Tangible Collaboration: A Human-Centered Approach for Sharing Control With an Actuated-InterfaceAutonomous actuated-interfaces provide a unique research opportunity for shared-control interfaces, as the human and the interface collaborate using the physical interaction modality, manipulating the same physical elements at the same time. Prior studies show that sharing control with physical modality interfaces often results in frustration and low sense-of-control. We designed and implemented adaptive behavior for shared-control actuated-interfaces that extends prior work by providing humans the ability to anticipate the autonomous action, and then accept or override it. Results from a controlled study with 24 participants indicate better collaboration in the Adaptive condition compared with the Non-adaptive one, with improved sense-of-control, feelings of teamwork, and overall collaboration quality. Our work contributes to shared-control tangible, shape-change, and actuated interfaces. We show that leveraging minimal non-verbal social cues to physically communicate the actuated-interface's intent, coupled with providing autonomy to the human to physically accept or override the shift-in-control, improves the shared-control collaboration.2022OZOren Zuckerman et al.The Interdisciplinary Center (IDC) HerzliyaAutomated Driving Interface & Takeover DesignShape-Changing Interfaces & Soft Robotic MaterialsCHI
TUI as Social Entity: a Study of Joint-actuation and Turn-taking-actuation in Actuated-interfacesWe present an actuated-interface that is not only a tangible interface but also an autonomous object, designed as an independent entity that takes a similar role to the user's role in an anagram word game. We highlight two leading interaction paradigms: Turn-taking-actuation and Joint-actuation, and evaluate both in a qualitative interaction study with the autonomous actuated-interface. Our findings reveal that all participants perceived the interaction as a social experience. The different interaction paradigms led to different interpretations: Turn-taking-actuation was interpreted as a competitive experience, while Joint-actuation was interpreted as a collaborative experience. The interaction paradigms also influenced the intensity of emotions and perception of control, with Joint-actuation leading to more intense emotions and higher sensitivity to control in the interaction. To conclude, our findings show that it is possible to design an actuated-interface that users perceive both as a tangible interface and as a social entity with its own intent.2021OZOren Zuckerman et al.The Interdisciplinary Center (IDC) HerzliyaHaptic WearablesAgent Personality & AnthropomorphismDesign FictionCHI
Physiologically Driven Storytelling: Concept and Software ToolWe put forth Physiologically Driven Storytelling, a new approach to interactive storytelling where narratives adaptively unfold based on the reader's physiological state. We first describe a taxonomy framing how physiological signals can be used to drive interactive systems both as input and output. We then propose applications to interactive storytelling and describe the implementation of a software tool to create Physiological Interactive Fiction (PIF). The results of an online study (N=140) provided guidelines towards augmenting the reading experience. PIF was then evaluated in a lab study (N=14) to determine how physiological signals can be used to infer a reader's state. Our results show that breathing, electrodermal activity, and eye tracking can help differentiate positive from negative tones, and monotonous from exciting events. This work demonstrates how PIF can support storytelling in creating engaging content and experience tailored to the reader. Moreover, it opens the space to future physiologically driven systems within broader application areas.2020JFJérémy Frey et al.Ullo & Interdisciplinary Center (IDC) HerzliyaBiosensors & Physiological MonitoringInteractive Narrative & Immersive StorytellingCHI
Companionship Is Not a Function: The Effect of a Novel Robotic Object on Healthy Older Adults' Feelings of "Being-Seen"One of the challenges faced by healthy older adults is experiencing feelings of not "being-seen". Companion robots, commonly designed with zoomorphic or humanoid appearance show success among clinical older adults, but healthy older adults find them degrading. We present the design and implementation of a novel non-humanoid robot. The robot's primary function is a cognitive word game. Social interaction is conveyed as a secondary function, using non-verbal gestures, inspired by dancers' movement. In a lab study, 39 healthy older adults interacted with the prototype in 3 conditions: Companion-Function; Game-Function; and No-Function. Results show the non-verbal gestures were associated with feelings of "being-seen", and willingness to accept the robot into their home was influenced by its function, with game significantly higher than companion. We conclude that robot designers should further explore the potential of non-humanoid robots as a new class of companion robots, with a primary function that is not companionship.2020OZOren Zuckerman et al.Interdisciplinary Center (IDC) HerzliyaSocial Robot InteractionCHI
Coding for Outdoor Play: a Coding Platform for Children to Invent and Enhance Outdoor Play ExperiencesOutdoor play is in decline, including its benefits to children's development. Coding, a typically indoor, screen-based activity, can potentially enrich outdoor play, serving as a rule-making medium. We present a coding platform that controls a programmable hardware device, enabling children to technologically-enhance their outdoor play experiences by inventing game ideas, coding them, and playing their games together with their friends. In the evaluation study, 24 children used the system to invent and play outdoor games. Results show children are able to bridge between the different domains of coding and outdoor play. They used the system to modify traditional games and invent new ones, enriching their outdoor experience. Children merged computational concepts with physical game elements, integrated physical outdoor properties as variables in their code, and were excited to see their code come to life. We conclude children can use coding to express their ideas by creating technologically-enhanced outdoor play experiences.2019NONetta Ofer et al.The Interdisciplinary Center (IDC) HerzliyaProgramming Education & Computational ThinkingSTEM Education & Science CommunicationCHI
Can Children Understand Machine Learning Concepts? The Effect of Uncovering Black BoxesMachine Learning services are integrated into various aspects of everyday life. Their underlying processes are typically black-boxed to increase ease-of-use. Consequently, children lack the opportunity to explore such processes and develop essential mental models. We present a gesture recognition research platform, designed to support learning from experience by uncovering Machine Learning building blocks: Data Labeling and Evaluation. Children used the platform to perform physical gestures, iterating between sampling and evaluation. Their understanding was tested in a pre/post experimental design, in three conditions: learning activity uncovering Data Labeling only, Evaluation only, or both. Our findings show that both building blocks are imperative to enhance children's understanding of basic Machine Learning concepts. Children were able to apply their new knowledge to everyday life context, including personally meaningful applications. We conclude that children's interaction with uncovered black boxes of Machine Learning contributes to a better understanding of the world around them.2019THTom Hitron et al.Interdisciplinary CenterEye Tracking & Gaze InteractionProgramming Education & Computational ThinkingCHI
Digital Outdoor Play: Benefits and Risks from an Interaction Design PerspectiveOutdoor play has been proven to be beneficial for children's development. HCI research on Heads-Up Games suggests that the well-known decline in outdoor play can be addressed by adding technology to such activities. However, outdoor play benefits such as social interaction, creative thinking, and physical activity may be compromised when digital features are added. We present the design & implementation of a novel digitally-enhanced outdoor-play prototype. Our evaluation with 48 children revealed that a non-digital version of the novel outdoor play object afforded social play and game invention. Evaluation of the digitally-enhanced version showed reduced collaborative social interaction and reduced creative thinking when compared with baseline. However, we showed that specific sensing and feedback features better supported outdoor play benefits. For example non-accumulated feedback was shown to increase collaborative play and creative thinking in comparison to accumulated feedback. We provide evidence-based recommendations for designers of outdoor play technologies.2018THTom Hitron et al.The Interdisciplinary Center (IDC) HerzliyaSerious & Functional GamesGamification DesignCHI
Breeze: Sharing Biofeedback Through Wearable TechnologiesDigitally presenting physiological signals as biofeedback to users raises awareness of both body and mind. This paper describes the effectiveness of conveying a physiological signal often overlooked for communication: breathing. We present the design and development of digital breathing patterns and their evaluation along three output modalities: visual, audio, and haptic. We also present Breeze, a wearable pendant placed around the neck that measures breathing and sends biofeedback in real-time. We evaluated how the breathing patterns were interpreted in a fixed environment and gathered qualitative data on the wearable device’s design. We found that participants intentionally modified their own breathing to match the biofeedback, as a technique for understanding the underlying emotion. Our results describe how the features of the breathing patterns and the feedback modalities influenced participants' perception. We include guidelines and suggested use cases, such as Breeze being used by loved ones to increase connectedness and empathy.2018JFJérémy Frey et al.Interdisciplinary Center Herzliya, UlloSleep & Stress MonitoringSmartwatches & Fitness BandsBiosensors & Physiological MonitoringCHI