- Browse by Author
Browsing by Author "Jia, Yuan"
Now showing 1 - 6 of 6
Results Per Page
Sort Options
Item Designing Leaderboards for Gamification: Perceived Differences Based on User Ranking, Application Domain, and Personality Traits(ACM, 2017-05) Jia, Yuan; Liu, Yikun; Yu, Xing; Voida, Stephen; Human-Centered Computing, School of Informatics and ComputingLeaderboards, a common gamification technique, are used to enhance engagement through social comparisons. Prior research has demonstrated the overall utility of leaderboards but has not examined their effectiveness when individuals are ranked at particular levels or when the technique is applied in different application domains, such as social networking, fitness, or productivity. In this paper, we present a survey study investigating how preferences for leaderboards change based on individual differences (personality traits), ranking, social scoping, and application domains. Our results show that a respondent's position on the leaderboard had important effects on their perception of the leaderboard and the surrounding app, and that participants rated leaderboards most favorably in fitness apps and least favorably in social networking contexts. More extraverted people reported more positive experiences with leaderboards despite their ranking or the application domain. We present design implications for creating leaderboards targeted at different domains and for different audiences.Item Explore the relations between personality and gamification(2018-01-22) Jia, Yuan; Bolchini, Davide; Voida, Stephen; MacDorman, Karl; Defazio, JosephSuccessful gamification motivates users to engage in systems using game-like experiences. However, a one-size-fits-all approach to gamification is often unsuccessful; prior studies suggest that personality serves as a key differentiator in the effectiveness of the approach. To advance the understanding of personality differences and their influence on users’ behavior and motivation in gamification, this dissertation is comprised of three studies that: 1) explore the relationships among individuals’ personality traits and preferences for different gamification features through an online survey; 2) investigate how people with different personality traits respond to the motivational affordances in a gamified application over a period of time through a diary study; and 3) reveal how individuals respond differentially to different kinds of leaderboard experiences based on their leaderboard rankings, the application domain, and the individuals’ personality traits through their responses to 9 dynamic leaderboards. The results from the first study show that extraversion and emotional stability are the two primary personality traits that differentiate users’ preferences for gamification. Among the 10 types of motivational affordances, extraverts are more likely to be motivated by Points, Levels, and Leaderboards. However, the results from the second (diary) study indicate that, after the first week, extraverts’ preferences for Points decreased. The motivation effects of Points and Leaderboards changed over the course of using the gamified application. The results from the third study confirm the findings from the first two studies about extraversion and revealed that ranking and domain differences are also effective factors in users’ experiences of Leaderboards in gamification. Design guidelines for gamification are presented based on the results of each of the three studies. Based on a synthesis of the results from these three studies, this dissertation proposes a conceptual model for gamification design. The model describes not only the impact of personality traits, domain differences, and users’ experience over time, but also illustrates the importance of considering individual differences, application context, and the potential significance of user persistence in gamification design. This research contributes to the HCI and gamification communities by uncovering factors that will affect the way that people respond to gamification systems, considered holistically.Item From Critique to Collaboration: Rethinking Computerized Clinical Alerts(Office of the Vice Chancellor for Research, 2016-04-08) Bolchini, Davide; Chattopadhyay, Debaleena; Jia, Yuan; Ghahari, Romisa R.; Duke, JonThe safe prescribing of medications via computerized physician order entry routinely relies on clinical alerts. Alert compliance, however, remains surprisingly low—with up to 96% of such alerts ignored daily. Prior approaches, such as improving presentational factors in alert design, had limited success, mainly due to physicians’ lack of trust in computerized advice. While designing trustworthy alert is key, actionable design principles to embody elements of trust in alerts remain little explored. To address this issue, we focus on improving the trust between physicians and computerized advice by examining why physicians trust their medical colleagues. To understand trusted advice among physicians, we conducted three contextual inquiries in a hospital setting (n = 22) and corroborated our findings with a survey (n = 37). Drivers that guided physicians in trusting peer advice included: timeliness of the advice, collaborative language, empathy, level of specialization, and medical hierarchy. Based on these findings, we introduced seven design directions for trust-based alerts: endorsement, transparency, team sensing, collaborative, empathic, conflict mitigating, and agency laden. Grounded in these results, we then proposed a model to guide the design of trust-based clinical alerts. Our model constitutes of three key dimensions, using colleagues’ endorsement, foregrounding physicians’ prior actions, and adopting a suitable language. Using this model, we iteratively designed, pruned, and validated a set of novel alert designs. We are currently evaluating eleven alert designs in an online survey with physicians. The ongoing survey evaluates the likelihood of alert compliance and the perceived value of our proposed trust-based alerts. Next, we are planning in-lab studies to evaluate physicians’ cognitive load during decision making and measure attention to different trust cues using gaze duration and trajectories. Our work contributes to the current debate on how to design effective alerts to improve patient safety. Acknowledgements. This research material is based on work supported by the National Science Foundation under Grant #1343973. Any opinions, findings and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect those of the NSF.Item NOVEL INTERACTION TECHNIQUES FOR COLLABORATING ON WALL-SIZED DISPLAYS.(Office of the Vice Chancellor for Research, 2012-04-13) Chattopadhyay, Debaleena; He, Li; Jia, Yuan; Bolchini, DavidePerforming and collaborating on information-intensive tasks - like review-ing and analyzing multiple charts - is an essential, but currently difficult, ac-tivity in desktop environments. The problem is the low resolution of the dis-play that forces users to visualize only few pieces of information concurrent-ly, and to switch focus very frequently. To facilitate productivity and collabo-rative decision-making, teams of users are increasingly adopting wall-sized interactive displays. Yet, to harness the full potential of these devices, it is critical to understand how to best support inter-member cognition and navi-gation in such large information spaces. To navigate information, the wall-display’s overwhelming size (often 18 X 6 feet) make existing desktop-driven interaction and organization techniques (like “point-and-click” and “taskbar”) extremely inefficient. Also, with time, users get exhausted walk-ing to reach different elements spread over the wall-display. Moreover, being aware of the collaborative events happening around the display, while work-ing on it, often exceeds users’ cognitive capacity. To address these limita-tions, we are investigating four novel interaction techniques for wall-display user experiences. “Timeline” allows browsing large collections of elements over time, while or after collaborative work; “Cabinet” supports temporary storage and effortless retrieval of displayed elements; “Magnet” enables us-ers to virtually reach remote objects on the wall display; “In-focus” allows facilitated and non-intrusive awareness of members’ interaction. We are planning to prototype and evaluate these techniques using off-the-shelf in-put modalities such as multi-touch gesture and mid-air gesture, as well as software and wall-sized displays made available by the University Infor-mation Technology Services (UITS) at IUPUI. In our evaluation with users, we hypothesize that, with respect to desktop interaction techniques, the proposed techniques will increase efficiency in navigation and information organization tasks, reduce perceived cognitive load, while at the same time engender better collaboration and decision-making.Item Should I Stay or Should I Go: Two Features to Help People Stop An Exploratory Search Wisely(Office of the Vice Chancellor for Research, 2014-04-11) Jia, Yuan; Niu, XiAs information becomes more ubiquitously available, many information users tend to experience a sense of anxiety due to the “information overload”. Few studies have systematically examined searchers’ stopping behavior, i.e., how users recognize how much information is enough to terminate a search. Bad decisions on a stopping point will lead to either insufficient information or unnecessary waste of time and effort without much additional information gain. Understanding searchers’ stopping behavior is extremely important to assist in thorough search result evaluation and to prevent a premature or a too-late search stopping. In this study, we present the design and implementation of two search techniques: Result Preview (RP) and History Review (HR), to help people make right decisions about when to terminate a search and how to consume information efficiently when facing an overwhelming amount of information. The basic idea of RP is to visualize the distribution of newly retrieved and re-retrieved documents to users, and that of HR is to display the previous search activities for searchers to review what has been done to help define the next steps. Both features are aiming at guiding searchers through the process of problem solving and decision making about whether to stay or leave during the search process. To implement the two techniques, we developed the search system on Bing Search API. The Bing search results were brought back to the search interface using AJAX and PHP. A formal user experiment with 24 participants is also proposed to evaluate the benefits and limitations, and also inform the future RP and HR design.Item Theory and Research into Practice: Using Self-Determination Theory to Analyze Gamification and Motivational Affordances in Serious Games for Health Education(Office of the Vice Chancellor for Research, 2016-04-08) Hill, Jacqueline; Jia, Yuan; Defazio, JosephIn serious games for health education, regulation styles in gamification help the player achieve goals through behavioral motivations that may not be apparent in an educational activity. These regulation styles are referred to as motivational affordances and might be widely employed in gamification or game-like systems that motivate users to engage in play a “gameful-type” experience. Gamification is defined as the application of game mechanics (point scoring, competition, rules, etc.) and game design techniques in order to engage and motivate players to achieve goals. Zhang defined affordance as “the actionable properties between an object and an actor” which determine how they can support one’s motivational needs. Are there common gamification and motivational affordances in serious games that prove to be effective in game play on the topic of diabetes? To answer this question, the authors explore the effects of extrinsic and intrinsic motivation during game play by analyzing six serious games in health education on the topic of diabetes. The games selected for this study are: Carb Counting with Lenny, Dex: Your Virtual Pet, Pancreas!, I Got This, Packy & Marlon, and Captain Novolin. As a work-in-progress, the authors provide evidence using the Self-Determination Theory (SDT) and the constructs of motivational affordances. The characteristics in SDT were identified as competence, relatedness, and autonomy. In addition, the author’s research explores motivational affordances found in these health education games namely: psychological outcomes: motivation – keeping the player engaged, attitude – the effect of solving a problem or challenge, and enjoyment – a behavioral outcome produced by competition, play, and achievement. Behavioral outcomes: achievement – attaining success, learning evidence – gaining new knowledge (learning outcome), participation – player immersion in the game objective or story. The authors present their findings and identify, compare, and contrast gamification and the motivational affordances found in each game. Mentor: Joseph Defazio Ph.D., Department of Human-Centered Computing, IU School of Informatics and Computing, IUPUI; Indianapolis, IN