\author{ \作者{
Diana Löffler 戴安娜-洛夫勒
University of Würzburg 维尔茨堡大学
Würzburg, Germany 德国维尔茨堡
diana.loeffler@uni- wuerzburg.de
Alexandra Kaul 亚历山德拉-考尔
University of Würzburg 维尔茨堡大学
Würzburg, Germany 德国维尔茨堡
alexandra.kaul@stud-mail.uni- wuerzburg.de
Robert Tscharn 罗伯特-查恩
University of Würzburg 维尔茨堡大学
Würzburg, Germany 德国维尔茨堡 robert.tscharn@uni-wuerzburg.de
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Jbicomp/ISWC'16 Adjunct Jbicomp/ISWC'16 兼职
2016 ACM. ISBN 978-1-450́3-4462-3/16/09...$15.00 2016 ACM.ISBN 978-1-450́3-4462-3/16/09...$15.00
DOI: http://dx.doi.org/10.1145/2968219.2968559
}
Abstract 摘要
Advances in ubicomp technology encourage the development of autonomous interactive systems that serve as functional or entertaining desktop companions. However, our understanding of the design space of such interfaces is still limited. Here, we report a tripartite study design that aims at comparing visual, auditory and movement-related characteristics of 11 carefully designed zoomorphic prototypes. First participants are shown different tasks and are asked to propose suitable prototype actions to carry out each of them - and vice versa. Then, participants' responses to videos of pre-designed biomimicry patterns of the zoomorphs in a Wizard-of-Oz desktop setup will be captured. Lastly, a subsequent repertory grid interview allows us to capture the users' understanding of the zoomorphs through eliciting users' constructs about them. The findings contribute to the expansion of the design space for autonomous desktop companions. 集群计算技术的进步促进了自主交互系统的发展,这些系统可作为功能性或娱乐性的桌面伴侣。然而,我们对此类界面设计空间的了解仍然有限。在此,我们报告了一项三方研究设计,旨在比较 11 个精心设计的缩放原型的视觉、听觉和运动相关特性。首先向参与者展示不同的任务,并要求他们提出合适的原型动作来完成每项任务,反之亦然。然后,参与者将在 Wizard-of-Oz 桌面装置上观看预先设计的缩放原型生物模仿模式视频,并对视频做出反应。最后,我们将通过随后进行的repertory grid访谈,了解用户对zoomorphs的理解,从而激发用户对zoomorphs的建构。这些发现有助于拓展自主桌面伴侣的设计空间。
\section*{ACM Classification Keywords} H.5.m. Information interfaces and presentation (e.g. Miscellaneous. \H.5.m. 信息界面和呈现方式(例如, 杂项。
Figure 1: Zoomorphs 1-5. 图 1:Zoomorphs 1-5。
Autonomy in interactive systems 互动系统的自主性
Humans have a strong tendency to treat products as their peers [8] and attribute meaning to moving objects [11]. Therefore, actuation is an effective means to elicit complex emotions like empathy and social behaviors towards technical devices [3]. Advantages of such meaningful relationships are, for example, that devices are treated more carefully, emotionally enhance interactive experiences, and provide an overall positive user experience . Although actuated interfaces do not have to resemble human or animalistic appearance in order to engender social behavior [3,6], the emotional reactions towards anthropomorphic or zoomorphic interfaces might be stronger compared to more abstract ones [1]. 人类有一种将产品视为同伴的强烈倾向[8],并赋予移动物体以意义[11]。因此,致动是激发人们对技术设备产生共鸣和社会行为等复杂情感的有效手段[3]。这种有意义关系的优势在于,例如,设备会得到更仔细的对待,在情感上增强交互体验,并提供全面积极的用户体验 。虽然驱动界面不一定非要与人类或动物的外表相似才能产生社交行为[3,6],但与更抽象的界面相比,拟人化或动物化界面的情感反应可能会更强烈[1]。
A typical design approach for life-like actuated devices is to copy features of familiar companion animals, especially dogs [9]. This approach bears the risk that expectations are raised regarding functionality and behavior that are inappropriate and cannot be met by the device. Therefore, zoomorphic companions have to be carefully designed in order to be able to exploit existing knowledge for intuitive interaction while simultaneously avoiding disappointment due to a break in expectations [2]. The strategy pursued in this paper is to borrow biomimicry patterns of insects to leverage associated prior knowledge to ease interaction with technical devices [5]. Insects have the advantage that they exhibit a huge variability in appearances and behaviors and open up an interesting multimodal design space, yet are less familiar than pets and thus harbor a smaller risk of disappointment. 栩栩如生的驱动设备的典型设计方法是模仿人们熟悉的伴侣动物(尤其是狗)的特征[9]。这种方法的风险在于,人们会对设备的功能和行为产生不恰当的期望,而这些期望是设备无法满足的。因此,必须对变形伴侣进行精心设计,以便能够利用现有知识进行直观交互,同时避免因期望落空而造成失望[2]。本文采用的策略是借用昆虫的仿生模式,利用相关的已有知识来简化与技术设备的交互[5]。昆虫的优势在于它们的外表和行为变化多端,开辟了一个有趣的多模态设计空间,但又不像宠物那样为人所熟悉,因此失望的风险较小。
Study design 研究设计
In order to investigate various interactive 为了研究各种交互式
characteristics of zoomorphic autonomous companions, we created 11 prototypes differing on the dimensions of physical form (similiarity to the real world, visible technology and amount of physical modalities) and the complexity and ambiguity of the behavior following the framework of tangible autonomous interfaces introduced by [7] (see Figures 1 and 2). To explore the effects of autonomy on users and to investigate how visual, acoustic and behavioral characteristics of the zoomorphs are received and interpreted with regard to communicating HCI-related information, we created and filmed a short story for each companion in a Wizard-of-Oz desktop setting. 为了了解缩微自主同伴的特征,我们按照[7]提出的有形自主界面框架,创建了 11 个原型,它们在物理形态(与现实世界的相似度、可视技术和物理模式的数量)以及行为的复杂性和模糊性方面各不相同(见图 1 和图 2)。为了探索自主性对用户的影响,并研究在交流人机交互相关信息时如何接收和解释 zoomorphs 的视觉、声音和行为特征,我们在 Wizard-of-Oz 桌面环境中为每个同伴制作并拍摄了一个小故事。
In an empirical study consisting of three parts participants will first familiarize with the companions by visual and haptic inspection. In a subsequent elicitation phase participants will be provided with a list of tasks and notifications (e.g. attracting the attention of the user; missed smartphone call) and are asked to demonstrate the most appropriate zoomorph action for each. These user-generated actions help us to understand which characteristics (movement patterns, visual and acoustic features) are the most suitable to communicate information in a meaningful way. In addition, participants are asked to come up with possible tasks and notifications that can be communicated by insect-specific behavior, e.g. approaching light. In the second part of the study, participants watch the video prototypes in infinite loop while thinking aloud in order to generate qualitative feedback on the users' perception of a set of pre- 在一项由三部分组成的实证研究中,参与者将首先通过视觉和触觉检查来熟悉同伴。在随后的启发阶段,参与者将收到一系列任务和通知(例如,吸引用户注意;未接智能手机来电),并被要求针对每项任务和通知展示最合适的缩放动作。这些由用户生成的动作有助于我们了解哪些特征(动作模式、视觉和声音特征)最适合以有意义的方式传达信息。此外,我们还要求参与者提出可能的任务和通知,这些任务和通知可以通过昆虫特有的行为来传达,例如接近光线。在研究的第二部分,参与者在大声思考的同时无限循环观看视频原型,以便就用户对一系列预设信息的感知产生定性反馈。
Figure 2: Zoomorphs 6-11 designed characteristics and behaviors (see Figure 3). In the last part of the study we employ the repertory grid methodology [4] to unveil personal constructs about autonomous zoomorphic desktop companions. Participants are presented with a subset of three zoomorphs per trial and have to rate them on a set of constructs they come up with, e.g. likeability, biomorphic/mechanical appearance. These constructs will then be analyzed to see how participants construe the zoomorphs and also how the zoomorphs relate to each other. 图 2:Zoomorphs 6-11 设计的特征和行为(见图 3)。在研究的最后一部分,我们采用了repertory grid方法[4]来揭示关于自主缩放桌面伴侣的个人建构。每次试验都会向参与者展示三个缩放模型子集,参与者必须根据自己想出的一系列构型(如喜欢程度、生物形态/机械外观)对它们进行评分。然后,我们将对这些概念进行分析,以了解参与者是如何理解缩影的,以及缩影之间的关系。
Figure 3: A firefly zoomorph using movable sensors and light to attract the users' attention to a missed phone call on the smartphone that is hidden below office documents. 图 3:萤火虫变型利用可移动传感器和光线吸引用户注意隐藏在办公文件下方的智能手机上的未接来电。
Outlook 展望
With this research on autonomous desktop companions we aim to exploit advantages of biomorphism while avoiding its pitfalls. Although insectoid companions open up an interesting design space, they have to be carefully designed in order to not elicit aversion, dislike and fear, e.g. by using the stylistic means of alienation. After conducting the study outlined in this position paper, we aim to design a high fidelity prototype and test the user-generated actions and notification behaviors in real world settings, for example, in the office or home environment. Overall, we want to contribute to the understanding of human perception of autonomous behaviors in order to design joyful yet functional companions that provide users with an opportunity for emotional relationships. 通过这项关于自主桌面伴侣的研究,我们旨在利用生物形态学的优势,同时避免其缺陷。虽然昆虫伴侣开辟了一个有趣的设计空间,但它们必须经过精心设计,以免引起反感、厌恶和恐惧,例如通过使用异化的风格手段。在进行了本立场文件中概述的研究之后,我们的目标是设计一个高保真原型,并在现实环境中(如办公室或家庭环境)测试用户生成的操作和通知行为。总之,我们希望为理解人类对自主行为的感知做出贡献,从而设计出快乐而实用的伴侣,为用户提供建立情感关系的机会。
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