This paper reports a participatory design study about how dating apps could be designed to mediate sexual consent exchange and ultimately serve as scalable sexual violence prevention solutions. Participants (n=17) were dating app users identifying as LGBTQIA+ or women (demographics at disproportionate risk of sexual violence). Participants envisioned dating apps encouraging safer consent exchange practices by normalizing discussions around consent and sexual boundaries online, before meeting face-to-face with potential sex partners. The design ideas generated by the participants, which we coded as Consent Communication Progression, involved the dating app messaging interface using AI-driven conversation prompts. Such prompts would gradually progress messaging conversations towards topics of consent and sexual boundaries with an algorithm that tailors the prompts to specific users. Participants applied a consent lens when imagining human-AI interaction, in which conversation prompts would only be posted in the interface if the user first consented to the particular conversation occurring. Implications for future work are discussed. CCS CONCEPTS• Human-centered computing; • Human computer interaction (HCI); • HCI design and evaluation methods; • User studies; • Social and professional topics; • User characteristics; • Gender; • Collaborative and social computing; • Empirical studies in collaborative and social computing;
Immersive stories for health are 360° videos that intend to alter viewer perceptions about behaviors detrimental to health. They have potential to inform public health at scale, however, immersive story design is still in early stages and largely devoid of best practices. This paper presents a focus group study with 147 viewers of an immersive story about binge drinking experienced through VR headsets and mobile phones. The objective of the study is to identify aspects of immersive story design that influence attitudes towards the health issue exhibited, and to understand how health information is consumed in immersive stories. Findings emphasize the need for an immersive story to provide reasoning behind a character's engagement in the focal health behavior, to show the main character clearly engaging in the behavior, and to enable viewers to experience escalating symptoms of the behavior before the penultimate health consequence. Findings also show how the design of supporting characters can inadvertently distract viewers and lead them to justify the detrimental behavior being exhibited. The paper concludes with design considerations for enabling immersive stories to better inform public perception of health issues.
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