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\n\n \n \n \n \n \n \n Adapting Gameplay to Eye Movements - An Exploration with TETRIS.\n \n \n \n \n\n\n \n Spiel, K.; Bertel, S.; and Kayali, F.\n\n\n \n\n\n\n In
Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, pages 687–695, Barcelona Spain, October 2019. ACM\n
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\n\n \n \n Paper\n \n \n\n \n \n doi\n \n \n\n \n link\n \n \n\n bibtex\n \n\n \n \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n \n \n \n\n\n\n
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@inproceedings{spiel_adapting_2019,\n\taddress = {Barcelona Spain},\n\ttitle = {Adapting {Gameplay} to {Eye} {Movements} - {An} {Exploration} with {TETRIS}},\n\tisbn = {978-1-4503-6871-1},\n\turl = {https://dl.acm.org/doi/10.1145/3341215.3356267},\n\tdoi = {10.1145/3341215.3356267},\n\tabstract = {Gameplay experience is shaped by players’ expectations towards the game and how game features are presented to them. We created two modified versions of the classic TETRIS game: one that adapts game difficulty based on players’ performance and one that additionally adapts to players’ eye movements. An initial analysis of exploratory study results indicates that eye-movement-based adaptive difficulty in TETRIS might not affect player performance and that framing the use of adaptive difficulty might only have a limited influence on both players’ game experience and perceived competence.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Extended {Abstracts} of the {Annual} {Symposium} on {Computer}-{Human} {Interaction} in {Play} {Companion} {Extended} {Abstracts}},\n\tpublisher = {ACM},\n\tauthor = {Spiel, Katta and Bertel, Sven and Kayali, Fares},\n\tmonth = oct,\n\tyear = {2019},\n\tpages = {687--695},\n}\n\n
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\n Gameplay experience is shaped by players’ expectations towards the game and how game features are presented to them. We created two modified versions of the classic TETRIS game: one that adapts game difficulty based on players’ performance and one that additionally adapts to players’ eye movements. An initial analysis of exploratory study results indicates that eye-movement-based adaptive difficulty in TETRIS might not affect player performance and that framing the use of adaptive difficulty might only have a limited influence on both players’ game experience and perceived competence.\n
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\n\n \n \n \n \n \n \n The Surrogate Body in Play.\n \n \n \n \n\n\n \n Spiel, K.; and Gerling, K.\n\n\n \n\n\n\n In
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pages 397–411, Barcelona Spain, October 2019. ACM\n
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@inproceedings{spiel_surrogate_2019,\n\taddress = {Barcelona Spain},\n\ttitle = {The {Surrogate} {Body} in {Play}},\n\tisbn = {978-1-4503-6688-5},\n\turl = {https://dl.acm.org/doi/10.1145/3311350.3347189},\n\tdoi = {10.1145/3311350.3347189},\n\tabstract = {Games research within the Human-Computer Interaction (HCI) community currently draws most of its understanding of immersion, engagement and player experience from Psychology. However, these phenomena are also studied by the humanities, i.e., Media Theory, a field that conceptualises these parameters as affective and situated in specific contexts. Here, we draw from surrogate body (Leihkörper) theory proposed by Voss for cinematic experiences, and apply it to a variety of different contexts in which digital games are played. Doing so, we not only refine the theory but also introduce a socio-technical, cultural and affective understanding of play contexts that can contribute to how we examine players’ experiences. Further, we provide a case detailing how Games Research can engage with humanistic theories, and explore their relevance for the design and evaluation of digital games.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Proceedings of the {Annual} {Symposium} on {Computer}-{Human} {Interaction} in {Play}},\n\tpublisher = {ACM},\n\tauthor = {Spiel, Katta and Gerling, Kathrin},\n\tmonth = oct,\n\tyear = {2019},\n\tpages = {397--411},\n}\n\n
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\n Games research within the Human-Computer Interaction (HCI) community currently draws most of its understanding of immersion, engagement and player experience from Psychology. However, these phenomena are also studied by the humanities, i.e., Media Theory, a field that conceptualises these parameters as affective and situated in specific contexts. Here, we draw from surrogate body (Leihkörper) theory proposed by Voss for cinematic experiences, and apply it to a variety of different contexts in which digital games are played. Doing so, we not only refine the theory but also introduce a socio-technical, cultural and affective understanding of play contexts that can contribute to how we examine players’ experiences. Further, we provide a case detailing how Games Research can engage with humanistic theories, and explore their relevance for the design and evaluation of digital games.\n
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\n\n \n \n \n \n \n \n \"It Started as a Joke\": On the Design of Idle Games.\n \n \n \n \n\n\n \n Spiel, K.; Alharthi, S. A.; Cen, A. J.; Hammer, J.; Nacke, L. E.; Toups, Z O.; and Tanenbaum, T. J.\n\n\n \n\n\n\n In
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pages 495–508, Barcelona Spain, October 2019. ACM\n
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@inproceedings{spiel_it_2019,\n\taddress = {Barcelona Spain},\n\ttitle = {"{It} {Started} as a {Joke}": {On} the {Design} of {Idle} {Games}},\n\tisbn = {978-1-4503-6688-5},\n\tshorttitle = {"{It} {Started} as a {Joke}"},\n\turl = {https://dl.acm.org/doi/10.1145/3311350.3347180},\n\tdoi = {10.1145/3311350.3347180},\n\tabstract = {With idle games, active withdrawal from the game comprises an essential part of gameplay as players wait for the game state to change over time. This mode of interaction is paradigmatic for the change of roles technologies have in our lives. However, the design elements of idle games are less well understood, particularly from the perspectives of developers. We interviewed six designers of six different popular idle games and inquired into their individual approaches. Via thematic analysis, we refine and expand on existing definitions of idle games as a genre, shed light on ethically charged practices of care in their design, and identify shared core characteristics between the games and processes. We then generate intermediate-level knowledge on the design of idle games. Our work contributes designers’ perspectives on idle games and their design to a growing body of literature on the genre.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Proceedings of the {Annual} {Symposium} on {Computer}-{Human} {Interaction} in {Play}},\n\tpublisher = {ACM},\n\tauthor = {Spiel, Katta and Alharthi, Sultan A. and Cen, Andrew Jian-lan and Hammer, Jessica and Nacke, Lennart E. and Toups, Z O. and Tanenbaum, Theresa Jean},\n\tmonth = oct,\n\tyear = {2019},\n\tpages = {495--508},\n}\n\n
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\n With idle games, active withdrawal from the game comprises an essential part of gameplay as players wait for the game state to change over time. This mode of interaction is paradigmatic for the change of roles technologies have in our lives. However, the design elements of idle games are less well understood, particularly from the perspectives of developers. We interviewed six designers of six different popular idle games and inquired into their individual approaches. Via thematic analysis, we refine and expand on existing definitions of idle games as a genre, shed light on ethically charged practices of care in their design, and identify shared core characteristics between the games and processes. We then generate intermediate-level knowledge on the design of idle games. Our work contributes designers’ perspectives on idle games and their design to a growing body of literature on the genre.\n
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\n\n \n \n \n \n \n \n Disability Interactions in Digital Games: From Accessibility to Inclusion.\n \n \n \n \n\n\n \n Holloway, C.; Gerling, K.; Power, C.; Spiel, K.; Barbareschi, G.; Cox, A.; and Cairns, P.\n\n\n \n\n\n\n In
Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, pages 835–839, Barcelona Spain, October 2019. ACM\n
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@inproceedings{holloway_disability_2019,\n\taddress = {Barcelona Spain},\n\ttitle = {Disability {Interactions} in {Digital} {Games}: {From} {Accessibility} to {Inclusion}},\n\tisbn = {978-1-4503-6871-1},\n\tshorttitle = {Disability {Interactions} in {Digital} {Games}},\n\turl = {https://dl.acm.org/doi/10.1145/3341215.3349587},\n\tdoi = {10.1145/3341215.3349587},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Extended {Abstracts} of the {Annual} {Symposium} on {Computer}-{Human} {Interaction} in {Play} {Companion} {Extended} {Abstracts}},\n\tpublisher = {ACM},\n\tauthor = {Holloway, Catherine and Gerling, Kathrin and Power, Christopher and Spiel, Katta and Barbareschi, Giulia and Cox, Anna and Cairns, Paul},\n\tmonth = oct,\n\tyear = {2019},\n\tpages = {835--839},\n}\n\n
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\n\n \n \n \n \n \n \n Queer(ing) HCI: Moving Forward in Theory and Practice.\n \n \n \n \n\n\n \n Spiel, K.; Keyes, O.; Walker, A. M.; DeVito, M. A.; Birnholtz, J.; Brulé, E.; Light, A.; Barlas, P.; Hardy, J.; Ahmed, A.; Rode, J. A.; Brubaker, J. R.; and Kannabiran, G.\n\n\n \n\n\n\n In
Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, pages 1–4, Glasgow Scotland Uk, May 2019. ACM\n
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@inproceedings{spiel_queering_2019,\n\taddress = {Glasgow Scotland Uk},\n\ttitle = {Queer(ing) {HCI}: {Moving} {Forward} in {Theory} and {Practice}},\n\tisbn = {978-1-4503-5971-9},\n\tshorttitle = {Queer(ing) {HCI}},\n\turl = {https://dl.acm.org/doi/10.1145/3290607.3311750},\n\tdoi = {10.1145/3290607.3311750},\n\tabstract = {The increasing corpus on queer research within HCI, which started by focusing on sites such as location-based dating apps, has begun to expand to other topics such as identity formation, mental health and physical well-being. This Special Interest Group (SIG) aims to create a space for discussion, connection and camaraderie for researchers working with queer populations, queer people in research, and those using queer theory to inform their work. We aim to facilitate a broad-ranging, inclusive discussion of where queer HCI research goes next.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Extended {Abstracts} of the 2019 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Spiel, Katta and Keyes, Os and Walker, Ashley Marie and DeVito, Michael A. and Birnholtz, Jeremy and Brulé, Emeline and Light, Ann and Barlas, Pınar and Hardy, Jean and Ahmed, Alex and Rode, Jennifer A. and Brubaker, Jed R. and Kannabiran, Gopinaath},\n\tmonth = may,\n\tyear = {2019},\n\tpages = {1--4},\n}\n\n
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\n The increasing corpus on queer research within HCI, which started by focusing on sites such as location-based dating apps, has begun to expand to other topics such as identity formation, mental health and physical well-being. This Special Interest Group (SIG) aims to create a space for discussion, connection and camaraderie for researchers working with queer populations, queer people in research, and those using queer theory to inform their work. We aim to facilitate a broad-ranging, inclusive discussion of where queer HCI research goes next.\n
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\n\n \n \n \n \n \n \n Nurturing Constructive Disagreement - Agonistic Design with Neurodiverse Children.\n \n \n \n \n\n\n \n Frauenberger, C.; Spiel, K.; Scheepmaker, L.; and Posch, I.\n\n\n \n\n\n\n In
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, pages 1–11, Glasgow Scotland Uk, May 2019. ACM\n
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@inproceedings{frauenberger_nurturing_2019,\n\taddress = {Glasgow Scotland Uk},\n\ttitle = {Nurturing {Constructive} {Disagreement} - {Agonistic} {Design} with {Neurodiverse} {Children}},\n\tisbn = {978-1-4503-5970-2},\n\turl = {https://dl.acm.org/doi/10.1145/3290605.3300501},\n\tdoi = {10.1145/3290605.3300501},\n\tabstract = {Participatory design (PD) with heterogeneous groups poses particular challenges, requiring spaces in which different agendas or visions can be negotiated. In this paper we report on our PD work with two groups of neurodiverse children to design technologies that support co-located, social play. The heterogeneity in the groups in terms of abilities, conceptions of play, motivations to be involved and individual preferences has challenged us to think of the design process and its outcomes as spaces for continuous negotiation. Drawing on the notion of agonistic PD, we sought not to necessarily reconcile all views, but foster constructive disagreement as a resource for and possible outcome of design. Using our project work as a case study, we report on controversies, big and small, and how they manifested themselves in the processes and outcomes. Reflecting on our experiences, we discuss possible implications on the notion of democratising technology innovation.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Proceedings of the 2019 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Frauenberger, Christopher and Spiel, Katta and Scheepmaker, Laura and Posch, Irene},\n\tmonth = may,\n\tyear = {2019},\n\tpages = {1--11},\n}\n\n
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\n Participatory design (PD) with heterogeneous groups poses particular challenges, requiring spaces in which different agendas or visions can be negotiated. In this paper we report on our PD work with two groups of neurodiverse children to design technologies that support co-located, social play. The heterogeneity in the groups in terms of abilities, conceptions of play, motivations to be involved and individual preferences has challenged us to think of the design process and its outcomes as spaces for continuous negotiation. Drawing on the notion of agonistic PD, we sought not to necessarily reconcile all views, but foster constructive disagreement as a resource for and possible outcome of design. Using our project work as a case study, we report on controversies, big and small, and how they manifested themselves in the processes and outcomes. Reflecting on our experiences, we discuss possible implications on the notion of democratising technology innovation.\n
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\n\n \n \n \n \n \n \n Effects of Participatory Evaluation - A Critical Actor-Network Analysis.\n \n \n \n \n\n\n \n Spiel, K.; Frauenberger, C.; Fitzpatrick, G.; and Hornecker, E.\n\n\n \n\n\n\n In
Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, pages 1–8, Glasgow Scotland Uk, May 2019. ACM\n
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@inproceedings{spiel_effects_2019,\n\taddress = {Glasgow Scotland Uk},\n\ttitle = {Effects of {Participatory} {Evaluation} - {A} {Critical} {Actor}-{Network} {Analysis}},\n\tisbn = {978-1-4503-5971-9},\n\turl = {https://dl.acm.org/doi/10.1145/3290607.3299049},\n\tdoi = {10.1145/3290607.3299049},\n\tabstract = {In previous work, we have developed the theoretical concept of Critical Experience and the Participatory Evaluation with Autistic ChildrEn (PEACE) method. We grounded both in a series of separate case studies which allowed us to understand how to gather more and richer insights from the children than previously. This is crucial for child-led research projects. In this paper, we present additional cases in more detail which demonstrate the applicability of our concept of Critical Experience on cases in which PEACE was used. This provides new insights into how Critical Experience handles child-led evaluation strategies and how it can be applied and potentially transferred to different contexts, guiding other researchers and practitioners in evaluating participatory processes.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Extended {Abstracts} of the 2019 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Spiel, Katta and Frauenberger, Christopher and Fitzpatrick, Geraldine and Hornecker, Eva},\n\tmonth = may,\n\tyear = {2019},\n\tpages = {1--8},\n}\n\n
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\n In previous work, we have developed the theoretical concept of Critical Experience and the Participatory Evaluation with Autistic ChildrEn (PEACE) method. We grounded both in a series of separate case studies which allowed us to understand how to gather more and richer insights from the children than previously. This is crucial for child-led research projects. In this paper, we present additional cases in more detail which demonstrate the applicability of our concept of Critical Experience on cases in which PEACE was used. This provides new insights into how Critical Experience handles child-led evaluation strategies and how it can be applied and potentially transferred to different contexts, guiding other researchers and practitioners in evaluating participatory processes.\n
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\n\n \n \n \n \n \n \n Patching Gender: Non-binary Utopias in HCI.\n \n \n \n \n\n\n \n Spiel, K.; Keyes, O.; and Barlas, P.\n\n\n \n\n\n\n In
Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, pages 1–11, Glasgow Scotland Uk, May 2019. ACM\n
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@inproceedings{spiel_patching_2019,\n\taddress = {Glasgow Scotland Uk},\n\ttitle = {Patching {Gender}: {Non}-binary {Utopias} in {HCI}},\n\tisbn = {978-1-4503-5971-9},\n\tshorttitle = {Patching {Gender}},\n\turl = {https://dl.acm.org/doi/10.1145/3290607.3310425},\n\tdoi = {10.1145/3290607.3310425},\n\tabstract = {Non-binary people are rarely considered by technologies or technologists, and often subsumed under binary trans experiences on the rare occasions when we are discussed. In this paper we share our own experiences and explore potential alternatives - utopias, impossible places, as our lived experience of technologies’ obsessive gender binarism seems near-insurmountable. Our suggestions on how to patch these gender bugs appear trivial while at the same time revealing seemingly insurmountable barriers. We illustrate the casual violence technologies present to non-binary people, as well as the on-going marginalisations we experience as HCI researchers. We write this paper primarily as an expression of self-empowerment that can function as a first step towards raising awareness towards the complexities at stake.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Extended {Abstracts} of the 2019 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Spiel, Katta and Keyes, Os and Barlas, Pınar},\n\tmonth = may,\n\tyear = {2019},\n\tpages = {1--11},\n}\n\n
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\n Non-binary people are rarely considered by technologies or technologists, and often subsumed under binary trans experiences on the rare occasions when we are discussed. In this paper we share our own experiences and explore potential alternatives - utopias, impossible places, as our lived experience of technologies’ obsessive gender binarism seems near-insurmountable. Our suggestions on how to patch these gender bugs appear trivial while at the same time revealing seemingly insurmountable barriers. We illustrate the casual violence technologies present to non-binary people, as well as the on-going marginalisations we experience as HCI researchers. We write this paper primarily as an expression of self-empowerment that can function as a first step towards raising awareness towards the complexities at stake.\n
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\n\n \n \n \n \n \n \n Negotiating Gender and Disability Identities in Participatory Design.\n \n \n \n \n\n\n \n Brulé, E.; and Spiel, K.\n\n\n \n\n\n\n In
Proceedings of the 9th International Conference on Communities & Technologies - Transforming Communities, pages 218–227, Vienna Austria, June 2019. ACM\n
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@inproceedings{brule_negotiating_2019,\n\taddress = {Vienna Austria},\n\ttitle = {Negotiating {Gender} and {Disability} {Identities} in {Participatory} {Design}},\n\tisbn = {978-1-4503-7162-9},\n\turl = {https://dl.acm.org/doi/10.1145/3328320.3328369},\n\tdoi = {10.1145/3328320.3328369},\n\tabstract = {Standpoint theory draws our attention toward how researchers’ identities shape the production of knowledge. Their standpoint depends on previous experiences and their sense of identity, as well as on their social position relative to research participants and their communities. This is particularly the case in Participatory Design (PD), which entices researchers to develop personal relationships with participants through design. However, the way identities affect Participatory Design with children has so far been neglected in research, even though previous works focus on children’s and researchers’ roles in the design process or encourages auto-ethnography. In this paper, we build on case studies of how identities as they relate to gender and disability shape relationships between researchers and marginalised children through Participatory Design. We show how these identities are continuously negotiated throughout the design process, and how they shape outcomes. We close by proposing an approach to systematic reflexivity on identity in participatory design.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Proceedings of the 9th {International} {Conference} on {Communities} \\& {Technologies} - {Transforming} {Communities}},\n\tpublisher = {ACM},\n\tauthor = {Brulé, Emeline and Spiel, Katta},\n\tmonth = jun,\n\tyear = {2019},\n\tpages = {218--227},\n}\n\n
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\n Standpoint theory draws our attention toward how researchers’ identities shape the production of knowledge. Their standpoint depends on previous experiences and their sense of identity, as well as on their social position relative to research participants and their communities. This is particularly the case in Participatory Design (PD), which entices researchers to develop personal relationships with participants through design. However, the way identities affect Participatory Design with children has so far been neglected in research, even though previous works focus on children’s and researchers’ roles in the design process or encourages auto-ethnography. In this paper, we build on case studies of how identities as they relate to gender and disability shape relationships between researchers and marginalised children through Participatory Design. We show how these identities are continuously negotiated throughout the design process, and how they shape outcomes. We close by proposing an approach to systematic reflexivity on identity in participatory design.\n
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\n\n \n \n \n \n \n \n Agency of Autistic Children in Technology Research—A Critical Literature Review.\n \n \n \n \n\n\n \n Spiel, K.; Frauenberger, C.; Keyes, O.; and Fitzpatrick, G.\n\n\n \n\n\n\n
ACM Transactions on Computer-Human Interaction, 26(6): 1–40. December 2019.\n
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@article{spiel_agency_2019,\n\ttitle = {Agency of {Autistic} {Children} in {Technology} {Research}—{A} {Critical} {Literature} {Review}},\n\tvolume = {26},\n\tissn = {1073-0516, 1557-7325},\n\turl = {https://dl.acm.org/doi/10.1145/3344919},\n\tdoi = {10.1145/3344919},\n\tlanguage = {en},\n\tnumber = {6},\n\turldate = {2021-02-02},\n\tjournal = {ACM Transactions on Computer-Human Interaction},\n\tauthor = {Spiel, Katta and Frauenberger, Christopher and Keyes, Os and Fitzpatrick, Geraldine},\n\tmonth = dec,\n\tyear = {2019},\n\tpages = {1--40},\n}\n\n
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\n\n \n \n \n \n \n \n “You Are Doing so Great!” – The Effect of a Robot’s Interaction Style on Self-Efficacy in HRI.\n \n \n \n \n\n\n \n Zafari, S.; Schwaninger, I.; Hirschmanner, M.; Schmidbauer, C.; Weiss, A.; and Koeszegi, S. T.\n\n\n \n\n\n\n In
2019 28th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN), pages 1–7, New Delhi, India, October 2019. IEEE\n
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@inproceedings{zafari_you_2019,\n\taddress = {New Delhi, India},\n\ttitle = {“{You} {Are} {Doing} so {Great}!” – {The} {Effect} of a {Robot}’s {Interaction} {Style} on {Self}-{Efficacy} in {HRI}},\n\tisbn = {978-1-72812-622-7},\n\turl = {https://ieeexplore.ieee.org/document/8956437/},\n\tdoi = {10.1109/RO-MAN46459.2019.8956437},\n\tabstract = {People form mental models about robots’ behavior and intention as they interact with them. The aim of this paper is to evaluate the effect of different interaction styles on self-efficacy in human-robot interaction (HRI), people’s perception of the robot, and task engagement. We conducted a user study in which a social robot assists people verbally while building a house of cards. Data from our experimental study revealed that people engaged longer in the task while interacting with a robot that provides person related feedback than with a robot that gives no person or task related feedback. Moreover, people interacting with a robot with a personoriented interaction style reported a higher self-efficacy in HRI, perceived higher agreeableness of the robot and found the interaction less frustrating, as compared to a robot with a task-oriented interaction style. This suggests that a robot’s interaction style can be considered as a key factor for increasing people’s perceived self-efficacy in HRI, which is essential for establishing trust and enabling Human-robot collaboration.},\n\tlanguage = {en},\n\turldate = {2021-01-18},\n\tbooktitle = {2019 28th {IEEE} {International} {Conference} on {Robot} and {Human} {Interactive} {Communication} ({RO}-{MAN})},\n\tpublisher = {IEEE},\n\tauthor = {Zafari, Setareh and Schwaninger, Isabel and Hirschmanner, Matthias and Schmidbauer, Christina and Weiss, Astrid and Koeszegi, Sabine T.},\n\tmonth = oct,\n\tyear = {2019},\n\tpages = {1--7},\n}\n\n
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\n People form mental models about robots’ behavior and intention as they interact with them. The aim of this paper is to evaluate the effect of different interaction styles on self-efficacy in human-robot interaction (HRI), people’s perception of the robot, and task engagement. We conducted a user study in which a social robot assists people verbally while building a house of cards. Data from our experimental study revealed that people engaged longer in the task while interacting with a robot that provides person related feedback than with a robot that gives no person or task related feedback. Moreover, people interacting with a robot with a personoriented interaction style reported a higher self-efficacy in HRI, perceived higher agreeableness of the robot and found the interaction less frustrating, as compared to a robot with a task-oriented interaction style. This suggests that a robot’s interaction style can be considered as a key factor for increasing people’s perceived self-efficacy in HRI, which is essential for establishing trust and enabling Human-robot collaboration.\n
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\n\n \n \n \n \n \n \n The agency of patients and carers in medical care and self-care technologies for interacting with doctors.\n \n \n \n \n\n\n \n Nunes, F.; Andersen, T.; and Fitzpatrick, G.\n\n\n \n\n\n\n
Health Informatics Journal, 25(2): 330–349. June 2019.\n
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@article{nunes_agency_2019,\n\ttitle = {The agency of patients and carers in medical care and self-care technologies for interacting with doctors},\n\tvolume = {25},\n\tissn = {1460-4582, 1741-2811},\n\turl = {http://journals.sagepub.com/doi/10.1177/1460458217712054},\n\tdoi = {10.1177/1460458217712054},\n\tabstract = {People living with Parkinson’s disease engage in self-care for most of the time but, two or three times a year, they meet with doctors to re-evaluate the condition and adjust treatment. Patients and (informal) carers participate actively in these encounters, but their engagement might change as new patientcentred technologies are integrated into healthcare infrastructures. Drawing on a qualitative study that used observations and interviews to investigate consultations, and digital ethnography to understand interactions in an online community, we describe how patients and carers living with Parkinson’s participate in the diagnosis and treatment decisions, engage in discussions to learn about certain topics, and address inappropriate medication. We contrast their engagement with a review of self-care technologies that support interactions with doctors, to investigate how these artefacts may influence the agency of patients and carers. Finally, we discuss design ideas for improving the participation of patients and carers in technology-mediated scenarios.},\n\tlanguage = {en},\n\tnumber = {2},\n\turldate = {2021-01-18},\n\tjournal = {Health Informatics Journal},\n\tauthor = {Nunes, Francisco and Andersen, Tariq and Fitzpatrick, Geraldine},\n\tmonth = jun,\n\tyear = {2019},\n\tpages = {330--349},\n}\n
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\n People living with Parkinson’s disease engage in self-care for most of the time but, two or three times a year, they meet with doctors to re-evaluate the condition and adjust treatment. Patients and (informal) carers participate actively in these encounters, but their engagement might change as new patientcentred technologies are integrated into healthcare infrastructures. Drawing on a qualitative study that used observations and interviews to investigate consultations, and digital ethnography to understand interactions in an online community, we describe how patients and carers living with Parkinson’s participate in the diagnosis and treatment decisions, engage in discussions to learn about certain topics, and address inappropriate medication. We contrast their engagement with a review of self-care technologies that support interactions with doctors, to investigate how these artefacts may influence the agency of patients and carers. Finally, we discuss design ideas for improving the participation of patients and carers in technology-mediated scenarios.\n
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