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Browsing by Subject "human–computer interaction"
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Item The persuasiveness of humanlike computer interfaces varies more through narrative characterization than through the uncanny valley(2015) Patel, Himalaya; Pfaff, Mark S.; Ashburn-Nardo, Leslie; MacDorman, Karl F.; Šabanović, SelmaJust as physical appearance affects persuasion and compliance in human communication, it may also bias the processing of information from avatars, computer-animated characters, and other computer interfaces with faces. Although the most persuasive of these interfaces are often the most humanlike, they incur the greatest risk of falling into the uncanny valley, the loss of empathy associated with eerily human characters. The uncanny valley could delay the acceptance of humanlike interfaces in everyday roles. To determine the extent to which the uncanny valley affects persuasion, two experiments were conducted online with undergraduates from Indiana University. The first experiment (N = 426) presented an ethical dilemma followed by the advice of an authority figure. The authority was manipulated in three ways: depiction (recorded or animated), motion quality (smooth or jerky), and recommendation (disclose or refrain from disclosing sensitive information). Of these, only the recommendation changed opinion about the dilemma, even though the animated depiction was eerier than the human depiction. These results indicate that compliance with an authority persists even when using a realistic computer-animated double. The second experiment (N = 311) assigned one of two different dilemmas in professional ethics involving the fate of a humanlike character. In addition to the dilemma, there were three manipulations of the character’s human realism: depiction (animated human or humanoid robot), voice (recorded or synthesized), and motion quality (smooth or jerky). In one dilemma, decreasing depiction realism or increasing voice realism increased eeriness. In the other dilemma, increasing depiction realism decreased perceived competence. However, in both dilemmas realism had no significant effect on whether to punish the character. Instead, the willingness to punish was predicted in both dilemmas by narratively characterized trustworthiness. Together, the experiments demonstrate both direct and indirect effects of narratives on responses to humanlike interfaces. The effects of human realism are inconsistent across different interactions, and the effects of the uncanny valley may be suppressed through narrative characterization.Item A Snapshot of Bystander Attitudes about Mobile Live-Streaming Video in Public Settings(MDPI, 2020-03) Faklaris, Cori; Cafaro, Francesco; Blevins, Asa; O’Haver, Matthew A.; Singhal, Neha; Human-Centered Computing, School of Informatics and ComputingWith the advent of mobile apps such as Periscope, Facebook Live, and now TikTok, live-streaming video has become a commonplace form of social computing. It has not been clear, however, to what extent the current ubiquity of smartphones is impacting this technology's acceptance in everyday social situations, and how mobile contexts or affordances will affect and be affected by shifts in social norms and policy debates regarding privacy, surveillance, and intellectual property. This ethnographic-style research provides a snapshot of attitudes about the technology among a sample of US participants in two public contexts, both held outdoors in August 2016: A sports tailgating event and a meeting event. Interviews with n = 20 bystanders revealed that many are not fully aware of when their image or speech is being live-streamed in a casual context, and some want stronger notifications of and ability to consent to such broadcasting. We offer design recommendations to help bridge this socio-technical gap.Item Visualization of Cardiac Implantable Electronic Device Data for Older Adults Using Participatory Design(Thieme, 2019-09-18) Ahmed, Ryan; Toscos, Tammy; Ghahari, Romisa Rohani; Holden, Richard J.; Martin, Elizabeth; Wagner, Shauna; Daley, Carly; Coupe, Amanda; Mirro, Michael; BioHealth Informatics, School of Informatics and ComputingPatients with heart failure (HF) are commonly implanted with cardiac resynchronization therapy (CRT) devices as part of their treatment. Presently, they cannot directly access the remote monitoring (RM) data generated from these devices, representing a missed opportunity for increased knowledge and engagement in care. However, electronic health data sharing can create information overload issues for both clinicians and patients, and some older patients may not be comfortable using the technology (i.e., computers and smartphones) necessary to access this data. To mitigate these problems, patients can be directly involved in the creation of data visualization tailored to their preferences and needs, allowing them to successfully interpret and act upon their health data. We held a participatory design (PD) session with seven adult patients with HF and CRT device implants, who were presently undergoing RM, along with two informal caregivers. Working in three teams, participants used drawing supplies and design cards to design a prototype for a patient-facing dashboard with which they could engage with their device data. Information that patients rated as a high priority for the “Main Dashboard” screen included average percent pacing with alerts for abnormal pacing, other device information such as battery life and recorded events, and information about who to contact with for data-related questions. Preferences for inclusion in an “Additional Information” display included a daily pacing chart, health tips, aborted shocks, a symptom list, and a journal. These results informed the creation of an actual dashboard prototype which was later evaluated by both patients and clinicians. Additionally, important insights were gleaned regarding the involvement of older patients in PD for health technology.