{"title":"Designing for Sustained Motivation: A Review of Self-Determination Theory in Behaviour Change Technologies","authors":"Lize Alberts, Ulrik Lyngs, Kai Lukoff","doi":"10.1093/iwc/iwae040","DOIUrl":"https://doi.org/10.1093/iwc/iwae040","url":null,"abstract":"Recent years have seen a surge in applications and technologies aimed at motivating users to achieve personal goals and improve their wellbeing. However, these often fail to promote long-term behaviour change, and sometimes even backfire. We consider how self-determination theory (SDT), a metatheory of human motivation and wellbeing, can help explain why such technologies fail, and how they may better help users internalize the motivation behind their goals and make enduring changes in their behaviour. In this work, we systematically reviewed 15 papers in the ACM Digital Library that apply SDT to the design of behaviour change technologies (BCTs). We identified 50 suggestions for design features in BCTs, grounded in SDT, that researchers have applied to enhance user motivation. However, we find that SDT is often leveraged to optimize engagement with the technology itself rather than with the targeted behaviour change per se. When interpreted through the lens of SDT, the implication is that BCTs may fail to cultivate sustained changes in behaviour, as users’ motivation depends on their enjoyment of the intervention, which may wane over time. An underexplored opportunity remains for designers to leverage SDT to support users to internalize the ultimate goals and value of certain behaviour changes, enhancing their motivation to sustain these changes in the long term.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"69 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142252008","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Ladder of Data Citizen Participation: A Sociotechnical Lens for Designing Democratic Digital Services in the Data Economy","authors":"Viktoria Horn, Claude Draude","doi":"10.1093/iwc/iwae038","DOIUrl":"https://doi.org/10.1093/iwc/iwae038","url":null,"abstract":"In the data economy digital services of democratic value such as news platforms are embedded into unjust power imbalances and the intertwining of economic and civic objectives. The authors argue, to design proficient democratic digital services, power structures of the data economy and empowerment stages of data citizenship need to be made visible initially. To do so, a combination of Arnstein’s ‘Ladder of Citizen Participation’ and Rocha’s ‘Ladder of Empowerment’ is translated into the field of the data economy. A small interview study with niche actors from the field of online journalism is conducted to identify phenomena of their embedding into the sociotechnical landscape of the data economy. As a result, the Ladder of Data Citizen Participation is presented. Eventually, this article closes with implications for the sociotechnical design of democratic digital services and suggestions for future research.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"120 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142214956","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"IIVRS: an Intelligent Image and Video Rating System to Provide Scenario-Based Content for Different Users","authors":"Rui Kang, Pei-Luen Patrick Rau","doi":"10.1093/iwc/iwae034","DOIUrl":"https://doi.org/10.1093/iwc/iwae034","url":null,"abstract":"Voice Intelligent Assistants provide users with new ways of human-computer interaction. With built-in screens, Voice Intelligent Assistants can display images and videos upon users’ requests. Even though images and videos present information in a lively manner, they might also contain overwhelming harmful contents. Due to the lack of effective evaluation mechanisms, it is difficult to prevent the propagation of harmful contents while ensuring the dissemination of compliant visual contents. This research defined a standardized set of classification criteria to identify and classify harmful visual contents. Then, Intelligent Image and Video Rating System, a prototype rating system that implemented the classification criteria was designed and developed. This research further evaluated and verified the reliability and efficiency of the prototype. The prototype system demonstrated additional advantages in swiftly classifying new hazardous contents, and in differentiating the multiple meanings of the same object in different contexts.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"47 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141785993","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Chiara Succi, Tekila Harley Nobile, Lorenzo Cantoni, Stefano Tardini
{"title":"Learning in Pyjamas: What Their Use of Webcams Reveals about Students’ Self-Presentation in Online Learning Activities","authors":"Chiara Succi, Tekila Harley Nobile, Lorenzo Cantoni, Stefano Tardini","doi":"10.1093/iwc/iwae033","DOIUrl":"https://doi.org/10.1093/iwc/iwae033","url":null,"abstract":"The paper aims to describe how higher education students manage their webcams in a synchronous digital learning setting. A survey investigated students' self-presentation and the main factors impacting their decision to turn the camera on or not. The results indicate that only 6% of students always keep their camera on, affected by an inappropriate setting, only 19% have a dedicated space, and by personal appearance, 75% wear pyjamas or a gym suit. Students do not manage their impression either because they are not aware of the implications, or they are not technically equipped, or because they do not consider it relevant in online learning activities. Findings' implications provide relevant recommendations for higher education institutions to better prepare students to study effectively in a digital learning environment.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"81 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141786356","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Flow State Requires Effortful Attentional Control but Is Experienced Effortlessly by Video Game Players","authors":"Morgane Pujol, Loïc Caroux, Céline Lemercier","doi":"10.1093/iwc/iwae026","DOIUrl":"https://doi.org/10.1093/iwc/iwae026","url":null,"abstract":"Flow is a mental state of intense concentration that occurs when a person is completely absorbed in a task. The amount of mental effort required by this mental state is currently subject to debate. The present experimental study explored the link between flow and both objective and subjective measures of mental effort. Subjective measures of flow and mental effort, and objective measures of mental effort (pupil diameter and heart rate variability), were collected during a puzzle video game played at one of three levels of difficulty: too easy, optimal and too difficult. Participants in the optimal condition reported more flow than those in both the too-easy condition (which generated less mental effort and less subjective mental effort) and too-difficult condition (which generated an equal amount of mental effort and more subjective mental effort). Flow is a state that may require mental effort, even if it feels effortless for video game players.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"63 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141530598","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Set Players to Stun: Inducing Basic Psychological Need Frustration in a Casual Video Game","authors":"Cody Phillips, Parker Neufeld, Madison Klarkowski","doi":"10.1093/iwc/iwae015","DOIUrl":"https://doi.org/10.1093/iwc/iwae015","url":null,"abstract":"This study investigates the concept of psychological need frustration within the context of video games. We explore the potential of discrete in-game events, specifically the usage of widely popular ‘stun’ mechanics, to induce feelings of need frustration in players. We designed, developed and experimentally tested a bespoke video game with four conditions: No Stuns, Avoidable Stuns, Unavoidable Stuns and Layered Stuns (a combination of avoidable and unavoidable stuns). Our findings show that Unavoidable Stuns lead to statistically significantly greater autonomy need frustration. This finding has important implications for games research, as psychological need frustration is linked to negative effects on player engagement and wellbeing. Our results also highlight that a variety of stun mechanics can undermine psychological need satisfaction. Taken together, this work makes a meaningful contribution to HCI and games literature, showcasing that game mechanics can be designed in a way that undermines psychological needs.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"24 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141551824","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Darius Hennekeuser, Daryoush Vaziri, David Golchinfar, Gunnar Stevens
{"title":"What I Don’t Like about You?: A Systematic Review of Impeding Aspects for the Usage of Conversational Agents","authors":"Darius Hennekeuser, Daryoush Vaziri, David Golchinfar, Gunnar Stevens","doi":"10.1093/iwc/iwae018","DOIUrl":"https://doi.org/10.1093/iwc/iwae018","url":null,"abstract":"The application and use cases for conversational agents (CAs) are versatile. Smart speakers such as Alexa and Google Home are used in smart home environments, digital agents are integrated into car systems and chatbots are increasingly used in customer service processes. However, human–computer interaction researchers identify and investigate a wide-ranging variety of aspects impeding the usage of CAs by end-users. In general, impediments differ depending on use case contexts, user group characteristics and the CA’s technological infrastructure. Hence, it is difficult and often ambiguous for designers and developers to generate an appropriate awareness about aspects impeding CA usage. We address this problem, by conducting a systematic review of 65 publications surveying impeding aspects of the usage of CAs.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"43 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141197399","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ehsan Mortazavi, Philippe Doyon-Poulin, Daniel Imbeau, Mitra Taraghi, Jean-Marc Robert
{"title":"Exploring the Landscape of UX Subjective Evaluation Tools and UX Dimensions: A Systematic Literature Review (2010–2021)","authors":"Ehsan Mortazavi, Philippe Doyon-Poulin, Daniel Imbeau, Mitra Taraghi, Jean-Marc Robert","doi":"10.1093/iwc/iwae017","DOIUrl":"https://doi.org/10.1093/iwc/iwae017","url":null,"abstract":"The quality of the User Experience (UX) with systems, products and services is now considered an indispensable part of success in the market. Users' expectations have increased in such a way that mere usability is no longer sufficient. While numerous UX subjective evaluation tools exist, there is little guidance on how to select or use these tools. Therefore, there is a need to provide a critical state of the art on the topic of subjective evaluation tools and the UX dimensions covered. In this study, we conducted a systematic literature review on UX subjective evaluation tools and the UX dimensions covering the period of 2010–2021 with an initial sample of 3831 publications, 325 of which were selected for the final analysis, to provide researchers and practitioners with the recent changes in the field of UX. Results showed that 104 different tools are available for UX evaluation, they can be classified as general or domain-specific, applicable for a wide variety of products and in total covering more than 300 UX dimensions. Our categorization of UX dimensions under 13 main dimensions (e.g. usability, utility, hedonic, emotion, sensory, etc.) showed that the informational, social, cognitive and physical dimensions appeared to be less frequently present in current tools. We argue that these four dimensions deserve more space in UX tools. Having a high number of UX evaluation tools can be confusing for evaluators, and they need some guidance for selecting and combining tools. Modularity is the emerging trend in the development of UX evaluation questionnaires (e.g. meCUE, UEQ+), bringing the benefits of being thorough, flexible, easy to use, low-cost and rapid, while avoiding overlapping of dimensions and providing comparability through the use of a similar format and rating scale. Finally, the need for having a comprehensive evaluation tool requires updating the set of included dimensions to accommodate for new generations of products and technologies.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"9 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141197510","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Georg Regal, Dorothé Smit, Nathalia Campreguer França, Verena Fuchsberger, Manfred Tscheligi
{"title":"Making It Work—Experiences of Women Who Engage in Technological Making at Home","authors":"Georg Regal, Dorothé Smit, Nathalia Campreguer França, Verena Fuchsberger, Manfred Tscheligi","doi":"10.1093/iwc/iwae011","DOIUrl":"https://doi.org/10.1093/iwc/iwae011","url":null,"abstract":"This paper presents the results of a 5-month diary study into the practices and routines that develop around technological making in the home, particularly focused on the experiences of women, as they continue to be an underrepresented group in the maker community. In this study, we provided participants with an entry-level electronics making kit. Over the course of twenty weeks, the participants documented their making activities via photos, videos, text messages and taking part in interviews. By means of interpretative phenomenological analysis, we identified six core themes related to women’s experiences with technological making in the home. These experiences ranged from positive—feeling challenged, proud of accomplishments, inspired; to negative—feeling frustrated, guilty due to lack of progress or confused and overwhelmed. These experiences are discussed and contextualized by aspects related to hurdles experienced by the participants, and success factors that contribute to proactive engagement with making in the home. Research Highlights Twenty-week photo diary study and interpretative phenomenological analysis. Identification of six core themes based on empirical data on experiences with technological making in the home context. Discourse around thresholds to engage women in technological making and the maker community. Design and research directions to reduce barriers in technological making.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"67 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-05-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140941639","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alan Dix, Elizabeth Jones, Rachel Cowgill, Charlotte Armstrong, Rupert Ridgewell, Michael Twidale, J Stephen Downie, Maureen Reagan, Christina Bashford, David Bainbridge, Carys-Ann Neads, Vince Davies
{"title":"Enriching Cultural Heritage Communities: New Tools and Technologies","authors":"Alan Dix, Elizabeth Jones, Rachel Cowgill, Charlotte Armstrong, Rupert Ridgewell, Michael Twidale, J Stephen Downie, Maureen Reagan, Christina Bashford, David Bainbridge, Carys-Ann Neads, Vince Davies","doi":"10.1093/iwc/iwae009","DOIUrl":"https://doi.org/10.1093/iwc/iwae009","url":null,"abstract":"This paper explores ways in which scholarly skill and expertise might be embodied in tools and sustainable practices that enable communities to create and manage their own digital archives. We focus particularly on tools and practices related to the recording and annotation of digitized materials. The paper is based on co-production practice in two very different kinds of community. Although the communities are different we find that tools designed for a specific community are valuable for others, thus offering the promise of general tools to support community-centred digitization and potentially also traditional archival practice.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"99 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2024-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140629517","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}