Responsibility Attribution in Human Interactions with Everyday AI SystemsHow do individuals perceive AI systems as responsible entities in everyday collaborations between humans and AI? Drawing on psychological literature from attribution theory, praise-blame asymmetries and negativity bias, this study investigated the effects of perspective (actor vs observer) and outcome favorability (positive vs negative) on how participants (N=321) attributed responsibility for outcomes resulting from shared human-AI decision-making. Both Bayesian modelling and reflexive thematic analysis of results revealed that, overall, participants were more likely to attribute greater responsibility to the AI systems. When the outcome was positive, participants were more likely to ascribe shared responsibility to both Human and AI systems, rather than either separately. When the outcome was negative, participants were more likely to attribute responsibility to a single entity, but not consistently towards the human or the AI. These results build on the understanding of how individuals cast blame and praise for shared interactions involving AI systems.2025JBJoe Brailsford et al.The University of Melbourne, School of Computing and Information SystemsAI Ethics, Fairness & AccountabilityAlgorithmic Fairness & BiasCHI
Exploring the Association between Moral Foundations and Judgements of AI BehaviourHow do individual differences in personal morality affect perceptions and judgments of morally contentious behaviours from AI systems? By applying Moral Foundations Theory (MFT) to the context of AI, this study sought to develop a predictive Bayesian model for assessing moral judgements based on individual differences in moral constitution. Participants (N=240) were asked to assess six different scenarios, carefully designed to elicit reflection on the behaviour of AI systems. Together, with results from the Moral Foundations Questionnaire, we performed both Bayesian modelling and reflexive thematic analysis to investigate the associations between individual differences in moral foundations and judgements of the AI systems. Results revealed a mild association between individual MFT scores and judgments of AI behaviours. Qualitative responses suggested a participant’s technical understanding of AI systems, rather than intrinsic moral values, predominantly influenced their judgments, with those who judged the behaviour as wrong tending to anthropomorphise the AI systems behaviour.2024JBJoe Brailsford et al.The University of MelbourneAI Ethics, Fairness & AccountabilityAlgorithmic Transparency & AuditabilityAlgorithmic Fairness & BiasCHI
Volumetric Hybrid Workspaces: Interactions with Objects in Remote and Co-located Telepresence Volumetric telepresence aims to create a shared space, allowing people in local and remote settings to collaborate seamlessly. Prior telepresence examples typically have asymmetrical designs, with volumetric capture in one location and objects in one format. In this paper, we present a volumetric telepresence mixed reality system that supports real-time, symmetrical, multi-user, partially distributed interactions, using objects in multiple formats, across multiple locations. We align two volumetric environments around a common spatial feature to create a shared workspace for remote and co-located people using objects in three formats: physical, virtual, and volumetric. We conducted a study with 18 participants over 6 sessions, evaluating how telepresence workspaces support spatial coordination and hybrid communication for co-located and remote users undertaking collaborative tasks. Our findings demonstrate the successful integration of remote spaces, effective use of proxemics and deixis to support negotiation, and strategies to manage interactivity in hybrid workspaces.2024AIAndrew Irlitti et al.University of MelbourneMixed Reality WorkspacesTeleoperation & TelepresenceCHI
Volumetric Mixed Reality Telepresence for Real-time Cross Modality CollaborationMixed-reality telepresence allows local and remote users feel as if they are present together in the same space. In this paper we report on a mixed-reality volumetric telepresence system that is adaptable, multi-user and cross-modal, i.e. combining augmented and virtual reality technologies with face-to-face interactions. The system extends state-of-art by creating full-body and environmental volumetric renderings in real-time over local enterprise networks. We report findings of an evaluation in a training scenario which was adapted for remote delivery and led by an industry professional. Analysis of interviews and observed behaviours identify varying attitudes towards virtually mediated full-body experiences and highlight the impact of volumetric mixed-reality telepresence to facilitate personal experiences of co-presence and to ground communication with interlocutors.2023AIAndrew Irlitti et al.University of MelbourneMixed Reality WorkspacesImmersion & Presence ResearchTeleoperation & TelepresenceCHI
Avatar-Mediated Communication in Social VR: An In-depth Exploration of Older Adult Interaction in an Emerging Communication PlatformWhile HCI researchers have begun designing personalised VR experiences for older adults, there has been limited research examining the use of social VR - where users interact via avatars in a virtual environment. Avatar-mediated communication (AMC) is a crucial component of the social VR experience, but older users’ experience with AMC is poorly understood. We conducted a five-month study with 16 older adults evaluating a co-designed social VR prototype. Results show that AMC in social VR was seen as medium that supported introverted users to express themselves and was viewed as offering advantages when discussing sensitive topics. Our study provides new insights into how older adults view AMC in social VR as a communication medium and we contribute six design reflections, based on our results, that highlight the steps that can be taken to ensure that AMC in social VR can meet the communication needs of older users.2021SBSteven Baker et al.Griffith UniversitySocial & Collaborative VRIdentity & Avatars in XRCHI
School's Back: Scaffolding Reminiscence in Social Virtual Reality with Older AdultsSocial virtual reality (social VR) is an emerging technology that has the potential to support unique social experiences for groups of older adults. In this paper we explore the use of social VR to support group reminiscence, an activity that has been shown to have a positive impact on the lives of older adults. We developed School Days, a bespoke social VR application that enables groups of geographically dispersed older adults to meet in a virtual environment to reminisce about their school experiences. We conducted a user study over the course of 5 months with 16 participants aged 70-81 to evaluate how School Days supported reminiscence. In this paper, we focus on how the use of reminiscence scaffolding features in School Days impacted on the older adults’ ability to participate more fully in the reminiscence activities. Our results illustrate the value of social VR for connecting older adults over distance, and contribute new knowledge of how virtual environments can be designed to scaffold reminiscence; how techniques such as 3D conversation starters and individual artefacts can be used to scaffold reminiscence; and how pre-recorded holographic stories (Avacasts) can be used to introduce new perspectives and prompt self-reflection. We contribute five design reflections aimed at guiding the design of future reminiscence tools in social VR2020SBSteven Baker et al.Videos, Live Streaming, and VRCSCW
Co-Designing with Orangutans: Enhancing the Design of Enrichment for AnimalsIn creating digital technologies for animals, designers often seek to deploy and adapt human-centred techniques of interaction design. A significant challenge lies in enabling animals to play an active and generative role in the design process. This is of particular concern when the primary design objective is to address the behavioural and psychological needs of animal users. In collaboration with orangutans and human stakeholders at a zoo, we conducted co-design to create an interactive installation to enhance the orangutans’ wellbeing. This paper presents the design journey undertaken and reflects on the challenges of designing with animals in a complex real-world setting. From this, we propose ways in which interaction design methods can be better adapted to working with animals by integrating qualitative and quantitative techniques drawn from the animal sciences. These reflections and proposals are relevant to researchers and practitioners investigating the design of animal-centred digital technologies.2020SWSarah Webber et al.Empowerment of Marginalized GroupsParticipatory DesignDIS
Introducing the Gamer Information-Control Framework: Enabling Access to Digital Games for People with Visual ImpairmentIn this paper, we present a foundation for understanding the elements that enable people with visual impairment to engage with digital games. This is defined by the gamer's relation- ships with information and with elements of control provided by the game, and is mediated through in-game metaphors and affordances when gamers interact as users or creators. This work complements previous research exploring the points of view of gamers with visual impairment by focusing on the games they play and prioritising the relationships between the key enablers of access to digital games. Using the framework to examine existing and missing components will enable de- signers to consider broader aspects of accessibility in game design.2020RARonny Andrade et al.University of MelbourneVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Game AccessibilityCHI
Interrogating Social Virtual Reality as a Communication Medium for Older AdultsA growing body of research is examining the way that virtual reality (VR) technology might enrich the lives of older adults. However, no studies have yet examined how this technology–combining head mounted displays, motion tracking, avatars, and virtual environments–might contribute to older adult wellbeing by facilitating greater social participation (social VR). To address this gap, we conducted three workshops in which 25 older adults aged 70 to 81 explored the utility of social VR as a medium for communicating with other older adults. Participants first created embodied avatars that were controlled through natural gestures, and subsequently used these avatars in two high-fidelity social VR prototypes. Findings from the workshops provide insight into older adults' design motivations when creating embodied avatars for social VR; their acceptance of social VR as a communication tool; and their views on how social VR might play a beneficial role in their lives. Outcomes from the workshops also illustrate the critical importance our participants placed on behavioural anthropomorphism–the embodied avatars' ability to speak, move, and act in a human-like manner–alongside translational factors, which encapsulate issues relating to the way physical movements are mapped to the embodied avatar and the way in which errors in these mappings may invoke ageing stereotypes. Findings demonstrate the critical role that these characteristics might play in the success of future social VR applications targeting older users. We translate our findings into a set of design considerations for developing social VR systems for older adults, and we reflect on how our participants' experiences can inform future research on social virtual reality.2019SBSteven Baker et al.VR and immersive interfacesCSCW
"What's Happening at that Hip?": Evaluating an On-body Projection based Augmented Reality System for Physiotherapy ClassroomWe present two studies to discuss the design, usability analysis, and educational outcome resulting from our system Augmented Body in physiotherapy classroom. We build on prior user-centric design work that investigates existing teaching methods and discuss opportunities for intervention. We present the design and implementation of a hybrid system for physiotherapy education combining an on-body projection based virtual anatomy supplemented by pen-based tablets to create real-time annotations. We conducted a usability evaluation of this system, comparing with projection only and traditional teaching conditions. Finally, we focus on a comparative study to evaluate learning outcome among students in actual classroom settings. Our studies showed increased usage of visual representation techniques in students'11 note taking behavior and statistically significant improvement in some learning aspects. We discuss challenges for designing augmented reality systems for education, including minimizing attention split, addressing text-entry issues, and digital annotations on a moving physical body.2019HFHasan Shahid Ferdous et al.University of MelbourneAR Navigation & Context AwarenessEarly Childhood Education TechnologySTEM Education & Science CommunicationCHI
Playing Blind: Revealing the World of Gamers with Visual ImpairmentPrevious research on games for people with visual impairment (PVI) has focused on co-designing or evaluating specific games - mostly under controlled conditions. In this research, we follow a game-agnostic, "in-the-wild" approach, investigating the habits, opinions and concerns of PVI regarding digital games. To explore these issues, we conducted an online survey and follow-up interviews with gamers with VI (GVI). Dominant themes from our analysis include the particular appeal of digital games to GVI, the importance of social trajectories and histories of gameplay, the need to balance complexity and accessibility in both games targeted to PVI and mainstream games, opinions about the state of the gaming industry, and accessibility concerns around new and emerging technologies such as VR and AR. Our study gives voice to an underrepresented group in the gaming community. Understanding the practices, experiences and motivations of GVI provides a valuable foundation for informing development of more inclusive games.2019RARonny Andrade et al.The University of MelbourneAccessible GamingGame AccessibilityCHI
Can Mobile Augmented Reality Stimulate a Honeypot Effect? Observations from Santa's Lil HelperIn HCI, the honeypot effect describes a form of audience engagement in which a person's interaction with a technology stimulates passers-by to observe, approach and engage in an interaction themselves. In this paper we explore the potential for honeypot effects to arise in the use of mobile augmented reality (AR) applications in urban spaces. We present an observational study of Santa's Lil Helper, a mobile AR game that created a Christmas-themed treasure hunt in a metropolitan area. Our study supports a consideration of three factors that may impede the honeypot effect: the presence of people in relation to the game and its interactive components; the visibility of gameplay in urban space; and the extent to which the game permits a shared experience. We consider how these factors can inform the design of future AR experiences that are capable of stimulating honeypot effects in public space.2019RKRyan M. Kelly et al.The University of MelbourneSocial & Collaborative VRAR Navigation & Context AwarenessSmart Cities & Urban SensingCHI
Looks Can Be Deceiving: Using Gaze Visualisation to Predict and Mislead Opponents in Strategic GameplayIn competitive co-located gameplay, players use their opponents' gaze to make predictions about their plans while simultaneously managing their own gaze to avoid giving away their plans. This socially competitive dimension is lacking in most online games, where players are out of sight of each other. We conducted a lab study using a strategic online game; finding that (1) players are better at discerning their opponent's plans when shown a live visualisation of the opponent's gaze, and (2) players who are aware that their gaze is tracked will manipulate their gaze to keep their intentions hidden. We describe the strategies that players employed, to various degrees of success, to deceive their opponent through their gaze behaviour. This gaze-based deception adds an effortful and challenging aspect to the competition. Lastly, we discuss the various implications of our findings and its applicability for future game design.2018JNJoshua Newn et al.The University of MelbourneEye Tracking & Gaze InteractionGame UX & Player BehaviorCHI