The experience of interacting with a robot has been shown to be very different in comparison to people's interaction experience with other technologies and artifacts, and often has a strong social or emotional componenta difference that poses potential challenges related to the design and evaluation of HRI. In this paper we explore this difference, and its implications on evaluating HRI. We outline how this difference is due in part to the general complexity of robots' overall context of interaction, related to their dynamic presence in the real world and their tendency to invoke a sense of agency.We suggest that due to these differences HCI evaluation methods should be applied to HRI with care, and we present a survey of select HCI evaluation techniques from the perspective of the unique challenges of robots. We propose a view on social interaction with robots that we call the holistic interaction experience, and introduce a set of three perspectives for exploring social interaction with robots: visceral factors of interaction, social mechanics, and social structures. We demonstrate how our three perspectives can be used in practice, both as guidelines to discuss and categorize robot interaction, and as a component in the evaluation process. Further, we propose an original heuristic for brainstorming various possibilities of interaction experiences based on a concept we call the interaction experience map.
Identifying episodes of significant stress is a challenging problem with implications for personal health and interface adaptation. We present the results of a study comparing multiple modalities of minimally intrusive stress sensing in real-world environments, collected from seven participants as they carried out their everyday activities over a ten-day period. We compare the data streams produced by sensors and self-report measures, in addition to asking the participants, themselves, to reflect on the accuracy and completeness of the data that had been collected. Finally, we describe the range of participant experiences-both positive and negative-as they reported their everyday stress levels. As a result of this study, we demonstrate that voice-based stress sensing tracks with electrodermal activity and self-reported stress measures in real-world environments and we identify limitations of various sensing approaches.
In this paper, we examine the intergenerational gaming practices of four generations of console gamers, from ages 3 to 83 and, in particular, the roles that gamers of different generations take on when playing together in groups. Our data highlight the extent to which existing gaming technologies support interactions within collocated intergenerational groups and our analysis reveals a more generationally flexible suite of roles in these computer-mediated interactions than have been documented by previous studies of more traditional collocated, intergenerational interactions. Finally, we offer implications for game designers who wish to make console games more accessible to intergenerational groups.
This paper introduces the theoretical lens of the everyday to intersect and extend the emerging bodies of research on contestational design and infrastructures of civic engagement. Our analysis of social theories of everyday life suggests a design space that distinguishes 'privileged moments' of civic engagement from a more holistic understanding of the everyday as 'product-residue. ' We analyze various efforts that researchers have undertaken to design infrastructures of civic engagement along two axes: the everyday-ness of the engagement fostered (from 'privileged moments' to 'product-residue') and the underlying paradigm of political participation (from consensus to contestation). Our analysis reveals the dearth and promise of infrastructures that create frictionprovoking contestation through use that is embedded in the everyday life of citizens. Ultimately, this paper is a call to action for designers to create friction.
Interviews are a cornerstone of human-computer interaction research. As a research method, they can both be deeply valuable and distinctly challenging. Pragmatic challenges of interviews include the travel that may be required to meet face-to-face with a respondent or the time necessary to transcribe the exchange. As a tool for conducting interviews, instant messaging presents some compelling potential benefits to mitigate challenges such as these. And yet, over the medium of instant messaging, the genre of the interview takes on a different character. Drawing from our experiences conducting interviews over instant messaging, we reflect on the implications of using this new medium for conducting interviews.
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