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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
301

Integrating Work Engagement Theory in a User-Centered Design Process : Designing a Visualization Tool for Radar Surveillance Data

Hägg Edelönn, Vilma, Gardell, Alice January 2024 (has links)
The objective of this thesis is to investigate the incorporation of work engagement theory into the design process of an IT system. This is accomplished through the development of a web interface that facilitates data visualization and analysis for radar surveillance operations at Saab. The incorporation of work engagement in the design process is rare in previous research but holds the potential to enhance employee engagement, promoting greater enthusiasm for their daily tasks and alleviating stress and burnout. This, in turn, can foster a workforce that is both more productive and successful. The thesis has been divided into two core parts; the development of a design framework used for theoretical analysis of work engagement, and the practical implementation of the framework in the development and evaluation process. The design framework, crafted through an extensive literature review, integrates work engagement theory complemented by other relevant theories, all supported by a user-centered design methodology, thus ensuring a comprehensive and consistent approach to capturing engagement. The practical implementation of the framework consisted of developing and evaluating the web interface in three iterations. In each iteration the users' needs were defined as functional requirements, a prototype was developed and a user evaluation was conducted. Following these interviews, modifications were made to the functional requirements, guiding the subsequent iteration.  The final evaluation revealed that users saw potential in the proof-of-concept tool, praising its innovative design process, ease of use, and visualization techniques. They believed these aspects could inspire future development of existing tools and enhance engagement. After the iterations, it became evident that adhering to the proposed design framework, based on user-centered design principles and UX theory, especially emphasizing UX goals, allows for effective integration of work engagement within an IT system in a highly technological context. It holds the potential for creating engaging interfaces and thus capturing quiet quitters, amplifying well-being and increasing organizational success.
302

Communication of Emotion in Mediated and Technology-Mediated Contexts: Face-to-Face, Telephone, and Instant Messaging

Burge, Jamika D. 24 July 2007 (has links)
This dissertation work considers communication between people. I look at coordinating dyads (couples in relationships) and people in working relationships to develop an understanding of how people engage in high-stakes, or emotional communication via various communicative media. The approach for this research is to observe and measure people's behavior during interaction and subsequent reporting of that behavior and associated internal experiences. Qualitative and quantitative methods are employed. Quantitative data are analyzed using a range of statistical analyses, including correlations matrices, ANOVAs, and multivariate statistics. Two controlled laboratory experiments were conducted for this research. These experiments involved couples in relationships. Couples were brought into the lab and argued with each other across one of three technological media: face-to-face, telephone, and instant messaging (IM). In one set of couples' experiments, the couples argued for twenty minutes; in the subsequent couples' experiment, couples were encouraged to take as much time as they needed for their arguments. One of the main results from the first experiment is that couples did, indeed, argue when brought into a laboratory setting. One of the important findings for the second experiment is that time did not affect couples' tendency to reach closure during their arguments. This research is a contribution in that it examines how people engage in highly emotional communication using various technological media. In a society with ever-increasing communication needs that require technology, it becomes necessary to study its communicative affordances. Understanding the context of highly emotional interactions between members of couples gives insight into how technology meets (or fails to meet) these communication needs. / Ph. D.
303

Understanding and Improving Distal Pointing Interaction

Kopper, Regis Augusto Poli 04 August 2011 (has links)
Distal pointing is the interaction style defined by directly pointing at targets from a distance. It follows a laser pointer metaphor and the position of the cursor is determined by the intersection of a vector extending the pointing device with the display surface. Distal pointing as a basic interaction style poses several challenges for the user, mainly because of the lack of precision humans have when using it. The focus of this thesis is to understand and improve distal pointing, making it a viable interaction metaphor to be used in a wide variety of applications. We achieve this by proposing and validating a predictive model of distal pointing that is inspired by Fitts' law, but which contains some unique features. The difficulty of a distal pointing task is best described by the angular size of the target and the angular distance that the cursor needs to go across to reach the target from the input device perspective. The practical impact of this is that the user's relative position to the target should be taken into account. Based on the model we derived, we proposed a set of design guidelines for high-precision distal pointing techniques. The main guideline from the model is that increasing the target size is much more important than reducing the distance to the target. In order to improve distal pointing, we followed the model guidelines and designed interaction techniques that aim at improving the precision of distal pointing tasks. Absolute and Relative Mapping (ARM) distal pointing increases precision by offering the user a toggle which changes the control/display (CD) ratio such that a large movement of the input device is mapped to a small movement of the cursor. Dynamic Control Display Ratio (DyCoDiR) automatically increases distal pointing precision, as the user needs it. DyCoDiR takes into account the user distance to the interaction area and the speed at which the user moves the input device to dynamically calculate an increased CD ratio, making the action more precise the steadier the user tries to be. We performed an evaluation of ARM and DyCoDiR comparing them to basic distal pointing in a realistic context. In this experiment, we also provided variations of the techniques which increased the visual perception of targets through zooming in the area around the cursor when precision was needed. Results from the study show that ARM and DyCoDiR are significantly faster and more accurate than basic distal pointing with tasks that require very high precision. We analyzed user navigation strategies and found that the high precision techniques afford users to remain stationary while performing interactions. However, we also found that individual differences have a strong impact on the decision to walk or not, and that, sometimes, is more important than the technique affordance. We provided a validation for the distal pointing model through the analysis of expected difficulty of distal pointing tasks in light of each technique tested. We propose selection by progressive refinement, a new design concept for distal pointing selection techniques, whose goal is to offer the ability to achieve near perfect accuracy in selection at very cluttered environments. The idea of selection by progressive refinement is to gradually eliminate possible targets from the set of selectable objects until only one object is available for selection. We implemented SQUAD, a selection by progressive refinement distal pointing technique, and performed a controlled experiment comparing it to basic distal pointing. We found that there is a clear tradeoff between immediate selections that require high precision and selections by progressive refinement which always require low precision. We validated the model by fitting the distal pointing data and proposed a new model, which has a linear growth in time, for SQUAD selection. / Ph. D.
304

Supporting and Transforming High-Stakes Investigations with Expert-Led Crowdsourcing

Venkatagiri, Sukrit 20 December 2022 (has links)
Expert investigators leverage their advanced skills and deep experience to solve complex investigations, but they face limits on their time and attention. In contrast, crowds of novices can be highly scalable and parallelizable, but lack expertise and may engage in vigilante behavior. In this dissertation, I introduce and evaluate the framework of expert-led crowdsourcing through three studies across two domains, journalism and law enforcement. First, through an ethnographic study of two law enforcement murder investigations, I uncover tensions in a real-world crowdsourced investigation and introduce the expert-led crowdsourcing framework. Second, I instantiate expert-led crowdsourcing in two collaboration systems: GroundTruth and CuriOSINTy. GroundTruth is focused on one specific investigative task, image geolocation. CuriOSINTy expands the flexibility and scope of expert-led crowdsourcing to handle more complex and multiple investigative tasks: identifying and debunking misinformation. Third, I introduce a framework for understanding how expert-led crowdsourced investigations work and how to better support them. Finally, I conclude with a discussion of how expert-led crowdsourcing enables experts and crowds to do more than either could alone, as well as how it can be generalized to other domains. / Doctor of Philosophy / Expert investigators leverage their advanced skills and deep experience to solve complex investigations, but they face limits on their time and attention. In contrast, there is growing interest among non-professional members of the public to participate in investigations, but they lack the expertise or may engage in harmful behavior. In this dissertation, I introduce a new concept called, expert-led crowdsourcing, that allows professionals and non-professionals to work together on a high-stakes investigations in two domains: journalism and law enforcement. First, I explored how expert-led crowdsourcing played out in CrowdSolve, a real-world investigation of two decades-old murder cases. At CrowdSolve, over 250 amateur sleuths supported eight law enforcement experts to uncover new leads two for the two cases. Second, I build two software applications, GroundTruth and CuriOSINTy, to better support expert-led crowdsourced investigations. GroundTruth helps investigators work with a crowd to find the exact geographic location where a photo was taken. CuriOSINTy extends GroundTruth's capabilities to help investigators with more complex and multiple investigative tasks involved in identifying and debunking misinformation on social media. Third, I compared and contrasted the three prior studies to develop a more detailed understanding of expert-led crowdsourced investigations and how to better support them. Finally, I conclude with a discussion of how expert-led crowdsourcing enables experts and crowds to do more than either could alone, as well as how it can be used in other professions.
305

Promoting Universal Access to E-government Services --- A Comprehensive Conceptual Framework from Citizens' Perspective

Al Drees, Asma Ayed S. 26 June 2023 (has links)
The world moves toward the era of a smart society that is human-centered, sustainable, and inclusive. Countries employed new information and communication technologies to deliver services and engage citizens in the decision-making process. These services are evolving and in the near future, we can expect a plethora of new services related to Smart Society 5.0 and Industry 4.0, in addition to more traditional services. The possibility of these new technologies to foster sustainable development can only be obtained when all target users have fair access to the offered services. In the e-government context, ensuring service quality is crucial for success. While many factors contribute to service quality, user experience is becoming increasingly important. Governments need to put citizens at the center of the design process of their services and ensure that all target users have an enhanced experience with the offered e-services. Moreover, e-government constantly changes over time and continues to drive opportunities and open new possibilities for potential developments. Therefore, it is highly recommended that government agencies regularly evaluate citizens' experience with the offered services and investigate the factors that significantly influence their adoption behavior. However, numerous research efforts investigated the user experience of e-government from the lens of specific government services in an individual or specific range of countries. There has been a lack of a global e-government adoption framework to evaluate users' adoption behaviors of e-government services. Despite successful efforts to formalize certain aspects of user experience, there remains a need for a comprehensive and systematic framework for user experience evaluation. Therefore, the main objective of this thesis is to conduct a comprehensive study of the state of the art in user experience evaluation and develop a unified framework that integrates existing knowledge on the topic. It provides a systematic approach for enhancing user experience by providing guidelines on how to evaluate users' adoption behaviors of e-government services efficiently as a reference for future investigations. The research approach was conducted through two main phases. The first phase aims to design the proposed conceptual framework to evaluate users' adoption behaviors of e-government services. Hence, we have conducted a systematic literature review on user experience towards e-government services and cover all different aspects to better understand target users and enhance their overall experience. This systematic review informed the design of a holistic conceptual framework by investigating factors that significantly affect users' adoption of e-government services globally. The proposed framework provides a standard overarching process for future research in the e-government domain by providing an established methodology for evaluating users' adoption behaviors of e-government services. This framework is global, it is used to evaluate users' adoption behaviors of e-government in any country to ensure that citizens have a good experience with e-government services in that country. The framework includes the most common significant factors influencing users' adoption behaviors of e-government that represent the necessary steps to enhance citizen experience and boost their adoption behavior. The second phase implies the utilization of the proposed framework to evaluate users' adoption behaviors of e-government by developing a reference implementation of e-government adoption based on the proposed framework. The quantitative research methodology was employed using a web-based questionnaire to evaluate the e-government adoption behavior. The questionnaire contains a set of measurement items pertaining to each factor that existed in the proposed framework to investigate their potential relationships. The questionnaire underwent an iterative process of testing and validation to ensure the reliability and credibility of the measurement items. Then, the multivariate statistics, including the structural equation modeling, have been adopted to analyze and examine the framework relationships. Preliminary results of this thesis include two user studies investigating user experience towards specific e-government services to support the development of the conceptual framework. Then, the proposed framework alongside the reference implementation were applied to evaluate the Saudi e-government adoption by evaluating the adoption behavior and developing an explanatory model for the adoption behaviors of Saudi citizens. The contributions of this thesis can be summarized by conducting a systematic literature review on user experience towards e-government services to inform the design of the proposed framework. Then, developing a global conceptual framework for evaluating users' adoption behaviors of e-government. Overall, this thesis provides valuable insights into enhancing citizen experience and increasing their adoption of e-government services, which supports government agencies, practitioners, and policymakers. / Doctor of Philosophy / Governments employed new technologies that are dynamic and smart to deliver services to citizens and ensure they are engaged while using these services. Nowadays, the phenomenon of 'smart society' refers to systems that are human-centered, sustainable, and accessed by all target users. Universal access to government services is the pillar to achieving sustainable development goals as expressions of a smart society. In the electronic government context, ensuring service quality is crucial for success. While many factors contribute to service quality, user experience is becoming increasingly important. Governments need to put citizens at the center of the design process of their services and ensure that all target users have an enhanced experience with the offered e-services. Moreover, e-government constantly changes over time and continues to drive opportunities and open new possibilities for potential developments. Therefore, it is highly recommended that government agencies regularly evaluate citizens' experience and investigate the factors that influence their adoption behavior. In the literature, there has been a lack of a comprehensive review of user experience towards e-government services globally. In addition, many research efforts focused on developing e-government adoption frameworks based on government services in a specific country or a limited range of countries. There has been a lack of a global e-government adoption framework to evaluate users' adoption behaviors of e-government services. Despite successful efforts to formalize certain aspects of user experience, there remains a need for a comprehensive and systematic framework for user experience evaluation. Therefore, the main objective of this thesis is to conduct a comprehensive study of the state of the art in user experience evaluation and develop a unified framework that integrates existing knowledge on the topic. It provides a systematic approach to enhance the user experience by providing guidelines on how to evaluate users' adoption behaviors of e-government services efficiently as a reference for future investigations. This comprehensive review informed the design of a holistic conceptual framework by investigating significant factors influencing users' adoption behaviors of e-government services globally. Hence, the proposed framework includes the most common significant factors influencing users' adoption behaviors of e-government imported from the comprehensive review's results. This framework provides a standard overarching process for future research in the e-government domain by providing an established methodology for evaluating users' adoption behaviors of e-government services. It is used to evaluate the e-government adoption behaviors in any country to ensure the efficiency of e-government services and enhance the citizen experience in that country. The quantitative research methodology was employed using a web-based questionnaire to evaluate the e-government adoption behavior based on the proposed framework. The questionnaire was tested and validated to ensure the reliability and credibility of the questionnaire items. After that, specific statistical techniques, including structural equation modeling, were used to examine and refine the framework relationships. Preliminary results of this thesis include two user studies investigating users' experience towards specific e-government services to support the development of the conceptual framework. Hence, the proposed framework alongside the developed questionnaire and implemented analysis techniques were applied to evaluate the Saudi e-government adoption by evaluating the adoption behavior and developing an explanatory model for the adoption behaviors of Saudi citizens. This thesis supports the e-government by providing valuable insights to government practitioners and policymakers on enhancing citizen experience and increasing their adoption of e-government services.
306

Usability and User Experience Evaluation of Nordnet : Focusing on novice users on the mobile application

Reuterwall, Melwin January 2024 (has links)
This thesis evaluates the usability and user experience (UX) of the Nordnet mobile application, with a focus on the challenges or barriers faced by novice users. Nordnet is one of the leading digital platforms and banks for savings, investments, loans, and pensions, in the Nordic. As financial technologies continue to advance, good usability and user experience of mobile financial applications become important, especially for users with no or limited experience using financial applications such as Nordnet. Through a combination of usability testing with interviews and the use of the System Usability Scale (SUS), this study aims to uncover the primary barriers novice users encounter, and from those recommend design improvements to enhance the usability and overall user experience.The methodology used consists of a task-based evaluation with a total of five first-time users performing a predefined set of tasks to assess different usability aspects such as learnability, efficiency, cognitive load, and the overall user experience. The findings indicate significant challenges in navigation, feature discoverability, and complex interface, affecting the overall usability and user experience negatively. The overall usability rating calculated through the SUS questionnaire was rated as below average, with only one test participant rating it as above average. Despite these challenges, certain features were appreciated for their functionality and ease of use. Suggested improvements include simplifying the interface to reduce cognitive load and enhancing the clarity of icons with the help of text labels.This research contributes to the field by highlighting the critical areas where mobile financial applications such as Nordnet can improve to better serve its novice users.
307

Praktiken der interaktiven Aneignung: Ein Multitouch Tabletop im Ausstellungsraum

Rothe, Ingmar 12 September 2024 (has links)
Museen und Science Center sind im Wandel. Mit einer Veränderung des eigenen Auftrags, der sich zunehmend entfernt vom Bewahrungsauftrag, hin zur Schaffung von Erlebnissen, verändert sich auch das Bild vom Museumsbesucher und das Bild dessen, was Besuchende im Museum sehen und vor allem tun können. So werden auch Besuchende zu Benutzenden, die in Ausstellungen Stationen finden, an denen sie Exponate berühren und verändern dürfen, die bespielt werden können und die multimediale Inhalte zur Verfügung stellen. In Medientechnologien, wie sie in Ausstellungsräumen und Science-Centers zunehmend vorgefunden werden können, begegnen sich nun technische Möglichkeiten und der museumspädagogische Bewusstseinswandel in der Weise, dass spielerisch angelegte Exponate nicht nur für jeweils einen Spieler zugänglich sein sollen, sondern möglichst für mehrere zur selben Zeit. Als 'Interactives' werden digitale Technologien im Museum verstanden, an denen Besuchende über die Benutzung mit anderen Besuchenden in Kontakt und ins Gespräch kommen sollen. Zugleich steht der Begriff 'Interactive' für die Verschränkung unterschiedlicher Arten von Interaktion: die Interaktion von Nutzern mit dem Interface einerseits und die Interaktion der Nutzenden miteinander andererseits. Häufig in Museen anzutreffende Interactives sind Multitouch-Tabletops. Die Arbeit geht von der Frage aus, wie Besucherinnen und Besucher im Museum interaktive Systeme wie Tabletops zu einem Teil ihres Museumsrundgangs machen, und wie sie es schaffen, diese Medientechnologien gemeinsam zu benutzen. Auf diesen interaktiven Aneignungsprozess ist das forschungsleitende Interesse der Studie gerichtet. Sie verknüpft drei Forschungsbereiche miteinander: Aneignung, Mensch-Computer-Interaktion und soziale Interaktion. Methodisch folgt die Arbeit einem qualitativ-empirischen Ansatz. Authentische Interaktionsereignisse an einem Multitouch Tabletop im Sächsischen Industriemuseum Chemnitz wurden videographisch erfasst – insgesamt ca. 22 Stunden – und mit Verfahren der ethnomethodologisch informierten Interaktionsanalyse ausgewertet. Vier zentrale Praktiken werden in der Arbeit rekonstruiert, mittels derer sich Museumsbesucher:innen die Funktionen eines Multitouch-Tabletops im Ausstellungsraum gemeinsam aneignen: 1. das gemeinsame Platz nehmen, 2. das begleitende Sprechen, 3. die Praktik des Ein- und Übergreifens im Spiel und 4. das gemeinschaftliche Aushandeln von (Spiel)regeln. Am Beispiel des Tabletops kann gezeigt werden, welche grundsätzlichen Praktiken Menschen anwenden, um ungewohnte Technologien gemeinsam und koordiniert zu erschließen. Aneignung, so zeigt sich, ist ein online-Prozess der Benutzung und keine vorgeschaltete Handlung, die eine sinnhafte Benutzung erst ermöglicht.:Inhaltsverzeichnis 1. Einleitung ...5 1.1. Aktivitäten im Ausstellungsraum – vom Anschauen zum Anfassen...5 1.2. Tabletops im Museum – der Comfortable ...10 1.3. Forschungsleitendes Interesse und Forschungsfragen...15 1.4. Bezugsfelder ...18 1.5. Anlage der Arbeit ...28 2. Praktiken der interaktiven Aneignung...30 2.1. Aneignung ...30 2.1.1. Medienaneignung als kommunikative Aneignung ...31 2.1.2. Interaktion ...39 2.1.3. Aneignung von Technik und Technologie: Affordances ...46 2.1.4. Zusammenführung: interaktive Aneignung ...54 2.2. Praktiken als Untersuchungsgegenstand ...56 2.2.1. Praktik als situated action (Lucy Suchman) ...57 2.2.2. Praktik als situated activity system (Charles Goodwin) ...60 2.2.3. Ungewohnte Artefakte (Antonia Krummheuer) ...62 2.2.4. Zwischenfazit: Praktiken ...65 2.3. Zusammenführung: Praktiken der interaktiven Aneignung ...66 3.Methodische Zugänge ...68 3.1. Ethnomethodologische Grundlagen ...69 3.2. Konversationsanalyse ...71 3.3. Vom Arbeitsplatz ins Museum: die Entwicklung der Videographie ...77 3.4. Multimodale Interaktionsanalyse: Interaktionsraum und Interaktionsarchitektur...84 3.5. Fazit: videobasierte Interaktionsanalyse ...90 4.Methodisches Vorgehen ...95 4.1. Feldzugang und Datenerhebung ...95 4.1.1. Feldzugang ...95 4.1.2. Datenerhebung ...99 4.2. Kollektionenbildung: der Spielbeginn am Tabletop ...102 4.2.1. Vorüberlegungen zur Bildung einer Kollektion ...103 4.2.2. Fallauswahl ...105 4.3. Transkription ...107 4.3.1. Vorüberlegungen ...108 4.3.2. Standbild und Framecomic ...114 4.3.3. Vorgehensweise und Konvention ...119 5. Praktiken der interaktiven Aneignung ...123 5.1. ‚Hinsetzen’: sich einen Platz nehmen ...123 5.1.1. Spielbeginn: die Multimodalität von Eröffnungssequenzen ...124 5.1.2. Hinsetzen als Grenze ...128 5.1.3. Stehenbleiben ...150 5.1.4. Fazit: Annäherung und Hinsetzen ...165 5.2. Begleitendes Sprechen ...168 5.2.1. Wahrnehmungsbegleitendes Sprechen ...169 5.2.2. Empraktisches Sprechen ...174 5.2.3. Begleitendes Sprechen im Licht der analysierten Fälle ...187 5.3. Ein- und Übergreifen ...191 5.3.1. Überblick: ‚Ma mitspielen‘ ...192 5.3.2. Kooperatives Eingreifen ...194 5.3.3. Kompetitives Eingreifen ...206 5.3.4. Eingreifen als Praktik der gemeinsamen Aneignung ...211 5.4. Das Spiel regeln ...212 5.4.1. Informieren und Orientieren: ‚Kartenspiel’ ...213 5.4.2. Informieren-Orientieren-Ausprobieren ...218 5.4.3. Informieren-Ausprobieren-Qualifizieren ...226 6. Fazit und Diskussion: Zum Ertrag dieser Arbeit ...229 6.1. Aneignungsforschung...229 6.2. Human-Computer-Interaction ...233 6.3. Koordination und multimodale Interaktion ...243 6.4. Raumlinguistik ...246 6.5. Grenzen der Arbeit und ein Ausblick ...253 7. Literatur ...257 8. Abbildungsverzeichnis ...271 9. Übersicht der Transkriptausschnitte ...272 10. Anhang ...273 10.1. Transkriptionskonventionen ...273 10.2.Einverständniserklärungen ...276 11. Versicherung ...277
308

A Future Perspective on the Digitalised Work Environment : Understanding the Role of Artificial Intelligence and Social Robots in Future Work Environments

Harmsen, Elma January 2024 (has links)
Advanced technologies have made their way into the digitalisation process of many work environments, thereby inevitably changing therole technologies such as Artificial Intelligence and robotisation will start to play in future work environments. This thesis seeks answersto the question of how we can effectively understand the future role of technology in our digital work environment, with its main researchquestion being: How can the future role of Artificial Intelligence and social robots in a digitalised work environment be understood froma higher education perspective? The research includes a structured literature review on the current implications of digitalisation in workenvironments, a thematic analysis for patterns in the literature, and the futuring method covering several future scenarios related to twomain technological trends: Artificial Intelligence and robotisation. The outcomes of the futuring method translated to storyboards, formingthe basis for two discussions with university students, and providing important future perspectives on the before mentioned technologicaltrends. Findings emphasise the benefits of discussions of this kind; that they leverage how one now understands, and inherently definesand expects the use of AI and robot technologies in a digital work environment context. The future perspectives from the discussionsconsider primarily the factors of emotion, empathy, feelings and lived experiences, that discern and define the role of AI and robots in thephysical, cognitive and social-organisational dimensions of the digitalised work environment. / <p></p><p></p>
309

Five qualities of emotional and embodied experiences to consider in movement-based design for feminist self-defense : A case study of feminist self-defense

Moberg, Rosanna January 2024 (has links)
Feminist self-defense combines psychological defense and physical defense. During a self-defense class, prevention of assaults and preparation for resistance are key lessons. A woman can learn about existing techniques for physical defense, but once she finds herself in a critical situation, emotions will have a pivotal role in the action outcome. Being mentally prepared increases the chances of defending oneself with a successful outcome. For HCI researchers in embodied interaction design, it is essential to pay attention to both the emotional and bodily experiences in feminist self-defense. In this study, I explore the emotional and embodied experiences of feminist self-defense through a case study to investigate how these can inform the development of a movement-based design. The findings suggest that three aspects are central to the participants' experiences: empowerment, awareness, and mindset. Based on these three aspects, the study highlights implications for future work in the feminist self-defense design space. These implications include five qualities of bodily and emotional experiences to consider in movement-based interaction design for feminist self-defense. The five qualities are agency and control, feedback and self-reflection, providing suitable information, social sharing and collaborative growth, and interactive environment practices.
310

EMO RETAIL AI : Consumer Attitudes on Retail AI Emotion Recognition Systems

Ashley, Daniel, Nederman, Olle January 2024 (has links)
Combining surveillance and emotion analysis seems to be on the doorstep and companies are fighting for a competitive edge with Artificial Intelligence. Our study investigates the attitudes of customers towards retail AI emotion recognition implementations and how they can be used by retailers. What role can emotion detecting AI systems play in retail customer interactions? How do people interact with novel AI surveillance technology and the ethical and privacy implications especially involving emotions, in retail environments? Semi-structured interviews were conducted to gather data from participants to gauge acceptable practices as well as privacy and ethical considerations. Respondents provided varied responses to different scenarios, but most were open to data collection and emotional data processing. Through analysis of the data, several key themes were uncovered including Convenience, Control over Data and Expectation of Privacy. The understandings gained throughout the research point to a need for guidelines and regulations to deploy emotion detecting AI safely and considerately. Finally, recommendations are provided for the multitude of aspects that require attention in designing AI monitoring systems.

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