Human-Computer Interaction: Informing Design Utilizing Behavioral, Neurophysiological, and Design Science Methods Minitrack
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The aim of this minitrack is to provide a forum for HCI researchers to exchange a broad range of issues related to the design of human-computer interaction by drawing upon diverse approaches, including behavioral, neurophysiological, and design science methods. Appropriate papers for the HCI mini-track will draw on the broadest range of research methodologies including, but not limited to, behavioral methods (e.g., case study, experimentation, survey, action research), neurophysiological tools (e.g., fMRI, eye tracking, HCI devices such as mice, touch screens and typing dynamics, skin conductance response), and design science approaches. Accordingly, a broad range of reference disciplines may be appropriate to draw upon to inform design, such as: computer science, information systems, consumer behavior, psychology, organizational sciences, neuroscience, neuroeconomics, and neuromarketing. Moreover, papers that help to bridge academic research and industry practice are welcome.
Given the diverse goals of this minitrack, there are a plethora of appropriate topics; possible topics include, but are not limited to:
- Behavioral, neurophysiological, and design aspects of human-computer interaction
- Neuroscientific approaches to human-computer interaction
- How design and human-computer interaction is informed by neurophysiological tools
- User task analysis and modeling
- Analysis, design, development, evaluation, and use of information systems
- Guidelines and standards for interface design
- Web-based user interface design and evaluation for:
- B2B, B2C, C2C E-Commerce
- Group collaboration
- Negotiation and auctions
- Design and evaluation issues for mobile devices and m-Commerce
- Interface issues in the design and development of other new interaction technologies
- Information system usability engineering
- The impact of interfaces on attitude, perception, behavior, productivity , and performance (including their measurement with neurophysiological tools)
- Implications and consequences of technological change on individuals, groups, society, and socio-technical units
- Design issues related to the elderly, the young, and special needs populations
- Issues related to teaching HCI courses
- Other human factors issues related to HCI
- Interface design for group and other collaborative environments
- User Developer experiences with particular interfaces, design environments, or devices
- Evaluation of HIC devices, design approaches and usability in specific domains, including health care, law, engineering, governmental, business, and so on
Christoph Schneider (Primary Contact)
City University of Hong Kong
University of Arizona
ItemUsing Wearable Devices for Non-invasive, Inexpensive Physiological Data Collection( 2017-01-04)Using sensors to gather physiological data about users can provide valuable insights for Information Systems (IS) research that are not availed through traditional measures. While useful in many laboratory settings, many of these physiological sensors (e.g., fMRI, EEG, EKG, etc.) are impractical and severely limited in other scenarios due to (1) prohibitive cost, (2) small sample size, (3) invasiveness, and (4) the difficulty to match psychological traits to physiological measures. In this study, we demonstrate how inexpensive consumer-grade wearable technologies overcome these first three limitations while we extend existing research on exploring the fourth limitation.
ItemUsing Context-Based Password Strength Meter to Nudge Users' Password Generating Behavior: A Randomized Experiment( 2017-01-04)Encouraging users to create stronger passwords is one of the key issues in password-based authentication. It is particularly important as prior works have highlighted that most passwords are weak. Yet, passwords are still the most commonly used authentication method. This paper seeks to mitigate the issue of weak passwords by proposing a context-based password strength meter. We conduct a randomized experiment on Amazon MTurk and observe the change in users’ behavior. The results show that our proposed method is significantly effective. Users exposed to our password strength meter are more likely to change their passwords after seeing the warning message, and those new passwords are stronger. Furthermore, users are willing to invest their time to learn about creating a stronger password, even in a traditional password strength meter setting. Our findings suggest that simply incorporating contextual information to password strength meters could be an effective method in promoting more secure behaviors among end users.
ItemThe Agile UX Development Lifecycle: Combining Formative Usability and Agile Methods( 2017-01-04)This paper contributes a method variation that helps cross-functional teams combine both formative usability and agile methods to develop interactive systems. Both methods are iterative, continuous and focus on delivering value to users, which makes their combination possible. The “agile UX development lifecycle” supports and facilitates the synchronization of the steps involved in both formative usability and agile sprints in an operable manner and is intended for design and development settings. We present a case study that illustrates the extent to which this tool meets the needs of real-world cross-functional teams, describing the gains in efficiency it can provide but also guidelines for increasing the benefits gained from this combination in design and development settings.
ItemOvercoming Innovation Resistance beyond Status Quo Bias - A Decision Support System Approach (Research-in-Progress)( 2017-01-04)When innovative products and services are launched to the market, many consumers initially resist adopting them, even if the innovation is likely to enhance their life quality. Explanations for this behavior can also be found in specific personality traits and in general pitfalls of human decision-making. We believe that decision support systems (DSS) can help alleviate such innovation resistance. We propose a DSS design that addresses innovation resistance to complex innovations on an individual’s cognitive level. An experimental study will be conducted to test the influence of different DSS modifications on the perception and selection of complex innovations. We aim to identify levers for reducing innovation resistance and to derive DSS design implications. \
ItemMUX: Development of a Holistic Mobile User Experience Instrument( 2017-01-04)User experience practitioners have benefitted from the availability of usability measures that are short, generalizable, and easy to interpret, such as the System Usability Scale. However, such generalizable instruments fail to address many of the key characteristics of software applications that can be used across a range of mobile devices. Our response is development of MUX, a mobile user experience instrument that provides holistic assessment of specific software-device use scenarios. We find that MUX self-report scales assessing Nuisance, Mobility, and Access can be applied to effectively augment measures of the System Usability Scale or can be used as a standalone instrument for rating and comparing user experiences in mobile computing.
ItemInteractive Realistic Digital Avatars - Revisiting the Uncanny Valley( 2017-01-04)The 40-year-old Uncanny Valley theory is influential in the discussion surrounding acceptance of realistic graphical agents. This theory was formulated by observing robots. While it has been shown to be valid when observing digital characters, little has been studied about acceptance when people interact with avatars, rather than simply observe a recording. \ \ The emerging technology that will soon be able to create realistic avatars challenges the conventional view built on this theory, that affinity is a function of ‘appearance’, necessitating a reevaluation of the dimensions of the problem. We introduce a broader theoretical foundation with an additional dimension, namely interactivity. \ \ Studies that have validated the Uncanny Valley used still images or clips from existing media, but did not explore interactivity. In this study we suggest that interactivity operates on an independent, orthogonal dimension to ‘appearance’, and that interaction can ‘overcome the valley’ in affinity due to matching and common human non-verbal cues. We hypothesize that these cause the user to process the avatar differently. We contribute to the literature a new way to theorize the relationship between avatar realism and affinity, including both avatar appearance and interaction, and outline a research design to study this relationship. \
ItemInteracting Like Humans? Understanding the Effect of Anthropomorphism on Consumer’s Willingness to Pay in Online Auctions( 2017-01-04)Most research examining individuals’ bidding behavior in online auctions has used the lens of a rational decision making process. However, bidding behavior is also influenced by non-rational factors. Anthropomorphism, attributing human characteristics to a non-human object, has been studied in many disciplines, but has not been investigated in online auctions. This study aims to identify whether auditory and visual design factors for a non-human product would induce anthropomorphism and impact individuals' bidding decision. Results show that visual design induces individuals’ anthropomorphism and also impacts bidding decisions.
ItemEffects of Color Appeal, Perceived Risk and Culture on User’s Decision in Presence of Warning Banner Message( 2017-01-04)Color is present in every aspect of human life, and color is driving our decisions. In the digital computer warning realm, in which a warning message is a communication mechanism, color represents an important design element, which aims at preventing the hazard and reducing negative outcomes from the user’s action. Interestingly, we are lacking the understanding of how color appeal influences behavioral intentions in culturally distinct countries when it comes to paying more attention to warning messages. We conducted a cross-cultural investigation by running an online experiment, followed by a survey of 258 participants from the United States and India. Supported by the color-in-context theory, we found that culture is an important dimension in the specific warning message context in which color appeal is a salient antecedent to behavioral intentions in culturally distinct countries. We derive several theoretical contributions and practitioners’ insights.