Interactive technologies are getting closer to our bodies and permeate the infrastructure of our homes. While such technologies offer many benefits, they can also cause an initial feeling of unease in users. It is important for Human-Computer Interaction to manage first impressions and avoid designing technologies that appear creepy. To that end, we developed the Perceived Creepiness of Technology Scale (PCTS), which measures how creepy a technology appears to a user in an initial encounter with a new artefact. The scale was developed based on past work on creepiness and a set of ten focus groups conducted with users from diverse backgrounds. We followed a structured process of analytically developing and validating the scale. The PCTS is designed to enable designers and researchers to quickly compare interactive technologies and ensure that they do not design technologies that produce initial feelings of creepiness in users. CCS CONCEPTS• Human-centered computing → HCI design and evaluation methods.
Smart speakers become increasingly ubiquitous in our homes. Consequently, we need to study how smart speakers affect the members of a household. Understanding the adoption of a smart speaker can assure it does not negatively influence the social dynamics within a household and create opportunities for further assistance. We deployed an Amazon Echo dot in nine households with 20 inhabitants who were new smart speaker users. We conducted multiple interviews, inquiring how a smart speaker was integrated into a household from day one. We investigated the development of social rules around using the device and how the smart speaker was appropriated. Users developed different strategies of using the device which altered social behaviours in some households. Further, we identified barriers and unmet requirements in introducing smart speakers to home environments. Our work contributes to an understanding of ubiquitous assistance for user groups at home.
Body movements, from a short smile to a marathon run, are driven by muscle activity. Despite the fact that measuring muscle activity with electromyography (EMG) is technically well established, it is highly complex and its use in interfaces has been limited. Easy access to muscle sensing can offer new opportunities to Human-Computer Interaction (HCI) research. Off-the-shelf sensors often only provide low-level access, hence requiring expertise in signal processing and widening the gulf of execution for users without engineering skills. To address this challenge, we introduce EMBody, a data-centric toolkit for EMG-based interface prototyping and experimentation. EMBody offers multiple levels of prototyping fidelity for EMG sensing, signal processing, and data interpretation. Our data-centric toolkit encapsulates the different data representation stages, offering a wide range of customization opportunities to experts while also allowing non-technical designers to focus on creating new interaction techniques. EMBody features a lightweight form factor and wireless connectivity. Additionally, the system leverages an exploration-centered workflow by allowing rapid access to measurement data via the accompanying software. Users define a set of motions to be recognized and interactively provide example data points. The toolkit then handles signal processing and classification. The recognized movements are streamed on the local network, ready to be used by interactive applications. This paper reports on how to use EMBody and its implementation. We iteratively developed the toolkit in a series of workshops and example applications. Users who had none or very limited knowledge of EMG could rapidly create engaging functional prototypes, while experts appreciated the modularity of the software component allowing for a high degree of customization. We contribute the software and hardware components of EMBody as a tool for the research community to stimulate creative exploration of EMG systems.
Fitness trackers have the potential for fostering sustained change and increasing well-being. However, the research community is yet to understand what design features and values need to be embodied in a fitness tracker for long-term engagement. While past work mainly focused on WEIRD (Western, Educated, Industrialised, Rich, Democratic) fitness trackers usersin North America and Western Europe, this paper investigates another perspective on fitness tracking. We conducted interviews with N = 37 fitness tracker users in the US, Europe and Egypt to identify the similarities and differences in attitudes and practices in fitness tracking. We found that fitness tracking involved a deeper social context in Egyptian communities and our findings suggest that Arabic users focused on physiological measurement, while non-Arab Western users appear to bewere more interested in goal achievement. We contribute design dimensions that can help build more inclusive tracker experiences. Our work highlights how future fitness trackers should support a customisable spectrum of design values to offer engaging experiences to a diverse and global audience.
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