Designing a Willing-to-Use-in-Public Hand Gestural Interaction Technique for
Smart Glasses
Everyday Objects as Interaction Surfaces
/
Hsieh, Yi-Ta
/
Jylhä, Antti
/
Orso, Valeria
/
Gamberini, Luciano
/
Jacucci, Giulio
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.4203-4215
© Copyright 2016 ACM
Summary: Smart glasses suffer from obtrusive or cumbersome interaction techniques.
Studies show that people are not willing to publicly use, for example, voice
control or mid-air gestures in front of the face. Some techniques also hamper
the high degree of freedom of the glasses. In this paper, we derive design
principles for socially acceptable, yet versatile, interaction techniques for
smart glasses based on a survey of related work. We propose an exemplary
design, based on a haptic glove integrated with smart glasses, as an embodiment
of the design principles. The design is further refined into three interaction
scenarios: text entry, scrolling, and point-and-select. Through a user study
conducted in a public space we show that the interaction technique is
considered unobtrusive and socially acceptable. Furthermore, the performance of
the technique in text entry is comparable to state-of-the-art techniques. We
conclude by reflecting on the advantages of the proposed design.
A Wearable Multimodal Interface for Exploring Urban Points of Interest
Oral Session 6: Mobile and Wearable
/
Jylhä, Antti
/
Hsieh, Yi-Ta
/
Orso, Valeria
/
Andolina, Salvatore
/
Gamberini, Luciano
/
Jacucci, Giulio
Proceedings of the 2015 International Conference on Multimodal Interaction
2015-11-09
p.175-182
© Copyright 2015 ACM
Summary: Locating points of interest (POIs) in cities is typically facilitated by
visual aids such as paper maps, brochures, and mobile applications. However,
these techniques require visual attention, which ideally should be on the
surroundings. Non-visual techniques for navigating towards specific POIs
typically lack support for free exploration of the city or more detailed
guidance. To overcome these issues, we propose a multimodal, wearable system
for alerting the user of nearby recommended POIs. The system, built around a
tactile glove, provides audio-tactile cues when a new POI is in the vicinity,
and more detailed information and guidance if the user expresses interest in
this POI. We evaluated the system in a field study, comparing it to a visual
baseline application. The encouraging results show that the glove-based system
helps keep the attention on the surroundings and that its performance is on the
same level as that of the baseline.
Does Trigger Location Matter? The Influence of Localization and Motivation
on the Persuasiveness of Mobile Purchase Recommendations
Empowering Individuals
/
Basten, Frank
/
Ham, Jaap
/
Midden, Cees
/
Gamberini, Luciano
/
Spagnolli, Anna
Proceedings of the 2015 International Conference on Persuasive Technology
2015-06-03
p.121-132
Keywords: Persuasive technology; Fogg behavior model; Triggers; Motivation;
Location-based; Virtual supermarket
© Copyright 2015 Springer International Publishing Switzerland
Summary: Thanks to the ubiquity of wireless network, location has become an easily
available resource to exploit when sending purchase recommendations. We rely on
Fogg's Behavior model (FBM; Fogg, 2009) and on previous research to study
whether the appearance of such recommendations when the user spatially
approaches a target item improves the recommendation persuasiveness. We created
a virtual supermarket, where products images are displayed on posters and
customers can scan products' QR codes with a tablet to buy them. The
persuasiveness of triggers co-located or not with the target product was
examined, in conditions of high vs. poor motivation to purchase that product.
Confirming our hypotheses, triggers co-located with the target product lead to
higher sales of that product. Furthermore, participants who received a
co-located trigger that also contained a motivating message purchased more
items than participants in other conditions. Therefore, setting triggers to
appear at a specific location proximal to the target item can change behavior,
especially for motivated subjects.
Covert Persuasive Technologies: Bringing Subliminal Cues to Human-Computer
Interaction
/
Barral, Oswald
/
Aranyi, Gabor
/
Kouider, Sid
/
Lindsay, Alan
/
Prins, Hielke
/
Ahmed, Imtiaj
/
Jacucci, Giulio
/
Negri, Paolo
/
Gamberini, Luciano
/
Pizzi, David
/
Cavazza, Marc
Proceedings of the 2014 International Conference on Persuasive Technology
2014-05-21
p.1-12
Keywords: Covert persuasion; subliminal cueing; masked cues
© Copyright 2014 Springer International Publishing
Summary: The capability of machines to covertly persuade humans is both exciting and
ethically concerning. In the present study we aim to bring subliminal masked
stimulus paradigms to realistic environments, through Virtual Environments. The
goal is to test if such paradigms are applicable to realistic setups while
identifying the major challenges when doing so. We designed a study in which
the user performed a realistic selection task in a virtual kitchen. For trials
below one-second reaction time, we report significant effect of subliminal cues
on the selection behavior. We conclude the study with a discussion of the
challenges of bringing subliminal cueing paradigms to realistic HCI setups.
Ethical concerns when designing covertly persuasive systems are discussed as
well.
Comparing eye and gesture pointing to drag items on large screens
Poster
/
Kosunen, Ilkka
/
Jylha, Antti
/
Ahmed, Imtiaj
/
An, Chao
/
Chech, Luca
/
Gamberini, Luciano
/
Cavazza, Marc
/
Jacucci, Giulio
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.425-428
© Copyright 2013 ACM
Summary: Large screens are populating a variety of settings motivating research on
appropriate interaction techniques. While gesture is popularized by depth
cameras we contribute with a comparison study showing how eye pointing is a
valuable substitute to gesture pointing in dragging tasks. We compare eye
pointing combined with gesture selection to gesture pointing and selection.
Results clearly show that eye pointing combined with a selection gesture allows
more accurate and faster dragging.
Incorporating subliminal perception in synthetic environments
Methodical Approaches to Prove the Effects of Subliminal Perception in
Ubiquitous Computing Environments
/
Pizzi, David
/
Kosunen, Ilkka
/
Viganó, Cristina
/
Polli, Anna Maria
/
Ahmed, Imtiaj
/
Zanella, Daniele
/
Cavazza, Marc
/
Kouider, Sid
/
Freeman, Jonathan
/
Gamberini, Luciano
/
Jacucci, Giulio
Proceedings of the 2012 International Conference on Ubiquitous Computing
2012-09-05
p.1139-1144
© Copyright 2012 ACM
Summary: Advanced interactive visualization such as in virtual environments and
ubiquitous interaction paradigms pose new challenges and opportunities in
considering real-time responses to subliminal cues. In this paper, we propose a
synthetic reality platform that, combined with psychophysiological recordings,
enables us to study in realtime the effects of various subliminal cues. We
endeavor to integrate various aspects known to be relevant to implicit
perception. The context is of consumer experience and choice of an artifact
where the generation of subliminal perception through an intelligent 3D
interface controls the spatio-temporal aspects of the information displayed and
of the emergent narrative. One novel contribution of this work is the
programmable nature of the interface that exploits known perceptive phenomena
(e.g. masking, crowding and change blindness) to generate subliminal
perception.
Tailoring Feedback to Users' Actions in a Persuasive Game for Household
Electricity Conservation
/
Gamberini, Luciano
/
Spagnolli, Anna
/
Corradi, Nicola
/
Jacucci, Giulio
/
Tusa, Giovanni
/
Mikkola, Topi
/
Zamboni, Luca
/
Hoggan, Eve E.
Proceedings of the 2012 International Conference on Persuasive Technology
2012-06-06
p.100-111
Keywords: Sustainability; feedback; adaptive; context aware; design; energy awareness;
persuasive technology; smart advice
© Copyright 2012 Springer-Verlag
Summary: Recent work has begun to focus on the use of games as a platform for energy
awareness and eco-feedback research. While technical advancements (wireless
sensors, fingerprinting) make timely and tailored feedback an objective within
easy reach, we argue that taking into account the users' own personal
consumption behavior and tailoring feedback accordingly is a key requirement
and a harder challenge. We present a first attempt in this direction,
EnergyLife, which is designed to support the users' actions and embeds
contextualized feedback triggered by specific actions of the user, called
'smart advice'. We conclude by showing the results of a four-month trial with
four households that returned promising results on the effectiveness and
acceptance of this feature.
Virtual Meeting Analyzer: A Web application to visualize and analyze social
networks emerging in group meetings
/
Privitera, Alessandro Giuseppe
/
Martino, Francesco
/
Gamberini, Luciano
PsychNology Journal
2012
v.10
n.1
p.39-51
Keywords: Virtual Meeting Analyzer, Graph Theory, Social Network Analysis,
Visualization
© Copyright 2012 Authors
Summary: The possibility to analyze the social network emerging from the relations
between people participating in a meeting could improve the effectiveness and
satisfaction of the communication that occurs during the meeting. However, it
requires accurate recording of direction, source and addressee(s) of all verbal
exchanges in a format that allows the application of algorithms to extract and
visualize social network indices. Virtual Meeting Analyzer is a Web application
developed to overcome any complexity in this process. By using a simple
interface and an intuitive input modality, VMA allows users without any
specific skill in Social Network Analysis or informatics to track social
network relations in small meetings and extract indices either during or after
the meeting. The application is divided into four modules: meeting creation,
configuration, recording and temporal analysis. This paper describes VMA and
the results of a test carried out to evaluate its ease of use.
Saving is fun: designing a persuasive game for power conservation
Serious games
/
Gamberini, Luciano
/
Corradi, Nicola
/
Zamboni, Luca
/
Perotti, Michela
/
Cadenazzi, Camilla
/
Mandressi, Stefano
/
Jacucci, Giulio
/
Tusa, Giovanni
/
Spagnolli, Anna
/
Björkskog, Christoffer
/
Salo, Marja
/
Aman, Pirkka
Proceedings of the 2011 International Conference on Advances in Computer
Entertainment Technology
2011-11-08
p.16
© Copyright 2011 ACM
Summary: EnergyLife is a mobile game application that aims at increasing energy
awareness and saving in the household; it centers around a feedback system with
detailed, historical and real time information that is based on wireless power
sensors data. The challenge is to provide through feedback knowledge and
motivation for sustainable saving. A three-month field test in eight households
was organized for EnergyLife. The test involved the automatic collection of
access data to the application, and the administration of satisfaction
questionnaires, interviews, and usability tasks in the tested families. The
paper describes the results of the test and the ensuing re-design strategy,
centered on better tailoring the application to the players' actions. The
lessons learned can be useful to other persuasive games, since a good fit to
the actions of the user is a precondition of effectiveness of any persuasive
application.
Serious games in social intervention: designing technologies to promote safe
and healthy behaviors
Health and safety
/
Zamboni, Luca
/
Gamberini, Luciano
/
Spagnolli, Anna
/
Cipolletta, Sabrina
/
De Giuli, Gianni
/
Tion, Isabella
Proceedings of CHItaly '11: ACM SIGCHI Italian Chapter International
Conference on Computer-Human Interaction
2011-09-13
p.139-142
© Copyright 2011 ACM
Summary: In this paper, we outline a specific application domain for serious games,
i.e. the social intervention for the promotion of safe and healthy behavior in
the nightlife. The potential of serious games in this domain are synthesized
and a set of design guidelines, derived from interviewing stakeholders and
operators, is provided.
"Your Team Cohesion is Low": A Systematic Study of the Effects of Social
Network Feedback on Mediated Activity
Social Computing in Business and the Enterprise
/
Gamberini, Luciano
/
Martino, Francesco
/
Spagnolli, Anna
/
Baù, Roberto
/
Ferron, Michela
OCSC 2011: 4th International Conference on Online Communities and Social
Computing
2011-07-09
p.172-181
Keywords: Social Network Analysis; Social Feedback; Computer Mediated Communication;
Online Collaborative Games
Copyright © 2011 Springer-Verlag
Summary: Collaborative mediated environments compete to provide visitors with social
feedback, whose actual effects on visitors' behavior is poorly known. This
study considers feedback based on Social Network Analysis (SNA) and assesses
whether this feedback is able to affect user activity in an online
collaborative game. The results show that SNA feedback is able to modify group
activity beyond a mere novelty effect, especially on the dimensions of the
behavior covered by the feedback itself. The results also point to the possible
role of task type in accounting for the feedback effect on behavior.
Evaluating an automatic rotation feature in collaborative tabletop
workspaces
Works-in-progress
/
Schiavo, Gianluca
/
Jacucci, Giulio
/
Ilmonen, Tommi
/
Gamberini, Luciano
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.1315-1320
© Copyright 2011 ACM
Summary: Tabletops are commonly used for collaboration but would benefit from
features that help orient objects to individual users disposed around the
display. We propose an approach of automatic orientation based on fingers and
hand detection as a proxy to determine the position of the user. To contribute
to the discussion of the relevance of automatic rotation, we present a
comparison study of pairs of participants engaged in both loosely and tightly
coupled tasks. We collected performance measures, questionnaires and analyze
interactions from video recordings. The results show that automatic rotation is
more suitable when the collaboration is loosely coupled. Conversely, in tightly
coupled tasks performance are worse and user ratings low when automatic
rotations are enabled. We conclude that features such as automatic orientation
on tabletop are important and promising but that they need to be critically
assessed with respect to their effects on collaboration in both tightly and
loosely coupled tasks.
Smart meters: A users' view
Pervasive Technologies for Energy Awareness
/
Kerrigan, Daniel J.
/
Gamberini, Luciano
/
Spagnolli, Anna
/
Jacucci, Giulio
PsychNology Journal
2011
v.9
n.1
p.55-72
Keywords: smart meter, usability, interface
© Copyright 2011 Authors
Summary: Smart meters are assumed to support energy conservation thanks to the
information provided to the energy utilities; however, given their pervasive
presence in consumers' homes, they could also provide feedback to the
consumers/users. The present paper considers a precondition to this latter
possibility, namely that the meter interface be usable to lay consumers. The
study involved 40 participants, who were videorecorded while performing a set
of reading tasks with the smart meter installed in their house, with or without
the help of the users' manual; they were also asked to fill in a questionnaire
to evaluate the meter after the task series. The tasks allowed to test the
meter's interface on a series of typical usability dimensions: effectiveness,
efficiency, comprehensibility, memorability. The results of the analysis
pinpoint the importance of some aspects of the interface which can guide the
improvement of the meters' usability: they are related to the terminology used,
the actionability of the information provided, the navigability of its
information system and the self-explanatoriness of the data displayed.
EnergyLife: pervasive energy awareness for households
Demo presentations
/
Björkskog, Christoffer A.
/
Jacucci, Giulio
/
Gamberini, Luciano
/
Nieminen, Tatu
/
Mikkola, Topi
/
Torstensson, Carin
/
Bertoncini, Massimo
Proceedings of the 2010 International Conference on Ubiquitous Computing
2010-09-26
p.361-362
Keywords: domestic systems, energy awareness, interaction design, mobile interaction,
serious games
© Copyright 2010 ACM
Summary: We present Energy Life a system utilizing wireless sensors, mobile and
ambient interfaces that turn energy consumers into active players. Energy Life
participants play through different levels collecting scores in savings and
through advice tip reading and quizzes. We describe principles, logic of the
game, implementation and user interfaces providing rationale for design
choices. Key principles embodied in Energy Life are: situated and combined
feedback including knowledge and consumption information, intuitiveness and
non-intrusiveness by utilizing an always at hand solution on a touch enabled
smart phone and lighting as an ambient interface, sustained interaction and
engagement by using a applied game that connects players within and between
households.
Improving social game engagement on Facebook through enhanced
socio-contextual information
Using your social network
/
Kirman, Ben
/
Lawson, Shaun
/
Linehan, Conor
/
Martino, Francesco
/
Gamberini, Luciano
/
Gaggioli, Andrea
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.1
p.1753-1756
Keywords: mediated interaction, social context, social gaming, social network
analysis, social visualisations
© Copyright 2010 ACM
Summary: In this paper we describe the results of a controlled study of a social
game, Magpies, which was built on the Facebook Online Social Network (OSN) and
enhanced with contextual social information in the form of a variety of social
network indices. Through comparison with a concurrent control trial using an
identical game without the enhanced social information, it was shown that the
additional contextual data increased the frequency of social activity between
players engaged in the game. Despite this increase in activity, there was
little increase in growth of the player-base when compared to the control
condition. These findings corroborate previous work that showed how
socio-contextual enhancement can increase performance on task-driven games,
whilst also suggesting that it can increase activity and engagement when
provided as context for non task-driven game environments.
Mobile implementation of a web 3D carousel with touch input
Demos & experiences
/
Björkskog, Christoffer
/
Jacucci, Giulio
/
Lorentin, Bruno
/
Gamberini, Luciano
Proceedings of the 11th Conference on Human-computer interaction with mobile
devices and services
2009-09-15
p.48
Keywords: 3D interface, CSS3, HCI, Javascript, MultiTouch interaction, W3C, WebKit,
XHTML, carousel, iPhone, mobile device
© Copyright 2009 ACM
Summary: Mobile devices such as the iPhone provide state of the art interaction
capabilities also for web browser applications. Our mobile development is
targeted to a Energy Awareness application that provides playful access to
detailed and realtime information on energy consumption of appliances of a
household. Using the available Safari Browser that adopts W3C web standards we
demonstrate the implementation of a 3D carousel giving access to cards on a web
page where each card gives access to information on one appliance. The carousel
can be browsed using the multitouch capability of the iPhone. We describe the
programming approach and discuss the lesson learned in developing the touch
interaction with the carousel.
Presence in the age of social networks: augmenting mediated environments
with feedback on group activity
Mediated Presence: Virtual Reality, Mixed Environments and Social Networks
/
Martino, Francesco
/
Baù, Roberto
/
Spagnolli, Anna
/
Gamberini, Luciano
Virtual Reality
2009-09
v.13
n.3
p.183-194
Keywords: Social network analysis; Feedback; Social presence; Behavioral engagement;
Multiplayer game; Augmented communication
Copyright © 2009 Springer
Summary: The present study aimed at increasing behavioral engagement in groups of
networked people by providing feedback on the group activity. Each participant
logged into an on-line virtual environment for four subsequent treasure-hunting
sessions along with other nine players. During the game, all players
communicated dyadically through textual chats, and searched for the treasures
in the virtual environment. In two conditions, the participants received a
visual feedback depicting the communication activity with the group based on
social network analysis indices (i.e. 'centrality' or 'reciprocity'). Feedback
was not provided in the third condition. The underlying assumption was that if
the group activity becomes more visible to the individual user through the
feedback, then the behavioral engagement with the group increases. The
resulting behavioral engagement was measured with two techniques, one based on
the amount of messages exchanged and one based on self-reported measures. The
results show that feedback improved the exchange of messages with respect to
the control condition and that this effect was only partially captured by
self-reported measures.
Designing Effective Feedback of Electricity Consumption for Mobile User
Interfaces
Gaze control for work and play
/
Jacucci, Giulio
/
Spagnolli, Anna
/
Gamberini, Luciano
/
Chalambalakis, Alessandro
/
Björksog, Christoffer
/
Bertoncini, Massimo
/
Torstensson, Carin
/
Monti, Pasquale
Psychnology
2009
v.7
n.3
p.265-289
Keywords: energy awareness, feedback, mobile interface, breakdown analysis
© Copyright 2009 Author
Summary: This paper illustrates the approach of Energy Life, a pervasive household
sensoring and feedbacking system aimed at improving the energy conservation
practices of the inhabitants. The concept of EnergyLife takes into account
state-of-the-art knowledge of what makes a feedback intervention effective,
which -- at this stage of its development -- can be synthesized into two main
features. First, knowledge and action are to be synergically addressed by
visualizing electricity consumption on the one side, and providing conservation
tips on the other. Second, the design should be centered on the users and
undergo iterative usability tests. A more detailed description of the
literature-based requirements informing the design of EnergyLife is offered at
the beginning of the paper. The way in which they are embodied in the features
of the mobile interface, epitomized by its intuitive 3D carousel, is then
described. Finally, the rationale and results of the first usability evaluation
are reported, describing the responses to a satisfaction questionnaire and the
types of breakdowns that occurred during the users' interaction with the
device. These results will guide the next development phase and the release of
a new prototype.
Super-Feet: A Wireless Hand-Free Navigation System for Virtual Environments
Part 2: Interacting and Navigating in Virtual and Augmented Environments
/
Rey, Beatriz
/
Lozano, José Antonio
/
Raya, Mariano Alcañiz
/
Gamberini, Luciano
/
Calvet, Merche
/
Kerrigan, Daniel
/
Martino, Francesco
ICVR 2007: 2nd International Conference on Virtual Reality
2007-07-22
p.348-357
Keywords: User Interface Events; Navigation in Virtual Environments; Virtual Reality
Ergonomics
Copyright © 2007 Springer-Verlag
Summary: Navigation is a fundamental task in virtual environments. Some of the
metaphors that are used to determine where users want to be placed at each
moment are based on physical locomotion. Usually, these techniques require the
use of several sensors and complex algorithms. In this paper, we present
Super-Feet, a wireless navigation system controlled by natural movements
without requiring invasive methods or devices. It uses a low-cost infra-red
system to detect the instantaneous position of both feet and this information
is translated into a walking and rotation velocity in the environment.
Preliminary results show that Super-Feet navigation is more accurate but slower
than joypad based navigation systems.
VIDEODOPE: Applying Persuasive Technology to Improve Awareness of Drugs
Abuse Effects
Part 4: Health, Cultural, Educational and Entertainment Applications
/
Gamberini, Luciano
/
Breda, Luca
/
Grassi, Alessandro
ICVR 2007: 2nd International Conference on Virtual Reality
2007-07-22
p.633-641
Copyright © 2007 Springer-Verlag
Summary: Videodope is an interactive digital environment that is meant to show the
short-, medium- and long-run effects of psychoactive substances on the human
organism. Its purpose is to increase the users' knowledge of these effects,
which is often based on misconceptions and legends, and to provide a feedback
on their level of information, with preventive purposes. These kind of
educational games have the advantage of being more persistent, ubiquitous,
informative, anonymous and multi-medial than a normal lecture. However, they
have to be perceived as credible and plausible to the user in order to be
persuasive, especially since the target is constituted of young people familiar
both with the technology and with the subject. In this paper, we will describe
the process of designing and evaluating the videogame in the field, as well as
the insights provided by the participants who took part to the evaluation.
Unveiling the Structure: Effects of Social Feedback on Communication
Activity in Online Multiplayer Videogames
Part II: Knowledge, Collaboration, Learning and Local On-Line Communities
/
Gamberini, Luciano
/
Martino, Francesco
/
Scarpetta, Fabiola
/
Spoto, Andrea
/
Spagnolli, Anna
OCSC 2007: 2nd International Conference on Online Communities and Social
Computing
2007-07-22
p.334-341
Keywords: social network analysis; feedback; augmented communication; cooperative
online game
Copyright © 2007 Springer-Verlag
Summary: Feedback intervention in computer-mediated situations can be interpreted as
a way to augment communication. According to this idea, this study investigates
the effect of providing a group with a Social Network Analysis-based feedback
on communication in an on-line game where players talk to each other via
textual chat. Three different situations across two different sessions were
compared: an Informed Group with a correct feedback, a not-Informed Group with
no feedback and a mis-Informed group with an incorrect feedback. Results show
that giving correct information increases the related dimensions of
communication, while the absence of feedback and the incorrect feedback were
not accompanied by any significant modification.
Shared virtual environment (SVE): a framework for developing social games
Posters
/
Juan, M. Carmen
/
Alcañiz, Mariano
/
Gamberini, Luciano
/
Zaragoza, Irene
/
Martino, F.
Proceedings of the 2007 International Conference on Advances in Computer
Entertainment Technology
2007-06-13
p.258-259
© Copyright 2007 ACM
Summary: The communication channels are changing. More and more, face to face
communication is being replaced by computer mediated communication. Using
mediated communication, the non-verbal communication cues that are available in
face to face communication are not. PASION is a European project where mediated
communication is augmented. In this paper we present the Shared Virtual
Environment (SVE), the framework to be used for the development of two types of
applications (social gaming and collaborative work) where augmentation will be
studied. The first version of SVE has been used for the development of the
first version of a pervasive game for treasure hunting, Bluenet.
Embedded Persuasive Strategies to Obtain Visitors' Data: Comparing Reward
and Reciprocity in an Amateur, Knowledge-Based Website
New Insights Into Web Persuasion
/
Gamberini, Luciano
/
Petrucci, Giovanni
/
Spoto, Andrea
/
Spagnolli, Anna
Proceedings of the 2007 International Conference on Persuasive Technology
2007-04-26
p.187-198
Keywords: reciprocity; reward; persuasion; personal information; social proof;
websites
© Copyright 2007 Springer-Verlag
Summary: This study compares the relative effectiveness of two different persuasive
strategies embedded in the rationale of a website. The visitor is asked for
his/her contact information either prior to or after having access to the
guidelines for managing multimedia files offered by the site. Asking for
personal data prior to access represents a reward strategy for obtaining such
data. In contrast, asking for personal data after access represents a
reciprocity strategy. In addition, the mediating effect of website features
displaying "social proof" (such as visits counter) is explored. The analysis of
the amount and type of contact information provided shows that a persuasive
strategy based on reciprocity is more effective than one based on reward. Also,
the presence of social proof features seems counterproductive when using a
reciprocity strategy, while it seems to improve the visitors' compliance with
the request when using a reward strategy. The results are discussed in terms of
adequacy of the persuasive strategy to the specific website genre.
Searching for Information on PDA in a Naturalistic Environment with or
without Music
/
Zucchi, Andrea
/
Gamberini, Luciano
Psychnology
2007
v.5
n.2
p.207-222
Keywords: PDA, Searching for information, Background music, Noise, Irrelevant speech,
Information processing, Arousal.
© Copyright 2007 Author
Summary: The present paper investigates the effects of different kinds of music on
information searching in a crowded cafeteria. Our experiment employs four texts
that differ in length only, not in content or syntactic complexity. Each text
is loaded on a web page and displayed on a PDA. We ask to participants 20
questions about each text and then compare their accuracy and performance time.
Participants carry out their task in three different background conditions:
normal environmental noise, earphones with classical symphonic music or
earphones with modern Italian songs. We assume that classical symphonic music
improves information searching by isolating the participant from the noise and
background chitchatting of the cafeteria, while modern Italian music
compromises performance, because processing the lyrics interferes with the
task. In line with our expectations, classical music significantly improves
information searching, but contrary to our hypotheses, Italian music improves
performance, although not in a significant way. We conclude that in a situation
with background noise, listening to classical music increases the speed of
information searching with respect to a condition without music.
Multimodal spatial reference in mediated environments: users' preferences
and the pragmatics of pointing and talking
Work-in-progress
/
Spagnolli, Anna
/
Gamberini, Luciano
Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems
2006-04-22
v.2
p.1349-1354
© Copyright 2006 ACM
Summary: This paper describes the current results and future developments of a
project on multimodal spatial reference in mediated environments. The database
consists of video-recorded sessions, with 120 participants in three
experimental designs, contrasting types of pointing (No Pointing, Natural
Pointing, Mediated Pointing), types of co-presence (Mediated versus Natural)
and type of task (Locative versus Descriptive). The project investigates which
verbal and non-verbal resources participants prefer to use in the different
conditions, and which integration strategies they adopt. The goal, relevant to
people interested in communication with/through technologies, or in multimodal
communication in general, is to clarify the pragmatic meaning of the different
resources. So far, the analysis of the data has focused on the verbal
resources; further analysis will focus on the pointing strategies, and their
integration with verbal spatial reference.