Listening to the Voices: Describing Ethical Caveats of Conversational User Interfaces According to Experts and Frequent UsersAdvances in natural language processing and understanding have led to a rapid growth in the popularity of conversational user interfaces (CUIs). While CUIs introduce novel benefits, they also yield risks that may exploit people's trust. Although research looking at unethical design deployed through graphical user interfaces (GUIs) established a thorough taxonomy of so-called dark patterns, there is a need for an equally in-depth understanding in the context of CUIs. Addressing this gap, we interviewed 27 participants from three cohorts: researchers, practitioners, and frequent users of CUIs. Applying thematic analysis, we develop five themes reflecting each cohort's insights about ethical design challenges and introduce the CUI Expectation Cycle, bridging system capabilities and user expectations while respecting each theme's ethical caveats. This research aims to inform future work to consider ethical constraints while adopting a human-centred approach.2024TMThomas Mildner et al.University of BremenVoice User Interface (VUI) DesignAI Ethics, Fairness & AccountabilityDark Patterns RecognitionCHI
Designing Reflective Derived Metrics for Fitness TrackersPersonal tracking devices are equipped with more and more sensors and offer an ever-increasing level of accuracy. Yet, this comes at the cost of increased complexity. To deal with that problem, fitness trackers use derived metrics---scores calculated based on sensor data, e.g. a stress score. This means that part of the agency in interpreting health data is transferred from the user to the tracker. In this paper, we investigate the consequences of that transition and study how derived metrics can be designed to offer an optimal personal informatics experience. We conducted an online survey and a series of interviews which examined a health score (a hypothetical derived metric) at three levels of abstraction. We found that the medium abstraction level led to the highest level of reflection. Further, we determined that presenting the metric without contextual information led to decreased transparency and meaning. Our work contributes guidelines for designing effective derived metrics. https://dl.acm.org/doi/10.1145/35694752023MBMarit Bentvelzen et al.Fitness Tracking & Physical Activity MonitoringUbiComp
VeatherReflect: Employing Weather as Qualitative Representation of Stress Data in Virtual RealityWhile personal trackers can collect a vast amount of information about their users, the representation of such data has remained unchanged, with bar charts being the most dominant. However, to build systems that facilitate reflection and support well-being, it is crucial to explore alternative ways of representation. Thus, we designed VeatherReflect, a VR application that uses weather metaphors to illustrate tracker stress scores, aiming to encourage users to reflect on their stress data. In a pre-study, \black{}we mapped stress scores to weather states. We then compared VeatherReflect with a standard visualisation of stress data presented in VR. VeatherReflect increased participant engagement with personal data and stress awareness. Participants reported reflective insights for stress-reducing behaviour. We contribute findings on how virtual weather as a metaphor for stress can support reflection. We discuss design recommendations for VR applications aiming to facilitate a deeper understanding of complex personal data through engaging qualitative experiences.2023NWNadine Wagener et al.Immersion & Presence ResearchVisualization Perception & CognitionSleep & Stress MonitoringDIS
Understanding the Perception of Human Augmentation: A Mixed-Method StudyTechnologies that help users overcome their limitations and integrate with the human body are often termed ``human augmentations''. Such technologies are now available on the consumer market, potentially supporting people in their everyday activities. To date, there is no systematic understanding of the perception of human augmentations yet. To address this gap and build an understanding of how to design positive experiences with human augmentations, we conducted a mixed-method study of the perception of augmented humans (AHs). We conducted two scenario-based studies: interviews ($n=16$) and an online study ($n=506$) with participants from four countries. The scenarios include one out of three augmentation categories (sensory, motor, and cognitive) and specify if the augmented person has a disability or not. Overall, results show that the type of augmentation and disability impacted user attitudes towards AHs. We derive design dimensions for creating technological augmentations for a diverse and global audience.2023SVSteeven Villa et al.LMU MunichMotor Impairment Assistive Input TechnologiesCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Inclusive DesignCHI
Literature Reviews in HCI: A Review of ReviewsThis paper analyses Human-Computer Interaction (HCI) literature reviews to provide a clear conceptual basis for authors, reviewers, and readers. HCI is multidisciplinary and various types of literature reviews exist, from systematic to critical reviews in the style of essays. Yet, there is insufficient consensus of what to expect of literature reviews in HCI. Thus, a shared understanding of literature reviews and clear terminology is needed to plan, evaluate, and use literature reviews, and to further improve review methodology. We analysed 189 literature reviews published at all SIGCHI conferences and ACM Transactions on Computer-Human Interaction (TOCHI) up until August 2022. We report on the main dimensions of variation: (i) contribution types and topics; and (ii) structure and methodologies applied. We identify gaps and trends to inform future meta work in HCI and provide a starting point on how to move towards a more comprehensive terminology system of literature reviews in HCI.2023ESEvropi Stefanidi et al.University of BremenUser Research Methods (Interviews, Surveys, Observation)Research Ethics & Open ScienceCHI
SelVReflect: A Guided VR Experience Fostering Reflection on Personal ChallengesReflecting on personal challenges can be difficult. Without encouragement, the reflection process often remains superficial, thus inhibiting deeper understanding and learning from past experiences. To allow people to immerse themselves in and deeply reflect on past challenges, we developed SelVReflect, a VR experience which offers active voice-based guidance and a space to freely express oneself. SelVReflect was developed in an iterative design process (N=5) and evaluated in a user study with N=20 participants. We found that SelVReflect enabled participants to approach their challenge and its (emotional) components from different perspectives and discover new relationships between these components. By making use of the spatial possibilities in VR, they got a better understanding of the situation and of themselves. We contribute empirical evidence of how a guided VR experience can support reflection. We discuss opportunities and design requirements for guided VR experiences that aim to foster deeper reflection.2023NWNadine Wagener et al.University of BremenSocial & Collaborative VRImmersion & Presence ResearchInteractive Narrative & Immersive StorytellingCHI
Children with ADHD and their Care Ecosystem: Designing Beyond SymptomsDesigning for children with ADHD has been of increasing interest to the HCI community. However, current approaches do not adequately involve all relevant stakeholders, and primarily focus on addressing symptoms, following a medical model of disability that is extrinsic to neurodivergent interests. To address this, we employed a multi-step, multi-stakeholder approach (N=31). First, we conducted 1) interviews with children with ADHD and their care ecosystem followed by 2) a co-design pilot with one child with ADHD and his therapists and an interview with a UX designer and an occupational therapist. We then employed 3) co-design sessions with neurotypical children and children with ADHD, and 4) a focus group with their therapists. We identified communication and reflection as key concepts for empowering and promoting the well-being of children with ADHD and their care ecosystem. We contribute design implications for future systems aiming to promote the overall well-being of this population.2023ESEvropi Stefanidi et al.University of BremenCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Special Education TechnologyUser Research Methods (Interviews, Surveys, Observation)CHI
The Walking Talking Stick: Understanding Automated Note-Taking in Walking MeetingsWhile walking meetings offer a healthy alternative to sit-down meetings, they also pose practical challenges. Taking notes is difficult while walking, which limits the potential of walking meetings. To address this, we designed the Walking Talking Stick---a tangible device with integrated voice recording, transcription, and a physical highlighting button to facilitate note-taking during walking meetings. We investigated our system in a three-condition between-subjects user study with thirty pairs of participants (N=60) who conducted 15-minute outdoor walking meetings. Participants either used clip-on microphones, the prototype without the button, or the prototype with the highlighting button. We found that the tangible device increased task focus, and the physical highlighting button facilitated turn-taking and resulted in more useful notes. Our work demonstrates how interactive artifacts can incentivize users to hold meetings in motion and enhance conversation dynamics. We contribute insights for future systems which support conducting work tasks in mobile environments2023LHLuke Haliburton et al.LMU MunichCollaborative Learning & Peer TeachingContext-Aware ComputingHome Voice Assistant ExperienceCHI
Do You Mind? User Perceptions of Machine ConsciousnessThe prospect of machine consciousness cultivates controversy across media, academia, and industry. Assessing whether non-experts perceive technologies as conscious, and exploring the consequences of this perception, are yet unaddressed challenges in Human Computer Interaction (HCI). To address them, we surveyed 100 people, exploring their conceptualisations of consciousness and if and how they perceive consciousness in currently available interactive technologies. We show that many people already perceive a degree of consciousness in GPT-3, a voice chat bot, and a robot vacuum cleaner. Within participant responses we identified dynamic tensions between denial and speculation, thinking and feeling, interaction and experience, control and independence, and rigidity and spontaneity. These tensions can inform future research into perceptions of machine consciousness and the challenges it represents for HCI. With both empirical and theoretical contributions, this paper emphasises the importance of HCI in an era of machine consciousness, real, perceived or denied.2023ASAva Elizabeth Scott et al.UCLAgent Personality & AnthropomorphismAI Ethics, Fairness & AccountabilityCHI
MapUncover: Fostering Spatial Exploration through Gamification in Mobile Map AppsGetting from A to B has never been easier. Mobile navigation systems allow universal access to spatial information. However, following detailed route instructions leads to a decrease in spatial exploration behaviour and therefore a reduction of spatial knowledge acquisition. Facilitating spatial exploration has the potential to counteract this negative effect. This paper investigates how we can support people in re-discovering their surroundings. We designed and evaluated a mobile application to promote spatial exploration through gamification. The app requires active exploration behaviour to uncover a map. Gamification elements such as quests, statistics, and social competition are used to encourage exploration. We conducted an exploratory field study (n = 22). Our results show a significant increase in familiarity with the environment and a variety of exploration patterns. Based on our findings, we propose modifications to current mapping applications by limiting the visible cartographic elements and alternating routes to improve spatial knowledge acquisition.2023ESEve Schade et al.University of St. GallenGeospatial & Map VisualizationGamification DesignContext-Aware ComputingCHI
How Instructional Data Physicalization Fosters Reflection in Personal InformaticsThe ever-increasing number of devices quantifying our lives offers a perspective of high awareness of one's wellbeing, yet it remains a challenge for personal informatics (PI) to effectively support data-based reflection. Effective reflection is recognised as a key factor for PI technologies to foster wellbeing. Here, we investigate whether building tangible representations of health data can offer engaging and reflective experiences. We conducted a between-subjects study where n=60 participants explored their immediate blood pressure data in relation to medical norms. They either used a standard mobile app, built a data representation from LEGO bricks based on instructions, or completed a free-form brick build. We found that building with instructions fostered more comparison and using bricks fostered focused attention. The free-form condition required extra time to complete, and lacked usability. Our work shows that designing instructional physicalisation experiences for PI is a means of improving engagement and understanding of personal data.2023MBMarit Bentvelzen et al.Utrecht UniversityData PhysicalizationMental Health Apps & Online Support CommunitiesCHI
Mood Worlds: A Virtual Environment for Autonomous Emotional ExpressionImmersive interactive technologies such as virtual reality (VR) have the potential to foster well-being. While VR applications have been successfully used to evoke positive emotions through the presetting of light, colour and scenery, the experiential potential of allowing users to independently create a virtual environment (VE) has not yet been sufficiently addressed. To that end, we explore how the autonomous design of a VE can affect emotional engagement and well-being. We present Mood Worlds -- a VR application allowing users to visualise their emotions by self-creating a VE. In an exploratory evaluation (N=16), we found that Mood Worlds is an effective tool supporting emotional engagement. Additionally, we found that an autonomous creation process in VR increases positive emotions and well-being. Our work shows that VR can be an effective tool to visualise emotions, thereby increasing positive affect. We discuss opportunities and design requirements for VR as positive technology.2022NWNadine Wagener et al.University of BremenSocial & Collaborative VRImmersion & Presence ResearchInteractive Narrative & Immersive StorytellingCHI
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
Making Sense of Complex Running Metrics Using a Modified Running ShoeRunning is a widely popular physical activity that offers many health benefits. As runners progress with their training, understanding one's own body becomes a key concern in achieving wellbeing through running. While extensive bodily sensing opportunities exist for runners, understanding complex sensor data is a challenge. In this paper, we investigate how data from shoe-worn sensors can be visualised to empower runners to improve their technique. We designed GraFeet-an augmented running shoe that visualises kinesiological data about the runner's feet and gait. We compared our prototype with a standard sensor dashboard in a user study where users ran with the sensor and analysed the generated data after the run. GraFeet was perceived as more usable; producing more insights and less confusion in the users. Based on our inquiry, we contribute findings about using data from body-worn sensors to support physically active individuals.2021PWPaweł W. Woźniak et al.Utrecht UniversityFitness Tracking & Physical Activity MonitoringSmartwatches & Fitness BandsCHI
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
Sharing Heartbeats: Motivations of Citizen Scientists in Times of CrisesWith the rise of COVID-19 cases globally, many countries released digital tools to mitigate the effects of the pandemic. In Germany the Robert Koch Institute (RKI) published the Corona-Data-Donation-App, a virtual citizen science (VCS) project, to establish an early warning system for the prediction of potential COVID-19 hotspots using data from wearable devices. While work on motivation for VCS projects in HCI often presents egoistic motives as prevailing, there is little research on such motives in crises situations. In this paper, we explore the socio-psychological processes and motivations to share personal data during a pandemic. Our findings indicate that collective motives dominated among app reviews (n=464) and in in-depth interviews (n=10). We contribute implications for future VCS tools in times of crises that highlight the importance of communication, transparency and responsibility.2021DDDaniel Diethei et al.University of BremenCitizen Science & Crowdsourced DataAlgorithmic Fairness & BiasSustainable HCICHI