Analysis and presentation with Zilin Chen of a research article (by Fengyuan Zhu, Ke Fang, Xiaojuan Ma ) during the Critical Analysis of a Research Article curriculum of the Master EdTech at the CRI (Center for Research and Interdisciplinarity).
ECHOES OF GENIUS - A Tribute to Nari Gandhi's Architectural Legacy. .pdf
"Exploring the Effects of Strategy and Arousal of Cueing in Computer-Human Persuasion"
1. Computer-Human
Persuasion Design
Exploring the Effects of Strategy and Arousal of
Cueing in Computer-Human Persuasion
Fengyuan Zhu, Ke Fang, Xiaojuan Ma
CHI 2017, May 6–11, 2017, Denver, CO, USA
2. Table of Contents
I . Elements of context : the field, the authors
II . Content & Reasoning of the article
III . Personal analysis
4. State of art
Computer-human persuasion
Definition
Computer-human Interaction
Persuasion Design
Information systems designed to reinforce, change or
shape attitudes or behaviors or both.
5. Persuasive design
BJ Fogg
Fogg (1998) believes that technology can be created and applied to influence human attitudes
and behaviors. Persuasive technologies and designs focus on understanding human behavior and
communication to design interactive systems to achieve the desired results.
6. State of art
Computer-human persuasion
Persuasive design
Advertising, marketing, and health communications...
7. State of art
Growing attention: 2016-2017 1200+
2015-2016 1000+
in total 5600+
Computer-human persuasion
9. Fengyuan Zhu - Background
- Peking University:
- Bachelor of Science, School of Physics, 2011-2015
- Bachelor of Fine Arts (Dual Degree), School of Art, 2012-2015
- NYU :
- Master’s degree, Interactive telecommunication Program ( Mixed Reality, IoT and physical
computing )
- Research Scientist, NYU Future Reality 2016.05-now
- Tangible User Interface (i.e. interface in which a person interacts with digital information
through the physical environment)
- Content Design for Multi-Person VR/AR
- Cofounder, Head of R&D, Holojam Inc, 2016.09-now & Co-director of Holokit.io 2016.01-now
10. Fengyuan Zhu - Research Activity
4 publications in 2016-2017
Average citations per article : 0,5
All published in ACM Journals ( Association for Computing Machinery )
Keywords : arousal, computer human persuasion, cooperative games, haptic user interfaces, human human interaction, physical
games, physical motion, rhythm based games, robots, role playing games (rpgs), video games, virtual reality
Articles :
1. PhyShare: Sharing Physical Interaction in Virtual Reality
2. Exploring the Effects of Strategy and Arousal of Cueing in Computer-Human Persuasion
3. From Breakage to Icebreaker: Inspiration for Designing Technological Support for Human-Human Interaction
4. BoomChaCha: A Rhythm-based, Physical Role-Playing Game that Facilitates Cooperation among Players
11. Ke Fang - Background
- Tsinghua University
- Master’s degree, Human-Computer Interaction & interaction art/design based on
an interdisciplinary approach
- Focus topic : innovation and mutation of media and interaction
- PhD @CRI : Scientific’ art and design as a new way of learning
- Research question :
- How can we introduce artists/designers into science learning to engage distinct
creative learning experiences for solving social and global challenges?
- How can we evaluate the validity of collaboration to draw empirical and theoretical
conclusions?
12. Ke Fang - Research Activity
3 publications in 2014-2017
No citation nowadays
All published in ACM Journals, conference articles
Keywords : adherence, arousal, computer-human persuasion, explicit, implicit, physical motion, posture, reminder, breakage, human-human
interaction, icebreaker, Emotional design, multi-media system, pleasing design
Articles :
1. Exploring the Effects of Strategy and Arousal of Cueing in Computer-Human Persuasion
2. From Breakage to Icebreaker: Inspiration for Designing Technological Support for Human-Human Interaction
3. Co-pulse: Light Based Emotional Design in Musical Performances
13. Xiaojuan Ma - Background
- Department of Computer Science and Engineering (CSE), Hong Kong
University of Science and Technology (HKUST):
- Assistant professor of Human-Computer Interaction (HCI)
- PhD in computer science at Princeton University
14. Xiaojuan Ma - Research Activity
60 publications in 2008-2018
15 Articles in ACM journals
199 citations in 168 documents (Scopus)
Human-Computer Interaction, Affective Computing (attentional, emotional, cognitive, and
behavioral engagement)
16. CHP as a loop
How to use a computer to
persuade certain behavior
that aims to Reduce or
modify computer usage ?
( Without demotivating them
because of the confliction with their
primary task )
18. Experiment - persuasive design
Scene
Heavy computer use
Posture distortion
Primary task - type Chinese docs
Interrupt the primary task
Relax and back to healthy posture
Goal
Method Trigger design: persuasive interaction
19. Fogg behavior model (FBM): motivation,ability,trigger
Experiment - user’s behavior
20. Experiment - user’s behavior
motivation Keep health
Easy and not easy - Interrupt the primary taskAbility
Trigger Trigger design: persuasive interaction
21. Hypothesis Results suggest that hybrid cueing mechanics, especially with low arousal, were more effective and acceptable in
general, while high-arousal cueing may be more suitable for less motivated users.
Cueing mechanics Strategy Arousal of cueing influence
Text reminder Explicit
Implicit
High
Low
Abrupt
Motion
Slow
Text reminderProxemics theory
22. Prototype
Five types of persuasive triggers:
1) reminder followed by abrupt motion (RAM: explicit cueing with high arousal);
2) reminder followed by slow motion (RSM: explicit cueing low arousal);
3) abrupt motion only (AM: implicit cueing with high arousal);
4) slow motion only (SM: implicit cueing with low arousal);
5) reminder only as the baseline condition (RM).
23. Prototype
Camera: detect postural distortion from natural sitting posture in real time by tracking a
set of markers attached to the participants.
participant
Computer
screen
Move
track
24. Material
A Dell U2412Mb 24in computer monitor that can freely move along an 80cm-long horizontal track
and a 30cm-long vertical track
A Thinkpad T430U laptop communicates with an Arduino Uno board via USB, and controls a motor
(6V, 0.4A, 2.4W) that powers the movements of the screen.
A Dostyle CA101 video camera which captures users’ posture from the side connected with the
laptop.
The laptop runs a classifier to detect postural distortion from natural sitting posture in real time by
tracking a set of markers attached to the participants.
29. Collection of results - the effects of different triggers
What to track:
Questionnaires:
Interview after all sessions
Typing application: every stroke of typing
Camera: posture changes
Arduino control signals
31. Manipulation check
- Participants who noticed screen motion:
- explicit cueing / abrupt screen movement : all (except 2 in RAM)
- SM : 20 %
- RSM : 40 %
- People in RSM were less sure about their observation than AM & RAM
(p<0,05)
- Interviews : users noticed the Slow Motion only if they were sensitive about
the distance between screen / eyes
32. Attention
- persuasion mechanics had significant influence on their awareness of the need to
relax and change posture (p<0,05)
- different types of screen motion lead to significantly different perception of
interruption (p<0,05)
- Abrupt motions :
- more attention catching and disturbing (p<0,05)
- uncomfortable but they go used and found it less disturbing at the end of the
study (quali)
33. Comprehension
- different types of screen motion lead to significantly different level of confusion and
perceived appropriateness (p<0,05)
- abrupt motion were significantly more confusing than slow motions (p<0,05)
- RSM was thought to be significantly more appropriate than the other motion- based
mechanics (p<0.05).
- Qualitative :
- Some interpreted popups as advertisements
- Some were more positive :
- “I knew that the screen wanted me to sit back, but I tried to frighten it in
return,”
34. Yielding
- RSM were marginally more likely to :
- make users stretch and bring them back to the natural posture (p=0.09)
- motivate people to repeat such action throughout the entire session (p =0,07)
- Qualitative :
- about RSM : “it did not interrupt my work, but from time to time I got the hint
and it reminded me to straight up my back
- highly motivated users (S8, S10, S12, S14) preferred subtle persuasion
messages
- people with lower motivation (S2, S6 and S13) preferred the abrupt motion
35. Retention
- persuasive mechanics had a significant impact on their intention to retain good
behaviors (p<0.05)
- RSM were more effective than RM (Tukey HSD p<0.05)
- Video Analysis :
- Varied from user to user
- Qualitative :
- AM persistent effect after stimulation : “The movement was so dramatic that I kept
warning myself to avoid a second strike.”
- Same effect with RSM condition : S3 & S6 tried to “avoid the surprise” by
straightening up immediately after the text reminder
36. Perception
- Persuasion mechanics :
- had an impact on their efficiency at work (p<0.05)
- different levels of enjoyment (p<0.05) and perceived efficacy (p<0.05)
- SM and RSM significantly outperformed the other conditions (p<0.05):
- intention to use again
- more acceptable
- more pleasant than all the other methods
39. An original and scientific article
Clear
Synthetic
Well Documented
Original study : tested hypothesis
Experimental design well described
Within-subject design, and counter-balanced the order of the five conditions :
- tackle the inter-individual variability
- Single case design : long history in behavioral sciences
40. Methodology
FORCES
Mixed methodology ( quantitative &
qualitative)
● Interviews
○ feelings / experience
○ complexity
● Autoscales :
○ Measurability
○ subjectivity
LIMITATIONS
Use of validated scales ?
(reproducibility of results)
“Marginally more likely to” with a p<0,07
Statistical model of analysis defined a
priori ?
42. Let’s sing: To be a better man...
· As the internet playing a more and more important role in our society
· The interaction between human and computer are more inevitable
· We are forming more and more habits related to computer
Force
or
Persuade ?
43. Original : Health Education
Human-Mobile Computer
Interaction
Persuasive
design
Behavior
change
NudgeEmpowerment
Patient-Doctor
Relationship
3.0
行为改变的设计是一种新的设计方法,在过去几年中越来越受到关注。虽然设计行为改变的做法不是新的,但术语和方法只在近几年得到认可 3
Human–Computer Interaction or Human–Machine Interaction (HCI or HMI for short) is a study of the interaction between systems and users. The system can be a variety of machines, as well as computerized systems and software. Human-computer interaction interface usually refers to the user-visible part. The user communicates with the system through the human-machine interface and operates. Small radio buttons, such as the dashboard, or the power plant's control room. The design of human-computer interaction interface should include the user's understanding of the system (ie mental model), which is for the availability of the system or user-friendliness.
Persuasive communication strategies in changing behaviors, especially in the past few decades, have been widely used and studied in the areas of advertising, marketing, and health communications. However, understanding how to apply persuasive communication strategies in interactive products or systems to achieve long-term behavior change is still an initial stage.
A tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment.
ACM’s high-impact, peer-reviewed journals publish emerging and established computing research for both practical and theoretical applications. ACM's publications are among the most respected and highly cited in the field.
Only article on this topic
How to promote human's attentional, emotional, cognitive, and behavioral engagement when interacting with computing systems:
交织成巨大的网,来展示这一个学术关注的面。
Many persuasive systems are designed for behaviors not directly related to information technology e.g., healthy eating, some research has looked into whether computers can help resolve negative consequences of heavy computer usage - in particular, musculoskeletal discomfort
The classifier was trained on data collected in a pilot study with 10 people. When the laptop senses that a slumped posture has persisted for more than 30 seconds, it will signals the screen to initiate one of the five triggers. Given the big individual differences in poor posture, we allow manual control of the screen based on human judgment when the confidence level of the classifier is low. We also set the speed of abrupt screen motion to 300mm/s and slow motion to 1mm/s based on pilot study results.
In the RAM/RSM conditions, the reminder tells users that “There is some distortion in your posture. The screen is about to move forward and up rather rapidly / very slowly. You can decide to follow it or not.” If users take actions as instructed immediately after the reminder pops up, the system will inform them that “Since you have adjusted your posture, the screen will stay. You can decide what to do next.”
How did the authors evaluate the intention to use again & the acceptability ? (Items not cited in the questionnaire)
I think there is no, only question perception “ I enjoy using the reminder ” and “ I find the reminder very effective”