'It Is Not Always Discovery Time': Four Pragmatic Approaches in Designing AI SystemsWhile systems that use Artificial Intelligence (AI) are increasingly becoming part of everyday technology use, we do not fully understand how AI changes design processes. A structured understanding of how designers work with AI is needed to improve the design process and educate future designers. To that end, we conducted interviews with designers who participated in projects which used AI. While past work focused on AI systems created by experienced designers, we focus on the perspectives of a diverse sample of interaction designers. Our results show that the design process of an interactive system is affected when AI is integrated and that design teams adapt their processes to accommodate AI. Based on our data, we contribute four approaches adopted by interaction designers working with AI: a priori, post-hoc, model-centric, and competence-centric. Our work contributes a pragmatic account of how design processes for AI systems are enacted.2022MWMaximiliane Windl et al.LMU MunichHuman-LLM CollaborationUser Research Methods (Interviews, Surveys, Observation)Prototyping & User TestingCHI
Tailored Science Badges: Enabling New Forms of Research InteractionScience faces a reproducibility crisis. There is a need to establish open science practices within the academic reputation economy. Open Science Badges address this issue by promoting and acknowledging research sharing and documentation. The generic design of currently awarded badges enabled their adoption across the sciences. Yet, their general nature makes it difficult to reflect individual practices and needs of distinct scientific fields. In this paper, we explore uses and effects of highly tailored badges in research data management. We implemented six science badges in a particle physics research preservation service. Our exploration showed that scientists were open to encouraging valuable scientific practices through tailored science badges. They described entirely new opportunities for interaction with research repositories. We present design implications for systems that promote reproducibility, related to meaningful criteria, repository navigation, and content discovery. Finally, we discuss the scope and uses of tailored science badges in modern science.2021SFSebastian S. Feger et al.Generative AI (Text, Image, Music, Video)Research Ethics & Open ScienceDIS
The Development and Validation of the Technology-Supported Reflection InventoryReflection is an often addressed design goal in Human-Computer Interaction (HCI) research. An increasing number of artefacts for reflection have been developed in recent years. However, evaluating if and how an interactive technology helps a user reflect is still complex. This makes it difficult to compare artefacts (or prototypes) for reflection, impeding future design efforts. To address this issue, we developed the Technology-Supported Reflection Inventory (TSRI), which is a scale that evaluates how effectively a system supports reflection. We first created a list of possible scale items based on past work in defining reflection. The items were then reviewed by experts. Next, we performed exploratory factor analysis to reduce the scale to its final length of nine items. Subsequently, we confirmed test-retest validity of our instrument, as well as its construct validity. The TSRI enables researchers and practitioners to compare prototypes designed to support reflection.2021MBMarit Bentvelzen et al.Utrecht UniversityUser Research Methods (Interviews, Surveys, Observation)Prototyping & User TestingCHI
Physiological and Perceptual Responses to Athletic Avatars while Cycling in Virtual RealityAvatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect - a shift in behavior and attitude to mimic one's digital representation. Previous work found that avatars associated with physical strength can decrease users' perceived exertion when performing physical tasks. However, it is unknown if an avatar's appearance can also influence the user's physiological response to exercises. Therefore, we conducted an experiment with 24 participants to investigate the effect of avatars' athleticism on heart rate and perceived exertion while cycling in VR following a standardized protocol. We found that the avatars' athleticism has a significant and systematic effect on users' heart rate and perceived exertion. We discuss potential moderators such as body ownership and users' level of fitness. Our work contributes to the emerging area of VR exercise systems.2021MKMartin Kocur et al.University of RegensburgMotion Sickness & Passenger ExperienceFull-Body Interaction & Embodied InputCHI
The Technology-Mediated Reflection Model: Barriers and Assistance in Data-Driven ReflectionCurrent personal informatics models consider reflection as an important stage in users' journeys with trackers. However, these models describe reflection from a meta perspective and it remains unclear what this stage entails. To design interactive technologies that support reflection, we need a more thorough understanding of how people reflect on their personal data in practice. To that end, we conducted semi-structured interviews with users of fitness trackers and an online survey to study practices in reflecting on fitness data. Our results show that users reported reflecting on data despite lacking reflection support from their tracking technology. Based on our results, we introduce the Technology-Mediated Reflection Model, which describes conditions and barriers for reflection on personal data. Our model consists of the temporal and conceptual cycles of reflection and helps designers identify the possible barriers a user might face when using a system for reflection.2021MBMarit Bentvelzen et al.Utrecht UniversityFitness Tracking & Physical Activity MonitoringNotification & Interruption ManagementCHI
Creepy Technology: What Is It and How Do You Measure It?Interactive technologies are getting closer to our bodies and permeate the infrastructure of our homes. While such technologies offer many benefits, they can also cause an initial feeling of unease in users. It is important for Human-Computer Interaction to manage first impressions and avoid designing technologies that appear creepy. To that end, we developed the Perceived Creepiness of Technology Scale (PCTS), which measures how creepy a technology appears to a user in an initial encounter with a new artefact. The scale was developed based on past work on creepiness and a set of ten focus groups conducted with users from diverse backgrounds. We followed a structured process of analytically developing and validating the scale. The PCTS is designed to enable designers and researchers to quickly compare interactive technologies and ensure that they do not design technologies that produce initial feelings of creepiness in users.2021PWPaweł W. Woźniak et al.Utrecht UniversityTechnology Ethics & Critical HCIUser Research Methods (Interviews, Surveys, Observation)CHI
'Yes, I comply!': Motivations and Practices around Research Data Management and Reuse across Scientific FieldsAs science becomes increasingly data-intensive, the requirements for comprehensive Research Data Management (RDM) grow. This often overwhelms scientists, requiring more workload and training. The failure to conduct effective RDM leads to producing research artefacts that cannot be reproduced or reused. Past research placed high value on supporting data science workers, but focused mainly on data production, collection, processing, and sensemaking. In order to understand practices and needs of data science workers in relation to documentation, preservation, sharing, and reuse, we conducted a cross-domain study with 15 scientists and data managers from diverse scientific domains. We identified five core concepts which describe common practices in generating reproducible research artefacts: Practice, Adoption, Barriers, Education, and Impact. Based on those concepts, we introduce a stage-based model of personal RDM commitment evolution. The model can be used to drive the design of future systems that support a transition to open science. We discuss infrastructure and policy involved at the stages and transitions in the model. Our work supports designers in understanding the constraints and challenges involved in designing for reproducibility in an age of data-driven science.2020SFSebastian S. Feger et al.Data WorkCSCW
Hit the Thumb Jack! Using Electromyography to Augment the Piano KeyboardImprovising on the piano keyboard requires extensive skill development, which may reduce the feeling of immersion and flow for amateur players. However, being able to add simple musical effects greatly boosts a player's ability to express their unique playing style. To simplify this process, we designed an electromyography-based (EMG) system which integrates seamlessly into normal play by allowing musicians to modulate sound pitch using their thumb. We conducted an exploratory user study where users played a predefined melody and improvised using our system and a standard pitch wheel. Interview responses and survey answers showed that the EMG-based system supported the players' musical flow. Additionally, interviews indicated the system's capabilities to foster player creativity, and that players enjoyed experimenting with the effect. Our work illustrates how EMG can support seamless integration into existing systems to extend the range of interactions provided by a given interface.2020JKJakob Karolus et al.Electrical Muscle Stimulation (EMS)DIS
Gamification in Science: A Study of Requirements in the Context of Reproducible ResearchThe need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster reproducibility. In this paper, we explore possible uses of gamification to support reproducible practices in High Energy Physics. To understand how gamification can be effective in research tools, we participated in a workshop and performed interviews with data analysts. We then designed two interactive prototypes of a research preservation service that use contrasting gamification strategies. The evaluation of the prototypes showed that gamification needs to address core scientific challenges, in particular the fair reflection of quality and individual contribution. Through thematic analysis, we identified four themes which describe perceptions and requirements of gamification in research: Contribution, Metrics, Applications and Scientific practice. Based on these, we discuss design implications for gamification in science.2019SFSebastian S. Feger et al.Ludwig Maximilian University of Munich & CERNGamification DesignMental Health Apps & Online Support CommunitiesCHI
Clairbuoyance: Improving Directional Perception for SwimmersWhile we usually have no trouble with orientation, our sense of direction frequently fails in the absence of a frame of reference. Open-water swimmers raise their heads to look for a reference point, since disorientation might result in exhaustion or even drowning. In this paper, we report on Clairbuoyance - a system that provides feedback about the swimmer's orientation through lights mounted on swimming goggles. We conducted an experiment with two versions of Clairbuoyance: Discrete signals relative to a chosen direction, and continuous signals providing a sense of absolute direction. Participants swam to a series of targets. Proficient swimmers preferred the discrete mode; novice users the continuous one. We determined that both versions of Clairbuoyance enabled reaching the target faster than without the help of the system, although the discrete mode increased error. Based on the results, we contribute insights for designing directional guidance feedback for swimmers.2019FKFrancisco Kiss et al.University of StuttgartFitness Tracking & Physical Activity MonitoringBiosensors & Physiological MonitoringCHI
VRsneaky: Increasing Presence in VR Through Gait-Aware Auditory FeedbackWhile Virtual Reality continues to increase in fidelity, it remains an open question how to effectively reflect the user's movements and provide congruent feedback in virtual environments.We present VRsneaky, a system for producing auditory movement feedback, which helps participants orient themselves in a virtual environment by providing footstep sounds. The system reacts to the user's specific gait features and adjusts the audio accordingly. In a user study with 28 participants, we found that VRsneaky increases users' sense of presence as well as awareness of their own posture and gait. Additionally, we find that increasing auditory realism significantly influences certain characteristics of participants' gait.Our work shows that gait-aware audio feedback is a means to increase presence in virtual environments. We discuss opportunities and design requirements for future scenarios where users walk through immersive virtual worlds.2019MHMatthias Hoppe et al.Ludwig Maximilian University of MunichFoot & Wrist InteractionImmersion & Presence ResearchCHI
Designing for Reproducibility: A Qualitative Study of Challenges and Opportunities in High Energy PhysicsReproducibility should be a cornerstone of scientific research and is a growing concern among the scientific community and the public. Understanding how to design services and tools that support documentation, preservation and sharing is required to maximize the positive impact of scientific research. We conducted a study of user attitudes towards systems that support data preservation in High Energy Physics, one of science's most data-intensive branches. We report on our interview study with 12 experimental physicists, studying requirements and opportunities in designing for research preservation and reproducibility. Our findings suggest that we need to design for motivation and benefits in order to stimulate contributions and to address the observed scalability challenge. Therefore, researchers' attitudes towards communication, uncertainty, collaboration and automation need to be reflected in design. Based on our findings, we present a systematic view of user needs and constraints that define the design space of systems supporting reproducible practices.2019SFSebastian S. Feger et al.Ludwig Maximilian University of Munich & CERNUser Research Methods (Interviews, Surveys, Observation)Computational Methods in HCIResearch Ethics & Open ScienceCHI