Alle Publikationen
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2019
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(2019) : Cuteness as a ‘Dark Pattern’ in Home Robots: 2019 14th ACM/IEEE International Conference on Human-Robot Interaction (HRI): Daegu, Korea: IEEE, S. 374-381
DOI: https://doi.org/10.1109/HRI.2019.8673274 Abstract: Dark patterns are a recent phenomenon in the field of interaction design, where design patterns and behavioral psychology are deployed in ways that deceive the user. However, the current corpus of dark patterns literature focuses largely on screen-based digital interactions and should be expanded to include home robots. In this paper, we apply the concept of dark patterns to the ‘cute’ aesthetic of home robots and suggest that their design constitutes a dark pattern in HRI by (1) emphasizing short-term gains over long-term decisions; (2) depriving users of some degree of conscious agency at the site of interaction; and (3) creating an affective response in the user for the purpose of collecting emotional data. This exploratory paper expands the current library of dark patterns and their application to new technological interfaces into the domain of home robotics in order to establish the grounds for an ethical design practice in HRI.
Keywords: Affect, dark patterns, data ethics, Data privacy, Design, design patterns, emotion, emotion recognition, ethical aspects, ethical design practice, Ethics, Home computing, home robots, HRI, human-robot interaction, ieee xplore, Interaction, Moral & Ethik, privacy, PSYCHOLOGY, Robot sensing systems, Software, surveillance capitalism, user experience design 2018
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(2018): Intuitive control of mobile robots: An architecture for autonomous adaptive dynamic behaviour integration. In: Cognitive Processing 19 (2), S. 245-264. DOI: 10.1007/s10339-017-0818-5
DOI: https://doi.org/10.1007/s10339-017-0818-5 Abstract: In this paper, we present a novel approach to human–robot control. Taking inspiration from behaviour-based robotics and self-organisation principles, we present an interfacing mechanism, with the ability to adapt both towards the user and the robotic morphology. The aim is for a transparent mechanism connecting user and robot, allowing for a seamless integration of control signals and robot behaviours. Instead of the user adapting to the interface and control paradigm, the proposed architecture allows the user to shape the control motifs in their way of preference, moving away from the case where the user has to read and understand an operation manual, or it has to learn to operate a specific device. Starting from a tabula rasa basis, the architecture is able to identify control patterns (behaviours) for the given robotic morphology and successfully merge them with control signals from the user, regardless of the input device used. The structural components of the interface are presented and assessed both individually and as a whole. Inherent properties of the architecture are presented and explained. At the same time, emergent properties are presented and investigated. As a whole, this paradigm of control is found to highlight the potential for a change in the paradigm of robotic control, and a new level in the taxonomy of human in the loop systems. (PsycINFO Database Record (c) 2019 APA, all rights reserved)
2017
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(2017): Locally noisy autonomous agents improve global human coordination in network experiments. In: Nature 545 (7654), S. 370-374. DOI: 10.1038/nature22332
DOI: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5912653 Abstract: Coordination in groups faces a sub-optimization problem and theory suggests that some randomness may help to achieve global optima. Here we performed experiments involving a networked colour coordination game in which groups of humans interacted with autonomous software agents (known as bots). Subjects (n = 4,000) were embedded in networks (n = 230) of 20 nodes, to which we sometimes added 3 bots. The bots were programmed with varying levels of behavioural randomness and different geodesic locations. We show that bots acting with small levels of random noise and placed in central locations meaningfully improve the collective performance of human groups, accelerating the median solution time by 55.6%. This is especially the case when the coordination problem is hard. Behavioural randomness worked not only by making the task of humans to whom the bots were connected easier, but also by affecting the gameplay of the humans among themselves and hence creating further cascades of benefit in global coordination in these heterogeneous systems.
2015
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(2015): Learning to overcome cultural conflict through engaging with intelligent agents in synthetic cultures (PSYNDEXshort). In: International Journal of Artificial Intelligence in Education 25, S. 291-317
Abstract: Providing opportunities for children to engage with intercultural learning has frequently focused on exposure to the ritual, celebrations and festivals of cultures, with the view that such experiences will result in greater acceptance of cultural differences. Intercultural conflict is often avoided, bringing as it does particular pedagogical, ethical and political dilemmas of which cultures we place in conflict in the multicultural classroom. In this paper we discuss an alternative approach, providing children with an interactive learning experience with synthetic cultures and characters. The agent architecture developed to enable intelligent agents to exhibit culturally appropriate affect and behaviours is outlined. MIXER, an experiential learning application developed for 9-11 year old children on intercultural conflict is described, highlighting the learning goals and approaches. A school-based evaluation of MIXER with 144 UK children is presented. Children demonstrated high levels of comprehension, engagement and enjoyment of MIXER, with MIXER contributing to near and far transfer, supporting children's cognitive, emotional and behavioural learning and stimulating discussion and debate about how to resolve conflict.
Keywords: Anpassung und Einstellungen, Behavioural cultural tools, Bildungsprogramme und Lehrmethoden, Classroom Dynamics & Student Adjustment & Attitudes, Classrooms, Computer software, conflict, Conflict Resolution, Cross Cultural Differences, Culture & Ethnology, Curricula, Curriculum & Programs & Teaching Methods, Elementary School Students, Erfahrungslernen, Experiential Learning, Grundschüler, High School Students, intelligent agents, Intelligent Systems, Intelligente Agenten, Intelligente Systeme, Interaktion, Interkulturelle Unterschiede, Klassenräume, Konflikt, Konfliktlösung, Kultur und Ethnologie, Kulturforschung/ kulturelle Unterschiede, Lerntheorien, Mensch-Technik-Relation, Multicultural Education, Multikulturelle Erziehung, Pädagogische Psychologie, Schüler der Sekundarstufe, Sociocultural Factors, Software, Soziokulturelle Faktoren, verhaltensbezogene Kulturtechniken 2012
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(2012): TripleR: An R package for social relations analyses based on round-robin designs. In: Behavior research methods 44 (2), S. 455-470. DOI: 10.3758/s13428-011-0150-4
DOI: https://doi.org/10.3758/s13428-011-0150-4 Abstract: In this article, we present TripleR, an R package for the calculation of social relations analyses (Kenny, 1994) based on round-robin designs. The scope of existing software solutions is ported to R and enhanced with previously unimplemented methods of significance testing in single groups (Lashley & Bond, 1997) and handling of missing values. The package requires only minimal knowledge of R, and results can be exported for subsequent analyses to other software packages. We demonstrate the use of TripleR with several didactic examples.
Keywords: Algorithms, Analysis of Variance, Data Interpretation, Statistical, Group Structure, Humans, Interpersonal Relations, Longitudinal Studies, Models, Psychological, Models, Statistical, Psychology, Social/methods/statistics & numerical data, Research Design, Social Behavior, Social Perception, Software 2011
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(2011) : I'll keep an eye on you: Home robot companion for elderly people with cognitive impairment: IEEE International Conference on Systems, Man, and Cybernetics (SMC), 2011: 9-12 Oct. 2011, Anchorage, Alaska, USA ; conference proceedings ; [including workshop papers]: EEE International Conference on Systems, Man and Cybernetics (IEEE SMC); Annual Workshop on Brain-Machine Interfaces; Workshop on Robust Machine Learning Technologies for Human Activity Detection Using Body-Worn Sensors: 2011 IEEE International Conference on Systems, Man and Cybernetics - SMC: Anchorage, AK, USA: 10/9/2011 - 10/12/2011: Piscataway, NJ: IEEE, S. 2481-2488
Abstract: The paper gives an overview of the progress in developing a socially assistive home robot companion for elderly people with mild cognitive impairment (MCI) living alone at home. The spectrum of required assistive functionalities of such a robot companion is broad and reaches from reminding functions (e.g. taking medication or drinking) and cognitive stimulation exercises, via mobile videophony with relatives or caregivers, up to the detection and evaluation of critical situations, like falls. The paper is addressing several aspects of our work as part of the European FP7 project “CompanionAble”, as for example the developed robot hardware and its software and control architecture, the implemented skills for robust user detection and tracking and user-centered navigation in the home environment, and reports on already conducted and still ongoing functionality testings and pending usability studies with the end-user target groups (the elderly, relatives, caregivers).
Keywords: Alltag, assistive robotics, Cameras, cognitive stimulation exercise, CompanionAble project, CONTROL ARCHITECTURE, elderly people, Gesundheit, handicapped aids, home automation, ieee xplore, mild cognitive impairment, Mobile robots, mobile videophony, Navigation, robot control architecture, Robot kinematics, Robot navigation, Robot vision systems, robust user detection, socially assistive robot companion, Software, user observation, user-centered navigation, videotelephony 2005
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(2005): Polite computing. In: Behaviour & Information Technology 24 (5), S. 353-363. DOI: 10.1080/01449290512331333700
Abstract: This paper presents politeness as a key social requirement for computer human interaction (CHI). Politeness is defined, in information terms, as offering the locus of control of a social interaction to another party. Software that creates pop-up windows is not illegal, but is impolite, as it preempts user choice. It is proposed that impolite software drives users away, while polite software attracts them. Specifying politeness suggests four requirements: (1) Respect user choice (2) Disclose yourself (3) Offer useful choices (4) Remember past choices. Software that ignores these rules may fail not by logic error but by social error. "Mr. Clippy" is an example of software that users often disable because it is impolite. Operating systems could support application politeness by providing an application source registry and a general meta-choice console. A future is envisaged where software politeness is a critical software success requirement.
Keywords: Angepasstheit der Maschine an Nutzerbedürfnisse, Computerwissenschaft, Disclose yourself, doppelter Treffer, Etikette, Höflichkeit, Höflichkeitsforschung, Human-Computer Etiquette, Human-computer interaction, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Offer useful choices, polite social interaction, Politeness, Realtechnik, Remember past choices, Respect user choice, Software, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Technik, Technikbezug 2004
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(2004): New frontiers for psychology and education: robotics. In: Psychol Rep 94 (3 Pt 2), S. 1372-1374. DOI: 10.2466/pr0.94.3c.1372-1374
DOI: https://doi.org/10.2466/pr0.94.3c.1372-1374 Abstract: The paper reviews the first attempts to study the educational and psychological usefulness of robotics: (1) the social and cooperative dimensions involved in the robot-building activities; (2) the reasoning strategies implied in building and programming robots; (3) the influences of robotics on mathematical and scientific achievement; (4) the use of robotics in modification of social skills of autistic children.
1990
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(1990) : Benutzerfreundlichkeit von Dialogsystemen und Benutzerbeteiligung bei der Software-Entwicklung In: Frei, Felix: Das Bild der Arbeit: 1. Aufl.: Bern: Huber, S. 158-171
Abstract: Die Bedeutung der Benutzerfreundlichkeit von Dialogsystemen und der Benutzerbeteiligung bei der Software-Entwicklung wird erörtert. Zunächst werden Konzepte und Kriterien der Benutzerfreundlichkeit beschrieben. Dann werden anhand illustrativer empirischer Daten die möglichen Effekte partizipativen versus expertokratischen Vorgehens bei der Entwicklung und Einführung von elektronischen Datenverarbeitungssystemen in Betrieben aufgezeigt, und Konsequenzen für die praktische Umsetzung solcher Vorhaben werden gezogen. Es wird dafür plädiert, im Rahmen der Software-Entwicklung zunehmend adaptierbare Systeme mit Individualisierungsmöglichkeiten anzustreben, die von den Benutzern selbst auf einfache Weise an ihre persönlichen Bedürfnisse angepasst werden können.
1988
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(1988) : Die Gestaltung der Benutzerschnittstelle bei interaktiven Systemen In: Ruppert, Franz: Psychologisches Handeln in Betrieben und Organisationen: Aktuelle Aufgaben in Fallbeispielen: 1. Aufl.: Bern: Huber, S. 125-135
Abstract: Die Bedeutung der Benutzerfreundlichkeit interaktiver Systeme wird herausgestellt. Welche Kriterien dabei erfüllt sein müssen, wird erörtert, und Strategien zur Erhöhung der Benutzerfreundlichkeit werden diskutiert. Anhand der Beschreibung einer experimentellen Realisierung einer Benutzerführung für Bildschirmtext (Btx) wird schließlich exemplarisch der Beitrag aufgezeigt, den Psychologen bei der Lösung software-ergonomischer Problemstellungen leisten können.
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