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Browsing by Author "Voida, Stephen"
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Item Activity Theory Analysis of Heart Failure Self-Care(Taylor & Francis, 2018) Cornet, Victor; Voida, Stephen; Holden, Richard J.; Medicine, School of MedicineThe management of chronic health conditions such as heart failure is a complex process emerging from the activity of a network of individuals and artifacts. This article presents an Activity Theory-based secondary analysis of data from a geriatric heart failure management study. Twenty-one patients' interviews and clinic visit observations were analyzed to uncover eight configurations of roles and activities involving patients, clinicians, and others in the sociotechnical network. For each configuration or activity pattern, we identify points of tension and propose guidelines for developing interventions for future computer-supported healthcare systems.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 Emotional communication in instant messaging(2015-10-29) Pirzadeh, Afarin; Bolchini, Davide; Voida, Stephen; Stolterman, Erik; Wada, TerriEmotional communication is fundamental to everyday interaction. How well emotions are communicated is crucial to interpersonal relationships and individual well-being. Emotional communication in instant messaging (IM), however, can be challenging because of the absence of visual and aural nonverbal behaviors. Despite the growing number of technologically-focused solutions for supporting emotional communication in IM, limited design research has been done to study the actual users’ behaviors in communicating their emotion in IM and strategies they use to adapt emotional communication in this medium, with the purpose of establishing design solutions to support users' emotional communication. Connecting several bodies of HCI, design, and communication literature in the context of IM, this dissertation critically examines how users communicate emotion in IM and accordingly establishes user-centered multi-touch gesture based design solutions to support emotional communication in this medium. Understanding how users communicate their emotion in IM, the design issues, and corresponding design solutions help researchers and designers to support the user's emotional needs, resulting in the improvement of emotional communication strategies in IM.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 Fit’n Bits: Evaluation of the FitBit’s User Friendliness and Motivation(Office of the Vice Chancellor for Research, 2015-04-17) Despard, Jessica L.; Chambers, Alex; Ward, Joshua; Voida, StephenWearable computing devices create new opportunities for people to collect data about themselves and interact unobtrusively with a wide variety of information sources. However, these devices also compete for a wearer’s limited attention and have the potential for worsening the problem of information overload. Our study focuses on people’s day-to-day experiences using wearable activity tracking devices, both solo and in motivational groups of 3–4 persons. We are currently collecting a variety of data to understand how differences in the information displayed on the device (and the associated, web-based “dashboard”) affect users’ behavior and attainment/motivation of physical activity goals, influence users’ perception of the usefulness and intrusiveness of the device, and encourage/discourage device use. In addition, we hope to further explore whether or not participation in a group provided additional motivation or simply introduced another type of information overload. A total of 36 participants will be recruited from the IUPUI campus and nearby areas of downtown Indianapolis and will be divided into one of two conditions, working solo or in a squad (group of three of more people). ANOVAs will be conducted to analyze and interpret the data. In particular, we will look for any significant differences in the number of steps taken and in the subjective preference ratings across all conditions. All qualitative responses will be collaboratively coded by a team of investigators. This research effort is currently ongoing, and we are aiming to present initial data analyses based on a large subset of our total participant population at this year’s IUPUI Research Day.Item HamkeRun: Mobile infoVis app towards sustainable motivation in a context of running(2015-05) Moon, Sung Pil; Bolchini, Davide; Pfaff, Mark; Rand, Kevin; Voida, StephenAccording to the US Centers for Disease Control and Prevention, less than half of all adults in the US meet basic physical activity guidelines. Physical activity can help not just improve physical and mental health but also reduce the risk of heart disease and some cancers. Researchers and companies have tried to investigate the use of modern technologies to motivate people to increase and maintain physical activities. However, in spite of these efforts, there are criticisms. Those include low dietary effectiveness of the tools, lack of sustainable effects in the long-term, and proof of effectiveness only shown in laboratory settings. To overcome these limitations, first, the author developed a framework of overarching motivation theories and HCI factors and contextualized it within the running domain. Second, the author has developed a mobile application called HamkeRun within this framework, using the concepts of information visualization, gamification, and social grouping to increase a user’s motivation to run more frequently. Third, the HamkeRun application was empirically tested through a two-month-long longitudinal experiment and follow-up interviews. The results showed that the single runner type showed significant increases in the levels of their external motivation (motivational effect of the HamkeRun application), internal motivation and satisfaction, while the team runner type showed significant increases only in internal motivation. In addition, motivational effects were also different depending on the runners’ behavior change stage. Runners at the maintenance stage showed significant increases in external motivation, internal motivation, satisfaction, and total number of running activities performed during the study. Although action stage runners showed significant increase in internal motivation, female runners at the action stage showed significant decrease in their external motivation. Gamification greatly influenced increases of external motivation, internal motivation and total number of actual activities. Although both male and female runners showed increased internal motivation, significant increase in external motivation was only found in male runners. The dissertation closes with a series of design guidelines for application developers and designers which may help develop motivational tools in other health-related domains.Item Personal Information Interfaces(Office of the Vice Chancellor for Research, 2014-04-11) Voida, Stephen; Ahmed, Ryan; Chambers, Alex; He, Xinxin; Ward, JoshuaAs the ubiquitous computing vision of “computation everywhere” has become increasingly mainstream, people make use of electronic information across multiple form factors, in more places, as part of more activities, and in more social contexts than ever before. This is the crux of the information overload problem: with a vast increase in exposure to information, there is a corresponding increase in the amount of work that people need to invest to keep up with the demands of perceiving, sense-making, organizing, utilizing, and managing that information. Dr. Stephen Voida and his student researchers in the Personal Information Interfaces (PII) laboratory explore ways that the interfaces, interaction techniques, and context-aware infrastructure employed in the next generation of information systems might better respond to the critical, real-world challenges associated with information overload. A new generation of sensor-enabled computing devices stands to magnify the information overload effect by adding streams of data about our environment, our working contexts, and traces of our activities—both online and in the real world—into the mix. A popular example is the growing number of fitness tracking devices that have appeared on the market in the last few years, for example, Fitbits, Nike+ Fuelbands, and the Jawbone Up (just to name a few). Proponents of the “quantified self” movement suggest one way to use the data streams provided by these devices: as a means for self-reflection. However, effective self-reflection requires that a vast amount of information—often highly personal in nature—be captured by our devices, and it introduces new work for end-users, such as finding patterns in the data and translating sensed trends into effective actions. We are currently launching a study of commercial fitness trackers to understand when different representations of self-reflective data streams are effective in helping to facilitate behavior change…and when those representations contribute instead to a sense of information overload. We are also exploring similar questions related to other technologies that collect and present self-reflective data about daily life—time management tools, mood-tracking apps, and the like. In general, we aim to understand how infrastructure and interface design can prevent people’s experiences of sensed data streams from contributing to information overload while still allowing us to capitalize on the positive behavior change and self-reflection potential of this information.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.Item Understanding interaction mechanics in touchless target selection(2016-07-28) Chattopadhyay, Debaleena; Bolchini, Davide; MacDorman, Karl F.; Voida, Stephen; Stolterman, ErikWe use gestures frequently in daily life—to interact with people, pets, or objects. But interacting with computers using mid-air gestures continues to challenge the design of touchless systems. Traditional approaches to touchless interaction focus on exploring gesture inputs and evaluating user interfaces. I shift the focus from gesture elicitation and interface evaluation to touchless interaction mechanics. I argue for a novel approach to generate design guidelines for touchless systems: to use fundamental interaction principles, instead of a reactive adaptation to the sensing technology. In five sets of experiments, I explore visual and pseudo-haptic feedback, motor intuitiveness, handedness, and perceptual Gestalt effects. Particularly, I study the interaction mechanics in touchless target selection. To that end, I introduce two novel interaction techniques: touchless circular menus that allow command selection using directional strokes and interface topographies that use pseudo-haptic feedback to guide steering–targeting tasks. Results illuminate different facets of touchless interaction mechanics. For example, motor-intuitive touchless interactions explain how our sensorimotor abilities inform touchless interface affordances: we often make a holistic oblique gesture instead of several orthogonal hand gestures while reaching toward a distant display. Following the Gestalt theory of visual perception, we found similarity between user interface (UI) components decreased user accuracy while good continuity made users faster. Other findings include hemispheric asymmetry affecting transfer of training between dominant and nondominant hands and pseudo-haptic feedback improving touchless accuracy. The results of this dissertation contribute design guidelines for future touchless systems. Practical applications of this work include the use of touchless interaction techniques in various domains, such as entertainment, consumer appliances, surgery, patient-centric health settings, smart cities, interactive visualization, and collaboration.