Introduction: Sensor-feedback systems can be used to support people after stroke during independent practice of gait. The main aim of the study was to describe the user-centred approach to (re)design the user interface of the sensor feedback system “Stappy” for people after stroke, and share the deliverables and key observations from this process. Methods: The user-centred approach was structured around four phases (the discovery, definition, development and delivery phase) which were fundamental to the design process. Fifteen participants with cognitive and/or physical limitations participated (10 women, 2/3 older than 65). Prototypes were evaluated in multiple test rounds, consisting of 2–7 individual test sessions. Results: Seven deliverables were created: a list of design requirements, a personae, a user flow, a low-, medium- and high-fidelity prototype and the character “Stappy”. The first six deliverables were necessary tools to design the user interface, whereas the character was a solution resulting from this design process. Key observations related to “readability and contrast of visual information”, “understanding and remembering information”, “physical limitations” were confirmed by and “empathy” was additionally derived from the design process. Conclusions: The study offers a structured methodology resulting in deliverables and key observations, which can be used to (re)design meaningful user interfaces for people after stroke. Additionally, the study provides a technique that may promote “empathy” through the creation of the character Stappy. The description may provide guidance for health care professionals, researchers or designers in future user interface design projects in which existing products are redesigned for people after stroke.
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Deze handreiking is ontwikkeld voor designers en ontwikkelaars van AI-systemen, met als doel om te zorgen dat deze systemen voldoende uitlegbaar zijn. Voldoende betekent hier dat het voldoet aan de wettelijke eisen vanuit AI Act en AVG en dat gebruikers het systeem goed kunnen gebruiken. In deze handreiking leggen we ten eerste uit wat de eisen zijn die er wettelijk gelden voor uitlegbaarheid van AI-systemen. Deze zijn afkomstig uit de AVG en de AI-Act. Vervolgens leggen we uit hoe AI gebruikt wordt in de financiële sector en werken één probleem in detail uit. Voor dit probleem laten we vervolgens zien hoe de user interface aangepast kan worden om de AI uitlegbaar te maken. Deze ontwerpen dienen als prototypische voorbeelden die aangepast kunnen worden op nieuwe problemen. Deze handreiking is gebaseerd op uitlegbaarheid van AI-systemen voor de financiële sector. De adviezen kunnen echter ook gebruikt worden in andere sectoren.
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Our study introduces an open general-purpose platform for the embodiment of conversational AI systems. Conversational User-interface Based Embodiment (CUBE) is designed to streamline the integration of embodied solutions into text-based dialog managers, providing flexibility for customization depending on the specific use case and application. CUBE is responsible for naturally interacting with users by listening, observing, and responding to them. A detailed account of the design and implementation of the solution is provided, as well as a thorough examination of how it can be integrated by developers and AI dialogue manager integrators. Through interviews with developers, insight was gained into the advantages of such systems. Additionally, key areas that require further research were identified in the current challenges in achieving natural interaction between the user and the embodiments. CUBE bridges some of the gaps by providing controls to further develop natural non-verbal communication.
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De maatschappelijke discussies over de invloed van AI op ons leven tieren welig. De terugkerende vraag is of AI-toepassingen – en dan vooral recommendersystemen – een dreiging of een redding zijn. De impact van het kiezen van een film voor vanavond, met behulp van Netflix' recommendersysteem, is nog beperkt. De impact van datingsites, navigatiesystemen en sociale media – allemaal systemen die met algoritmes informatie filteren of keuzes aanraden – is al groter. De impact van recommendersystemen in bijvoorbeeld de zorg, bij werving en selectie, fraudedetectie, en beoordelingen van hypotheekaanvragen is enorm, zowel op individueel als op maatschappelijk niveau. Het is daarom urgent dat juist recommendersystemen volgens de waarden van Responsible AI ontworpen worden: veilig, eerlijk, betrouwbaar, inclusief, transparant en controleerbaar.Om op een goede manier Responsible AI te ontwerpen moeten technische, contextuele én interactievraagstukken worden opgelost. Op het technische en maatschappelijke niveau is al veel vooruitgang geboekt, respectievelijk door onderzoek naar algoritmen die waarden als inclusiviteit in hun berekening meenemen, en door de ontwikkeling van wettelijke kaders. Over implementatie op interactieniveau bestaat daarentegen nog weinig concrete kennis. Bekend is dat gebruikers die interactiemogelijkheden hebben om een algoritme bij te sturen of aan te vullen, meer transparantie en betrouwbaarheid ervaren. Echter, slecht ontworpen interactiemogelijkheden, of een mismatch tussen interactie en context kosten juist tijd, veroorzaken mentale overbelasting, frustratie, en een gevoel van incompetentie. Ze verhullen eerder dan dat ze tot transparantie leiden.Het ontbreekt ontwerpers van interfaces (UX/UI designers) aan systematische concrete kennis over deze interactiemogelijkheden, hun toepasbaarheid, en de ethische grenzen. Dat beperkt hun mogelijkheid om op interactieniveau aan Responsible AI bij te dragen. Ze willen daarom graag een pattern library van interactiemogelijkheden, geannoteerd met onderzoek over de werking en inzetbaarheid. Dit bestaat nu niet en met dit project willen we een substantiële bijdrage leveren aan de ontwikkeling ervan.
This project addresses the fundamental societal problem that encryption as a technique is available since decades, but has never been widely adopted, mostly because it is too difficult or cumbersome to use for the public at large. PGP illustrates this point well: it is difficult to set-up and use, mainly because of challenges in cryptographic key management. At the same time, the need for encryption has only been growing over the years, and has become an urgent problem with stringent requirements – for instance for electronic communication between doctors and patients – in the General Data Protection Regulation (GDPR) and with systematic mass surveillance activities of internationally operating intelligence agencies. The interdisciplinary project "Encryption for all" addresses this fundamental problem via a combination of cryptographic design and user experience design. On the cryptographic side it develops identity-based and attribute-based encryption on top of the attribute-based infrastructure provided by the existing IRMA-identity platform. Identity-based encryption (IBE) is a scientifically well-established technique, which addresses the key management problem in an elegant manner, but IBE has found limited application so far. In this project it will be developed to a practically usable level, exploiting the existing IRMA platform for identification and retrieval of private keys. Attribute-based encryption (ABE) has not reached the same level of maturity yet as IBE, and will be a topic of further research in this project, since it opens up attractive new applications: like a teacher encrypting for her students only, or a company encrypting for all employees with a certain role in the company. On the user experience design side, efforts will be focused on making these encryption techniques really usable (i.e., easy to use, effective, efficient, error resistant) for everyone (e.g., also for people with disabilities or limited digital skills). To do so, an iterative, human-centred and inclusive design approach will be adopted. On a fundamental level, scientific questions will be addressed, such as how to promote the use of security and privacy-enhancing technologies through design, and whether and how usability and accessibility affect the acceptance and use of encryption tools. Here, theories of nudging and boosting and the unified theory of technology acceptance and use (known as UTAUT) will serve as a theoretical basis. On a more applied level, standards like ISO 9241-11 on usability and ISO 9241-220 on the human-centred design process will serve as a guideline. Amongst others, interface designs will be developed and focus groups, participatory design sessions, expert reviews and usability evaluations with potential users of various ages and backgrounds will be conducted, in a user experience and observation laboratory available at HAN University of Applied Sciences. In addition to meeting usability goals, ensuring that the developed encryption techniques also meet national and international accessibility standards will be a particular point of focus. With respect to usability and accessibility, the project will build on the (limited) usability design experiences with the mobile IRMA application.
A world where technology is ubiquitous and embedded in our daily lives is becoming increasingly likely. To prepare our students to live and work in such a future, we propose to turn Saxion’s Epy-Drost building into a living lab environment. This will entail setting up and drafting the proper infrastructure and agreements to collect people’s location and building data (e.g. temperature, humidity) in Epy-Drost, and making the data appropriately available to student and research projects within Saxion. With regards to this project’s effect on education, we envision the proposal of several derived student projects which will provide students the opportunity to work with huge amounts of data and state-of-the-art natural interaction interfaces. Through these projects, students will acquire skills and knowledge that are necessary in the current and future labor-market, as well as get experience in working with topics of great importance now and in the near future. This is not only aligned with the Creative Media and Game Technologies (CMGT) study program’s new vision and focus on interactive technology, but also with many other education programs within Saxion. In terms of research, the candidate Postdoc will study if and how the data, together with the building’s infrastructure, can be leveraged to promote healthy behavior through playful strategies. In other words, whether we can persuade people in the building to be more physically active and engage more in social interactions through data-based gamification and building actuation. This fits very well with the Ambient Intelligence (AmI) research group’s agenda in Augmented Interaction, and CMGT’s User Experience line. Overall, this project will help spark and solidify lasting collaboration links between AmI and CMGT, give body to AmI’s new Augmented Interaction line, and increase Saxion’s level of education through the dissemination of knowledge between researchers, teachers and students.