Choice Architecture for Human-Computer Interaction

A. Jameson, Bettina Berendt, S. Gabrielli, F. Cena, Cristina Gena, Fabiana Vernero, Katharina Reinecke
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引用次数: 66

Abstract

People in human–computer interaction have learned a great deal abouthow to persuade and influence users of computing technology. Theyhave much less well-founded knowledge about how to help users choosefor themselves. It's time to correct this imbalance. A first step is toorganize the vast amount of relevant knowledge that has been builtup in psychology and related fields in terms of two comprehensive buteasy-to-remember models: The ASPECT model answers the question“How do people make choices?“ by describing six choice patterns thatchoosers apply alternately or in combination, based on Attributes, Socialinfluence, Policies, Experience, Consequences, and Trial and error.The ARCADE model answers the question “How can we help peoplemake better choices?“ by describing six general high-level strategies forsupporting choice: Access information and experience, Represent thechoice situation, Combine and compute, Advise about processing, Designthe domain, and Evaluate on behalf of the chooser. These strategiescan be implemented with straightforward interaction design, butfor each one there are also specifically relevant technologies. Combiningthese two models, we can understand virtually all existing and possibleapproaches to choice support as the application of one or more of theARCADE strategies to one or more of the ASPECT choice patterns.After introducing the idea of choice architecture for human–computerinteraction and the key ideas of the ASPECT and ARCADEmodels, we discuss each of the Aspect patterns in detail and show howthe high-level ARCADE strategies can be applied to it to yield specifictactics. We then apply the two models in the domains of online communitiesand privacy. Most of our examples concern choices about theuse of computing technology, but the models are equally applicable toeveryday choices made with the help of computing technology.
人机交互选择体系结构
从事人机交互的人已经学到了很多关于如何说服和影响计算机技术用户的知识。他们在如何帮助用户自己选择方面缺乏充分的知识。是时候纠正这种不平衡了。第一步是将心理学和相关领域中积累的大量相关知识组织成两个全面的、难以记忆的模型:ASPECT模型回答了“人们如何做出选择?”通过描述六种选择模式,根据属性、社会影响、政策、经验、后果和试验和错误,选择者交替或组合使用。ARCADE模式回答了“我们如何帮助人们做出更好的选择?”通过描述六种支持选择的一般高级策略:获取信息和经验,代表选择情况,组合和计算,建议处理,设计领域,以及代表选择者进行评估。这些策略可以通过简单的交互设计来实现,但每个策略都有特定的相关技术。结合这两个模型,我们可以理解几乎所有现有的和可能的选择支持方法,即将一个或多个arcade策略应用于一个或多个ASPECT选择模式。在介绍了人机交互的选择架构思想以及ASPECT和ARCADEmodels的关键思想之后,我们详细讨论了每个ASPECT模式,并展示了如何将高级ARCADE策略应用于其中以产生特定的策略。然后,我们将这两个模型应用于在线社区和隐私领域。我们的大多数例子都是关于使用计算技术的选择,但是这些模型同样适用于在计算技术的帮助下做出的日常选择。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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