context of Human-Computer Integration can only be achieved through a creative and artistic exploration of the ‘lived experience’ of disabled bodies. In this project, research activities will be grounded in feminist philosophy and performed into the context of disability, yet the methodological approach of exploring the ‘felt sense’ and ‘kinaesthetics’ of the disability materiality takes place through performative design practice at the intersection of the HCI-related research fields of Soma Design (Höök, 2018) and Somaesthetics (Shusterman, 2008), as well as artistic disciplines, such as Musicology and Music Therapy, Dance and Dance Movement Therapy, Disability Arts and Critical Disability Studies. This paper starts with an explanation of the current research situation, and then provides background information on the different schools of thought that are present in the project. It continues with describing the research goals, methods, and research questions. The final part of the paper consists of an overview of three preliminary studies which explore human-computer relationships through the combination of performative practice and cyber-physical demonstrators, created by bachelor-students ‘Communication and Multimedia Design’ at Amsterdam University of Applied Sciences in The Netherlands and master-students ‘Web, Communication, and Information Systems’ at the Fachhochschule Kufstein in Austria. The takeaway message of this paper is that to advance our understandings of human-computer integration, we must consider a perspectivist viewpoint to develop alternative ways for exploring the bodily complexities of human-computer integration. We further argue that disability can be a catalyst for innovation and life-changing design in health and well-being, as it automatically emphasises the need for engaging with ‘being human’ in the context of the human-computer relationship. This PhD-project is productively looking for new forms of studying the context of disability, to unveil, excavate and expose knowledge for human- computer integration (HInt) that would otherwise be overlooked in the HCI-community.
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The objective of this study was to determine if a 3-dimensional computer vision automatic locomotion scoring (3D-ALS) method was able to outperform human observers for classifying cows as lame or nonlame and for detecting cows affected and nonaffected by specific type(s) of hoof lesion. Data collection was carried out in 2 experimental sessions (5 months apart).
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Physical activity provides substantial health benefits yet physical inactivity is one of the most challenging problems of these days. Development in mHealth and eHealth applications, such as wearable technology, create vast opportunities but are still insufficiently used to promote sustainable physical activity. To enhance the development of such products, participation and cooperation of professionals with different knowledge and expertise is required. We developed a board game called COMMONS to enhance interdisciplinary collaboration in the design of health-related wearable technologies. In this paper we present the design process of COMMONS, results of the play sessions and discuss the future development of COMMONS and the possible implications within the field of Human-Computer Interaction.
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