C. Schneegass
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31 records found
1
Dark Haptics
Exploring Manipulative Haptic Design in Mobile User Interfaces
Beyond "Just" Text
Can an AI-Generated Graphic Novel Enhance the Reading Experience of Non-Native English Readers?
To address this, we developed a LangChain-based pipeline that automatically transforms a story into a graphic novel. Through a user study with 76 participants, we investigated (1) how this adaptation influences ESL readers' comprehension and narrative engagement, and (2) readers' perception of AI's role in the creative process. Results showed no significant differences in comprehension or engagement between the AI-generated graphic novel and traditional text. Although 70\% of participants recognized AI involvement, attitudes toward its role as illustrator were generally positive, despite a few cross-domain concerns. This work contributes to the understanding of AI-powered storytelling from a human-centered perspective, identifying key insights for effectively supporting readers through AI-generated visual narratives. ...
To address this, we developed a LangChain-based pipeline that automatically transforms a story into a graphic novel. Through a user study with 76 participants, we investigated (1) how this adaptation influences ESL readers' comprehension and narrative engagement, and (2) readers' perception of AI's role in the creative process. Results showed no significant differences in comprehension or engagement between the AI-generated graphic novel and traditional text. Although 70\% of participants recognized AI involvement, attitudes toward its role as illustrator were generally positive, despite a few cross-domain concerns. This work contributes to the understanding of AI-powered storytelling from a human-centered perspective, identifying key insights for effectively supporting readers through AI-generated visual narratives.
Novel consumer neurotechnologies allow users to track their cognitive states and processes, such as attention and mental workload (MWL). However, data on these inherently complex, abstract, and invisible cognitive processes can be challenging to interpret, and little is known about how users make sense of their data. In this work, we explore how people understand and reflect on MWL through six semi-structured interviews and a follow-up experience sampling study. We examine how people conceptualize MWL, distinguish it from related concepts such as stress, what they consider high and low workload in their daily lives, and how they connect workload to emotional states. We discuss these user perceptions and identify barriers to MWL self-tracking, such as lack of trust in the data and ambiguity of the MWL concept, and propose five design guidelines to make cognitive tracking tools more intelligible and meaningful for users.
Active and healthy ageing depends on maintaining physical and cognitive activity, but it is still challenging to motivate older adults to participate in regular training. This paper describes the iterative design and evaluation of a digital platform for increasing older adults' motivation to perform physical and cognitive exercises. The digital solution was designed and evaluated in four iterations with a total of 13 older adults. The first stage focused on identifying effective communication methods, including different formats of instructional delivery and feedback, as well as tone. The second stage explored the combination of physical activity with cognitively stimulating activities, such as brain games, sport, and hobbies, to find the most motivating combinations. The final stage developed the prototype further by integrating motivational elements into one coherent design, emphasizing clarity, guidance, and user agency. The final evaluation reviewed the overall design, including the importance of adaptive systems that dynamically adjust the difficulty level to align with users' physical and cognitive abilities to increase motivation. This study contributes to the growing field of participatory design within digital health interventions, aligning with best practices that emphasize the need for dynamic user involvement in all stages of development.
CoAR-TV
Design and Evaluation of Asynchronous Collaboration in AR-Supported TV Experiences
Television has long since been a uni-directional medium. However, when TV is used for educational purposes, like in edutainment shows, interactivity could enhance the learning benefit for the viewer. In recent years, AR has been increasingly explored in HCI research to enable interaction among viewers as well as viewers and hosts. Yet, how to implement this collaborative AR (CoAR) experience remains an open research question. This paper explores four approaches to asynchronous collaboration based on the Cognitive Apprenticeship Model: scaffolding, coaching, modeling, and collaborating. We developed a pilot show for a fictional edutainment series and evaluated the concept with two TV experts. In a wizard-of-oz study, we test our AR prototype with eight users and evaluate the perception of the four collaboration styles. The AR-enhanced edutainment concept was well-received by the participants, and the coaching collaboration style was perceived as favorable and could possibly be combined with the modeling style.
Less Typing, More Tagging
Investigating Tag-based Interfaces in Online Accommodation Review Creation and Perception
Broadening the mind
How emerging neurotechnology is reshaping HCI and interactive system design
Explaining the Wait
How Justifying Chatbot Response Delays Impact User Trust
Virtual Reality (VR) technology provides the elderly, and people with dementia, the opportunity to reminisce by exploring places outside their (care) home, free from age-related (physical) restrictions. However, the elderly are particularly vulnerable to overstimulation. Irresponsible VR design can cause stress and anxiety, potentially even exacerbating cognitive decline, and diminishing well-being. We present an electromyography (EMG) driven stress- and emotion-adaptive VR environment for the elderly that provides an immersive but controlled experience targeted at preventing negative emotions. We report our results and insights from a pilot study with elderly participants (N=3). Our system detects and mitigates signs of stress and negative emotions while promoting pleasant recollections.
Attention management systems seek to minimize disruption by intelligently timing interruptions and helping users navigate multiple tasks and activities. While there is a solid theoretical basis and rich history in HCI research for attention management, little progress has been made regarding their practical implementation and deployment. Building sophisticated attention management systems requires a great variety of sensors, task- and user models, and multiple devices while considering the complexity of user context and human behavior. Novel AI technologies, such as generative systems, reinforcement learning, and large language models, open new possibilities to create intelligent, practical, and user-centered attention management systems. This proposed workshop aims to bring together researchers and practitioners from diverse backgrounds to discuss and formulate a research agenda to advance attention management systems using novel AI tools to manage and mitigate interruptions from computing systems effectively.
While Human-Computer Interaction (HCI) has contributed to demonstrating that physiological measures can be used to detect cognitive changes, engineering and machine learning will bring these to application in consumer wearable technology. For HCI, many open questions remain, such as: What happens when this becomes a cognitive form of personal informatics What goals do we have for our daily cognitive activity How should such a complex concept be conveyed to users to be useful in their everyday life How can we mitigate potential ethical concerns These issues are different from physiologically controlled interactions, such as BCIs, to a time when we have new data about ourselves. This workshop will be the first to directly address the future of Cognitive Personal Informatics (CPI), by bringing together design, BCI and physiological data, ethics, and personal informatics researchers to discuss and set the research agenda in this inevitable future before it arrives.
The ubiquity of mobile devices in peoples’ everyday life makes them a feasible tool for language learning. Learning anytime and anywhere creates great flexibility but comes with the inherent risk of infrequent learning and learning in interruption-prone environments. No matter the length of the learning break, it can negatively affect knowledge consolidation and recall. This work presents the design and implementation of memory cues to support task resumption in mobile language learning applications and two evaluations to assess their impact on user experience. An initial laboratory experiment (N = 15) revealed that while the presentation of the cues had no significant effect on objective performance measures (task completion time and error rate), the users still perceived the cues as helpful and would appreciate them in a mobile learning app. A follow-up study (N = 16) investigated revised cue designs in a real-world field setting and found that users particularly appreciated our interactive test cue design. We discuss strengths and limitations of our concept and implications for the application of task resumption cues beyond the scope of mobile language learning.
Frequent repetition of vocabulary is essential for effective language learning. To increase exposure to learning content, this work explores the integration of vocabulary tasks into the smartphone authentication process. We present the design and initial user experience evaluation of twelve prototypes, which explored three learning tasks and four common authentication types. In a three-week within-subject field study, we compared the most promising concept as mobile language learning (MLL) applications to two baselines: We designed a novel (1) UnlockApp that presents a vocabulary task with each authentication event, nudging users towards short frequent learning session. We compare it with a (2) NotificationApp that displays vocabulary tasks in a push notification in the status bar, which is always visible but learning needs to be user-initiated, and a (3) StandardApp that requires users to start in-app learning actively. Our study is the first to directly compare these embedding concepts for MLL, showing that integrating vocabulary learning into everyday smartphone interactions via UnlockApp and NotificationApp increases the number of answers. However, users show individual subjective preferences. Based on our results, we discuss the trade-off between higher content exposure and disturbance, and the related challenges and opportunities of embedding learning seamlessly into everyday mobile interactions.
Around 466 million people in the world live with hearing loss, with many benefiting from sign language as a mean of communication. Through advancements in technology-supported learning, autodidactic acquisition of sign languages, e.g., American Sign Language (ASL), has become possible. However, little is known about the best practices for teaching signs using technology. This work investigates the use of different conditions for teaching ASL signs: audio, visual, electrical muscle stimulation (EMS), and visual combined with EMS. In a user study, we compare participants' accuracy in executing signs, recall ability after a two-week break, and user experience. Our results show that the conditions involving EMS resulted in the best overall user experience. Moreover, ten ASL experts rated the signs performed with visual and EMS combined highest. We conclude our work with the potentials and drawbacks of each condition and present implications that will benefit the design of future learning systems.
We present a three-week within-subject field study comparing three mobile language learning (MLL) applications with varying levels of integration into everyday smartphone interactions: We designed a novel (1) UnlockApp that presents a vocabulary task with each authentication event, nudging users towards short frequent learning session. We compare it with a (2) NotificationApp that displays vocabulary tasks in a push notification in the status bar, which is always visible but learning needs to be user-initiated, and a (3) StandardApp that requires users to start in-app learning actively. Our study is the first to directly compare these embedding concepts for MLL, showing that integrating vocabulary learning into everyday smartphone interactions via UnlockApp and NotificationApp increases the number of answers. However, users show individual subjective preferences. Based on our results, we discuss the trade-off between higher content exposure and disturbance, and the related challenges and opportunities of embedding learning seamlessly into everyday mobile interactions.