The user experience of our daily interactions is increasingly shaped with the aid of AI, mostly as the output of recommendation engines. However, it is less common to present users with possibilities to navigate or adapt such output. In this paper we argue that adding such algorithmic controls can be a potent strategy to create explainable AI and to aid users in building adequate mental models of the system. We describe our efforts to create a pattern library for algorithmic controls: the algorithmic affordances pattern library. The library can aid in bridging research efforts to explore and evaluate algorithmic controls and emerging practices in commercial applications, therewith scaffolding a more evidence-based adoption of algorithmic controls in industry. A first version of the library suggested four distinct categories of algorithmic controls: feeding the algorithm, tuning algorithmic parameters, activating recommendation contexts, and navigating the recommendation space. In this paper we discuss these and reflect on how each of them could aid explainability. Based on this reflection, we unfold a sketch for a future research agenda. The paper also serves as an open invitation to the XAI community to strengthen our approach with things we missed so far.
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Algorithmic affordances are defined as user interaction mechanisms that allow users tangible control over AI algorithms, such as recommender systems. Designing such algorithmic affordances, including assessing their impact, is not straightforward and practitioners state that they lack resources to design adequately for interfaces of AI systems. This could be amended by creating a comprehensive pattern library of algorithmic affordances. This library should provide easy access to patterns, supported by live examples and research on their experiential impact and limitations of use. The Algorithmic Affordances in Recommender Interfaces workshop aimed to address key challenges related to building such a pattern library, including pattern identification features, a framework for systematic impact evaluation, and understanding the interaction between algorithmic affordances and their context of use, especially in education or with users with a low algorithmic literacy. Preliminary solutions were proposed for these challenges.
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Game Mechanics is aimed at game design students and industry professionals who want to improve their understanding of how to design, build, and test the mechanics of a game. Game Mechanics will show you how to design, test, and tune the core mechanics of a game—any game, from a huge role-playing game to a casual mobile phone game to a board game. Along the way, we’ll use many examples from real games that you may know: Pac-Man, Monopoly, Civilization, StarCraft II, and others. The authors provide two features. One is a tool called Machinations that can be used to visualize and simulate game mechanics on your own computer, without writing any code or using a spreadsheet. The other is a design pattern library, including the deep structures of game economies that generate challenge and many kinds of feedback loops.
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Video game designers iteratively improve player experience by play testing game software and adjusting its design. Deciding how to improve gameplay is difficult and time-consuming because designers lack an effective means for exploring decision alternatives and modifying a game’s mechanics. We aim to improve designer productivity and game quality by providing tools that speed-up the game design process. In particular, we wish to learn how patterns en- coding common game design knowledge can help to improve design tools. Micro-Machinations (MM) is a language and software library that enables game designers to modify a game’s mechanics at run-time. We propose a pattern-based approach for leveraging high-level design knowledge and facilitating the game design process with a game design assistant. We present the Mechanics Pattern Language (MPL) for encoding common MM structures and design intent, and a Mechanics Design Assistant (MeDeA) for analyzing, explaining and understanding existing mechanics, and generating, filtering, exploring and applying design alternatives for modifying mechanics. We implement MPL and MeDeA using the meta-programming language Rascal, and evaluate them by modifying the mechanics of a prototype of Johnny Jetstream, a 2D shooter developed at IC3D Media.
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This exploratory study investigates the rationale behind categorizing algorithmic controls, or algorithmic affordances, in the graphical user interfaces (GUIs) of recommender systems. Seven professionals from industry and academia took part in an open card sorting activity to analyze 45 cards with examples of algorithmic affordances in recommender systems’ GUIs. Their objective was to identify potential design patterns including features on which to base these patterns. Analyzing the group discussions revealed distinct thought processes and defining factors for design patterns that were shared by academic and industry partners. While the discussions were promising, they also demonstrated a varying degree of alignment between industry and academia when it came to labelling the identified categories. Since this workshop is part of the preparation for creating a design pattern library of algorithmic affordances, and since the library aims to be useful for both industry and research partners, further research into design patterns of algorithmic affordances, particularly in terms of labelling and description, is required in order to establish categories that resonate with all relevant parties
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Many quality aspects of software systems are addressed in the existing literature on software architecture patterns. But the aspect of system administration seems to be a bit overlooked, even though it is an important aspect too. In this work we present three software architecture patterns that, when applied by software architects, support the work of system administrators: PROVIDE AN ADMINISTRATION API, SINGLE FILE LOCATION, and CENTRALIZED SYSTEM LOGGING. PROVIDE AN ADMINISTRATION API should solve problems encountered when trying to automate administration tasks. The SINGLE FILE LOCATION pattern should help system administrators to find the files of an application in one (hierarchical) place. CENTRALIZED SYSTEM LOGGING is useful to prevent coming up with several logging formats and locations. Abstract provided by the authors. Published in PLoP '13: Proceedings of the 20th Conference on Pattern Languages of Programs ACM.
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Between 1 March 2021 and 30 April 2023, a consortium (consisting of in the Netherlands: the National Library of the Netherlands (Koninklijke Bibliotheek -KB), The Hague University of Applied Sciences, the Netherlands Institute for Sound and Vision in Hilversum; in Belgium: Media & Learning Association in Leuven and Public Libraries 2030 in Brussels; and in Spain: Fundación Platoniq in Barcelona) carried out an Erasmus+-funded research project on news media literacy among young people. It involved Dutch, Belgian and Spanish young people aged 12-15. The acronym SMILES, which stands for 'innovative methodS for Media & Information Literacy Education involving schools and librarieS', was chosen for the project title. The main goals of the SMILES project are: • Forming pairs between librarians and secondary school teachers in the three European countries, who were empowered through train-the-trainer workshops to teach secondary school students about news media literacy in relation to disinformation; • Helping students use digital technologies more safely and responsibly with a focus on recognising reliable and authentic information versus becoming more resilient to disinformation; • Developing five building blocks serving as teaching materials for Dutch, Belgian and Spanish pupils aged 12-15 with the aim of making them recognise disinformation and making them more resilient against it; • A scientific evaluation of the effectiveness of the implemented lessons through impact measurement using 'pre-knowledge tests' and 'post-knowledge tests'; • A strengthening of existing collaborations and creation of new collaborations between schools and libraries in the three partner countries. The SMILES project was implemented through three work packages. In the first work package, five so-called 'Baseline studies', or literature reviews, were conducted. The focus was on what the different educational approaches in Spain, Belgium and the Netherlands are with regard to disinformation and how these approaches can be linked. Based on these studies, the five building blocks were developed in the second work package. In addition, the teaching pairs were offered the training programme developed by SMILES through a 'train-the-trainer methodology' to safely and responsibly deploy the use of digital media tools during lessons with students. Also, based on the disinformation literature, the knowledge tests were designed to conduct an impact measurement of the train-the-trainer workshops and lessons among the trainers (teaching pairs) and students, respectively. These knowledge tests contained statements on disinformation that were answered correctly or incorrectly by respondents. The number of correctly answered statements prior to the lessons was compared with the number of correctly answered statements after the lessons. In this way, an attempt was made to prove a positive learning effect of the deployed lessons. In the third work package, the results from the pre-knowledge tests and the post-knowledge tests were analysed. In addition to these quantitative analyses, qualitative results were also used to analyse and look at the extent to which the training provided to trainers (teaching pairs) and the lessons with the five building blocks for students proved effective in teaching, recognising and becoming more resilient to disinformation, respectively. In doing so, we also reflect on whether the methodology tested has been effective in the three countries: what are the best practices and where do we see areas for improvement?
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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.
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In dit review wordt een overzicht gegeven van effect van mobiele applicaties en activity trackers op een gezonde leefstijl. 17 artikelen werden geïncludeerd. De effecten van apps op beweeggedrag lijken positief. Het effect van apps op voeding en gewicht was wisselend. Maar er leek een trend te zijn voor verbetering van het voedingspatroon. Er is nog weinig onderzoek gedaan naar effect van activity trackers op leefstijl, maar eerste resultaten laten een positieve invloed zien op beweeggedrag. Voor apps aanbevolen kunnen worden, is verder onderzoek nodig. Hiervoor is grootschalig onderzoek nodig met uitgebalanceerde controlegroepen en lange termijn follow-up testen.
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Background: There is increasing interest in the role that technology can play in improving the vitality of knowledge workers. A promising and widely adopted strategy to attain this goal is to reduce sedentary behavior (SB) and increase physical activity (PA). In this paper, we review the state-of-the-art SB and PA interventions using technology in the office environment. By scoping the existing landscape, we identified current gaps and underexplored possibilities. We discuss opportunities for future development and research on SB and PA interventions using technology. Methods: A systematic search was conducted in the Association for Computing Machinery digital library, the interdisciplinary library Scopus, and the Institute of Electrical and Electronics Engineers Xplore Digital Library to locate peer-reviewed scientific articles detailing SB and PA technology interventions in office environments between 2009 and 2019. Results: The initial search identified 1130 articles, of which 45 studies were included in the analysis. Our scoping review focused on the technologies supporting the interventions, which were coded using a grounded approach. Conclusion: Our findings showed that current SB and PA interventions using technology provide limited possibilities for physically active ways of working as opposed to the common strategy of prompting breaks. Interventions are also often offered as additional systems or services, rather than integrated into existing office infrastructures. With this work, we have mapped different types of interventions and provide an increased understanding of the opportunities for future multidisciplinary development and research of technologies to address sedentary behavior and physical activity in the office context
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