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Browsing by Author "Liu, Yikun"
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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 The GRaPPa Lab: Supporting Team Decision Making in Complex Environments(Office of the Vice Chancellor for Research, 2010-04-09) Pfaff, Mark S.; Moon, Sung Pil; Liu, YikunThe GRaPPa (Group Psychology and Performance) Lab operates within the School of Informatics at Indiana University Purdue University Indianapolis (IUPUI), in cooperation with the User Simulation and Experience Research Lab. The focus of our research is on interdependent teams in technologically complex work environments characterized by uncertainty, stress, high risk, changing moods, and varying levels of expertise. The GRaPPa Lab employs a mixed-methodological approach. Field studies provide rich and nuanced knowledge about individuals and teams at work in complex environments. Likewise, controlled laboratory experiments have provided the foundation for countless contributions to our understanding of the human characteristics that impact the development and use of systems, devices, and environments. Yet such experiments are limited in what they can tell us about work situated in real-world settings, just as field studies are limited in their support for precision and replicability. The GRaPPa Lab leverages the strengths of both through the use of simulated task environments and scaled worlds in the search for holistic assessments of group behavior and task performance. This poster will showcase aspects of an ongoing research program, Bridging the Situation Space to Decision Space Gap. This project is examining the modeling and visualization of decision space information to supplement situation space information in the contexts of disease contagion and emergency management. To enhance the decision support of emergency responders, we are examining the ability of decision space visualization tools to enhance option awareness and support more robust decision making. This work is focused on detailing the impact of the decision space information provided to users, relating the correctness of decisions to the levels of complexity represented in the events, and the affordances for understanding alternative actions. This ongoing project is focused on prototyping multiple visualization methods and testing them in human-in-the-loop experiments based on the domain of emergency crisis management. In addition, the computer models underlying the decision space are being expanded to support increasingly complex situations. This research provides further insight into the value of decision space information and option awareness for users working in complex environments.Item Supporting working time interruption management through persuasive design(2015-04-03) Liu, Yikun; Voida, Stephen; Bolchini, Davide; Voida, Amy; Ganci, AaronKnowledge workers often suffer productivity loss because of unsuccessful interruption handling, which can lead to even more detrimental behaviors like "cyber-slacking" and procrastination. Many of the interruption management techniques proposed in the research literature focus on minimizing interruption occurrences. However, given the inevitability of internal and external interruptions in everyday life, it may be more practical to help people regulate how they respond to interruptions using persuasive technologies. The aim of this dissertation is to explore and evaluate the design of persuasive computer agents that encourage information workers to resume interrupted work. Based on a systematic review of interruptions in the workplace, theories of self-regulation, and theories guiding the design of persuasive technologies, this dissertation describes the creation of a prototype research platform, WiredIn. WiredIn enables researchers to explore a variety of interruption resumption support strategies on desktop computers. Two empirical studies that investigate the efficacy, attributes, and consequences of applying the paradigms embodied in WiredIn in controlled and real-life working environments are presented here. Both studies validate the effect of persuasive interventions on improving interruption management behaviors; the second study also provides design suggestions that can inform future work in supporting interruption management and multitasking.