M. Al Owayyed
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14 records found
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Large language model (LLM)-based conversational systems are increasingly proposed as personalized digital well-being tools (DWTs) for youth, yet current personalization approaches often fail to reflect heterogeneous lived experiences. We present a participatory approach for eliciting personalization requirements for LLM-based DWTs, with youth well-being as a case study. In a multi-stage co-creation study with youth, parents, and youth care professionals (N=38), we combined data-driven personas with participatory persona co-creation and follow-up stakeholder interviews to examine what meaningful LLM-based DWT personalization should entail. Our preliminary findings suggest that stakeholders prioritize person-centered personalization beyond demographic or clinical labels, emphasizing identity, relational dynamics, routines, literacy needs, and changing lived context. Participants also highlighted the importance of dialogic mechanisms, particularly reflective questioning and ongoing updating of contextual representations over time. We argue that participatory personas can serve as reflexive scaffolds for surfacing community-grounded personalization needs and translating them into emerging design requirements for adaptive LLM systems. These findings position personalization in DWTs as an ongoing dialogic, person-centered process that warrants further investigation in research on human-AI personalization.
Lilobot: A Cognitive Conversational Agent to Train Counsellors at Children’s Helplines
Design and Initial Evaluation
Child helplines offer a safe and private space for children to share their thoughts and feelings with volunteers. However, training these volunteers to help can be both expensive and time-consuming. In this demo, we present Lilobot, a conversational agent designed to train volunteers for child helplines. Lilobot’s reasoning is based on the Belief-Desire-Intention (BDI) model, which simulates, for example, a bullied child who contacts the helpline through text. Users engage with Lilobot in a role-play format, taking on the volunteer’s role. Through this system, volunteers can practice applying the Five Phase Model, a conversational strategy helplines use. The training tool includes a trainer interface for monitoring and modifying Lilobot’s interactions. Trainers can also create new conversational scenarios through an authoring tool. An initial evaluation led to enhancements in Lilobot’s knowledge base and intent recognition, addressing the main issues encountered by participants. The components used to implement the system were Java Spring for the BDI model and the authoring tool, Rasa for Natural Language Understanding, PostgreSQL for the database, and Vue.js for the front-end. This tool aims to provide volunteers with consistent, interactive training, enhancing their counselling skills in a controlled environment.
Increased levels of user control in learning systems is commonly cited as good AI development practice. However, the evidence as to the effect of perceived control over trust in these systems is mixed. This study investigated the relationship between different trust dimensions and perceived control in postgraduate student burnout support chatbots, and modelled the moderating factors therein. We present an in-between subject controlled experiment using simulated therapy-goal learning to study the effect of perceived control (as manipulated by feedback incorporation) on perceived agent benevolence, competence, and trust. Our results showed that perceived control was moderately correlated with benevolence (r = 0.448, BF10 = 7.150), and weakly correlated with competence and trust.
Burning fossil fuels is a big part of our heat production. Since this process is both non-renewable and polluting, finding other options is important. A clean and underutilized alternative is geothermal energy. However, it is often not considered due to sheer ignorance or misconceptions. HotPipe is a serious game designed to alleviate these problems, particularly among youth populations. Players control a drill to create geothermal wells solving a variety of puzzles, which introduce relevant cases for geothermal heating and show what geothermal wells are made of. The game focuses primarily on conveying the concepts of water circulation, relation between temperature and depth, androck type proprieties. From our game evaluation, players revealed a solid improvement on their geothermal energy knowledge.
The perception of warmth and competence in others influences social interaction and decision making. Virtual agents have been used in many domains including serious gaming and training. In this work we study the effect of warmth expressed in the behavior of a virtual agent on a human-agent negotiation. We design and conduct an experiment where participants negotiate with two versions of the same agent displaying varying levels of warmth. The results show that humans are more satisfied with the warm agent, are more willing to renegotiate with it, would recommend the agent more to their friends and had a better interaction experience, even though there is no difference in negotiation outcome (utility, agreement or rounds needed). While studies have shown effects of emotional displays on negotiation and collaboration, this is - to our knowledge - the first time that a clear effect of behavioral style is shown on the post-hoc appraisal of a human-agent collaboration, in our case a negotiation.