Octagon Measurement: Public Attitudes toward AI EthicsIkkatai, Yuko; Hartwig, Tilman; Takanashi, Naohiro; Yokoyama, Hiromi M.
doi: 10.1080/10447318.2021.2009669pmid: N/A
Artificial intelligence (AI) is rapidly permeating our lives, but public attitudes toward AI ethics have only partially been investigated quantitatively. In this study, we focused on eight themes commonly shared in AI guidelines: “privacy,” “accountability,” “safety and security,” “transparency and explainability,” “fairness and non-discrimination,” “human control of technology,” “professional responsibility,” and “promotion of human values.” We investigated public attitudes toward AI ethics using four scenarios in Japan. Through an online questionnaire, we found that public disagreement/agreement with using AI varied depending on the scenario. For instance, anxiety over AI ethics was high for the scenario where AI was used with weaponry. Age was significantly related to the themes across the scenarios, but gender and understanding of AI differently related depending on the themes and scenarios. While the eight themes need to be carefully explained to the participants, our Octagon measurement may be useful for understanding how people feel about the risks of the technologies, especially AI, that are rapidly permeating society and what the problems might be.
Entangled Intelligent Driving: Relations with Automated CarsLindgren, Thomas; Fors, Vaike; Pink, Sarah
doi: 10.1080/10447318.2021.2009670pmid: N/A
As machines become increasingly intelligent, the HCI community is presented with new challenges regarding methods to capture and understand user experience (UX). In the case of autonomous driving (AD), this involves new scenarios where humans and intelligent vehicles need to act together in real-life traffic situations with other road users. This article responds to this context by 1) outlining a longitudinal design ethnography method whereby participants drove semiautonomous cars in their everyday environments to capture such human-machine relations in real-life settings, 2) demonstrating the complexities of the relations between humans and AD vehicles, 3) engaging theories of socio-materiality and entanglement to understand the human-machine relations of AD cars, and 4) identifying anticipatory experiences that emerge from these relations and their implications for informing UX design.
Socially Engineering a Polarizing Discourse on Facebook through Malware-Induced MisperceptionSharevski, Filipo; Treebridge, Paige; Jachim, Peter; Li, Audrey; Babin, Adam; Westbrook, Jessica
doi: 10.1080/10447318.2021.2009671pmid: N/A
This paper reports the findings of a study testing a novel social engineering attack called Malware-induced Misperception (MIM). The goal of the MIM attack is to induce misperception by using a man-in-the-middle malware that covertly rearranges the linguistic content of an authentic social media post, web page, or an e-mail. The MIM attack was tested in controlled settings ( ) where the malware covertly manipulated the linguistic content of a Facebook discourse to induce misperception about the climate of opinion on a polarizing issue (freedom of speech on college campuses) by making conservative-leaning comments appear as liberal-leaning. The induced misperception was assessed in the context of the spiral-of-silence theory. The theory predicts that polarizing issues discourage commenting on social media if an individual’s opinion diverges from the perceived climate of opinion on that issue. Consistent with the theory, the results suggest that the MIM attack can socially engineer the spiral-of-silence effect by manipulating the comments in a Facebook discourse to appeal to the individual’s political ideology and gender identity. Additional Key Words and Phrases: Malware-Induced Misperception (MIM); spiral-of-silence; social engineering; Facebook, web security
Reliability and Validity Study of an Augmented Reality Supported Mathematics Education Attitude ScaleÖzçakır, Bilal; Özdemir, Duygu
doi: 10.1080/10447318.2022.2092955pmid: N/A
Abstract Augmented reality provides an interactive learning medium for students to investigate abstract mathematical concepts in the real environment as well as contributes remarkable results in understanding concepts and supports enjoyment in the learning environment. Due to providing unique and novel opportunities in the learning environment and the sparseness of related studies about determining students’ attitudes regarding AR-based mathematics; in this study, an attitude scale was developed. Its validity and reliability studies were conducted. Six hundred and thirteen middle school students participated in the study. Students’ experiences and opinions regarding AR-supported mathematics education were investigated and an item pool for the scale was formed through content analysis of these opinions. To ensure construct validity, exploratory factor analysis was conducted. To determine the representative power of the factors formed, confirmatory factor analysis was performed. It is seen that the scale developed according to the results of the study is a valid and reliable measurement tool.
Telepresence Robots for People with Special Needs: A Systematic ReviewZhang, Guangtao; Hansen, John Paulin
doi: 10.1080/10447318.2021.2009673pmid: N/A
Telepresence robots are increasingly used to support remote social interaction. Telerobots allow the user to move a camera and a microphone at a remote location in real time – often with a display of the user’s face at the robot. These robots can increase the quality of life for people with special needs, who are, for instance, bed bound. However, interface accessibility barriers have made them difficult to use for some people. Still, no state-of-the-art literature review has been made of research on telerobots for people with disabilities. We used Preferred Reporting Items for Systematic Reviews and Meta-analyses (PRISMA) guidelines for a review. Web of Science (WoS), ACM Digital Library, IEEE Xplore, PubMed, and Scopus were searched, and a supplemental by hand examination of reference lists was done. The search includes studies published between 2009 and 2019. A total of 871 articles were included in this review, 42 of which were eligible for the analysis. These articles were further characterized in terms of problems addressed, objectives, types of special needs considered, features of the devices, features of solutions, and the evaluation methods applied. Based on the review, future research directions are being proposed, addressing issues like use-cases; user conditions; universal accessibility; safety; privacy and security; independence and autonomy; evaluation methods; and user training programs. The review provides an overview of existing research, a summary of common research directions, and a summary of issues, which need to be considered in future research.
Evaluate the Understandability of Information Display Board Signs Using a Driving Simulator ExperimentWang, Pei; Zhang, Tingting; Zhou, Xiao; Motamedi, Sanaz; Chan, Ching-Yao
doi: 10.1080/10447318.2021.2014180pmid: N/A
The main research question of this study was how to apply the design guidelines for traditional Changeable Message Signs (CMSs) to the design of the full-color and full-matrix LED Information Display Boards (IDBs). Three categories of messages were evaluated in this study, including (1) travel-time messages, (2) transit travel-time messages, and (3) Graphic Route Information Panels (GRIPs). A driving simulation program was developed based on real-world videos and used to evaluate the designed signs in terms of understandability and helpfulness for decision-making. A total of twenty-four local commuters participated in the driving simulator experiments. Results show that: (1) the perceived easiness of five-line travel-time message is significantly lower than the baseline three-line message, (2) the perceived helpfulness of the transit logo is significantly higher than the generic symbol, and (3) there is no significant difference between the drivers’ comprehension of the three-line message and the single-link GRIPs.
Development of a Comprehensive Design Guideline to Evaluate the User Experiences of Meal-Assistance Robots considering Human-Machine Social InteractionsKim, Hyun K.; Jeong, Heejin; Park, Jangwoon; Park, Jaehyun; Kim, Won-Seok; Kim, Nahyeong; Park, Subin; Paik, Nam-Jong
doi: 10.1080/10447318.2021.2009672pmid: N/A
Meal-assistance robots (MARs) help feed meals to users with disabilities or who need help consuming their meals. Although such MARs have been introduced in various fields, guidelines for evaluating MARs are limited. This study aims to develop comprehensive guidelines to assess the user experience (UX) of MAR designs considering its social interaction characteristics between humans and robots. Participants from three groups (patients, doctors, and caregivers) with different perspectives on MARs were recruited and a focus group interview was conducted to collect their UXs with MARs. The three groups showed different UXs with MARs in user interface design, robot arm motion, and safety and mobility. In addition, based on the literature review, eight UX features (usability, emotion, value, naturalness, assistance, acceptance, personality, and culture) are proposed to evaluate MAR interfaces. The proposed comprehensive design guideline will be particularly useful in evaluating and designing the UX of MARs.
Enhancing Social Interaction among Nursing Homes Residents with Interactive Public Display SystemsKang, Kai; Hengeveld, Bart; Hummels, Caroline; Hu, Jun
doi: 10.1080/10447318.2021.2016234pmid: N/A
Positive peer interaction in nursing homes has been consistently recognized as essential to residents’ life quality. However, low rates of resident-to-resident interaction were found to be pervasive. Our research explores the potential of applying public display systems to promote residents’ unplanned co-located interaction. This article describes the design and assessment of “Reading-to-Sharing” (R2S): a tabletop display system intended to improve nursing home residents’ social interaction by enhancing their public reading experience. R2S was assessed via supervised field trials, in which the participants were invited to experience R2S in real-life settings with necessary assistance. The objectives were mainly to investigate the participants’ engagement with R2S, user experience and the potential impact on residents’ social behaviors and feelings. The result showed that R2S was capable of engaging the participants in content viewing and sharing. It was effective in catalyzing and facilitating their social interaction. The participants’ perceived user experience was primarily favorable. Although R2S was anticipated to increase the participants’ mutual closeness, no statistically significant change was seen. The key implications were highlighted to guide the design of public display systems in this context.
STEM Educational Outreach and Indigenous Culture: (Re)Centering for Design ScholarshipCanevez, Richard; Maitland, Carleen; Shaw, James; Ettayebi, Soundous; Everson, Charlene
doi: 10.1080/10447318.2021.2016235pmid: N/A
Integrating Indigenous culture into STEM education is a critical process in building pathways to justice and diversifying design. This process serves to (re)center our conceptions of STEM education by challenging strictly Western notions of STEM, representing an opportunity for learning not just in curricular design, but in technological design as well. Postcolonial computing scholars have critically examined design processes, highlighting the dominance of Western knowledge undergirding cross-cultural design. However, such efforts have yet to fully leverage insights from national curricular (re)centering initiatives. We take up this opportunity through a qualitative case study of an educational outreach organization in British Columbia, Canada, a subsidiary of a nation-wide effort in curricular integration of Indigenous and Western STEM material. Applying postcolonial computing thought, we offer enrichments to theory by providing an empirical basis for a) integrating resiliency, b) politicization in design, and c) arguments for (re)centering epistemological authority in computing. These contributions both enrich theory and enhance the practice of cross-cultural design by encouraging and exploring an Indigenous (re)centering of our understanding of both curricular and technological design.