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Social media usage has greatly increased during the pandemic. The use of social media has been linked to mental health consequences. Especially TikTok is under scrutiny because of its captivating UX Design as well as controversial privacy policies. This study shows how Mobile Affective Computing Research can reliably and objectively measure the implicit-emotional UX. The results suggest that TikTok triggers positive emotions during onboarding and strengthens the emotional bond with increasing usage - mainly due to the personalization algorithm. In particular, the study further reveals that there are no clear relationships when “only self-reported data” is used to understand app usage behavior. However, emotion data based on facial coding shows that TikTok users get emotionally aroused. Initially, a positive and relaxed mood triggers further usage time, while - counter-intuitively - later sessions result in an increasingly negative and aroused mood. However, people are largely unaware of these relationships when questioned. Thus, implicit measures, such as facial coding, may help identify valid social media usage reactions. These results yield implications that call for political regulation considering aspects of social media apps and user behavior.
Bei der Entwicklung von technischen Geräten sollte deren Nutzerschnittstelle bereits auf der Ebene virtueller Prototypen evaluiert werden. Dafür bieten sich realitätsnahe Darstellungen und Interaktionen in Augmented Reality (AR) oder Virtual Reality (VR) an. Auf diesem Weg ließen sich im Gegensatz zu realen Prototypen die Gebrauchstauglichkeit und Nutzererfahrung eines Entwurfs kostensparend, mit vielen Probanden und automatisiert bewerten. Doch wie weit ist die Technologie in diesem Bereich und lassen sich hierüber wirklich Usabilityprobleme ermitteln? Im Vortrag beantworten wir diese Fragen und beleuchten, welche Interaktionsmodalitäten am besten geeignet sind und ob hierbei eine automatisierte und entfernte Evaluation möglich ist.
Informatikerinnen und Informatiker lieben Strukturen, Ordnung, Eleganz und Einfachheit. Nutzerinnen und Nutzer brauchen das auch, aber je nach Nutzergruppe anders. Demnach müssen bei der Entwicklung von Systemen die nutzergruppenspezifischen Strukturen und Ordnungen gleichzeitig berücksichtigt werden. Dadurch verlieren die Implementierungen oft an Eleganz und Einfachheit. Gibt es trotzdem Brücken, die zwischen Informatik und Usability geschlagen werden können?
Automated decision-making algorithms are increasingly prevalent in consumer-facing industries, particularly in insurance risk assessments. The traceability of these decisions is crucial for trust, acceptance, and individual autonomy. While the General Data Protection Regulation (GDPR) grants individuals the right to information about such decisions, the implementation of this right remains under-researched from a usable privacy perspective. This study employs a qualitative exploratory approach with 12 participants exercising their right to be informed about automated decision-making with German household insurers. Through interviews and observations, we investigate consumer requirements and prevailing implementation practices. Our findings unveil actual process design practices that may undermine the usability and efficacy of this data subject right. By identifying these concerns and correlating them to existing deceptive patterns, our research contributes to usable security by alerting process designers, data protection authorities, and enterprises to the significance of user-centric implementations. Furthermore, this study advances research on GDPR data subject rights, emphasizing the need for secure and usable interfaces in the context of automated decision-making systems. Our work highlights the practical challenges of safeguarding usable implementation of regulatory compliance in the realm of data protection.
Virtual reality (VR) and VR applications have reached the end-user and, hence, the demands on usability, also for novel applications, have increased. This situation requires VR usability evaluation methods that can be applied quickly, even after a first release of an application. In this article, we describe such an approach, which is fully automated and does not ask users to perform predefined tasks in a fixed test setting. Instead, it works on recordings of the actual usage of a VR application from which it generates task trees. Afterwards, it analyzes these task trees to search for usability smells, i.e., user behavior indicating usability issues. Our approach provides detailed descriptions of the usability issues that have been found and how they can be solved. We performed a large case study to evaluate our approach and show that it is capable of correctly identifying usability issues. Although our approach is applicable for different VR interaction modalities, such as gaze, controller, or hand interaction, it also has limitations. For example, it can detect diverse issues related to user efficiency, but specific misunderstandings of users cannot be uncovered.
Experiences With Replicable Experiments and Replication Kits for Software Engineering Research
(2019)
Replications and replicable research are currently gaining traction in the software engineering research community. Our research group made an effort in the recent years to make our own research accessible for other researchers, through the provision of replication kits that allow rerunning our experiments. Within this chapter, we present our experiences with replication kits. We first had to learn which contents are required, how to structure them, how to document them, and also how to best share them with other researchers. While this sounds very straightforward, there are many small potential mistakes, which may have a strong negative impact on the usefulness and long-term availability of replication kits. We derive best practices for the content and the sharing of replication kits based on our experiences. Moreover, we outline how platforms for replicable research may further help our community, especially with problems related to the external validity of results. Finally, we discuss the lack of integration of replication kits into most current review processes at conferences and journals. We also give one example for a review process into which replication kits were well-integrated. Altogether, this chapter demonstrates that making research replicable is a challenging task and there is a long road ahead until our community has a generally accepted and enforced standard of replicability.
Virtual Reality (VR) systems have reached the consumer market which offers new application areas. In our paper, we examine to what extent current VR technology can be used to perform local or remote usability tests for technical devices, e.g., coffee machines. For this, we put virtual prototypes of the technical devices into VR and let users interact with them. We implemented four interaction modalities that are suitable for low-level smartphone-based VR systems up to high fidelity, tethered systems with room-scale tracking. The modalities range from a simple gaze pointer to interaction with virtual hands. Our case study and its counter evaluation show that we are able to detect usability issues of technical devices based on their virtual prototypes in VR. However, the quality of the results depends on the matching between the task, the technical device, the prototype level, and the interaction modality.
Automated decision-making algorithms are increasingly prevalent in consumer-facing industries, particularly in insurance risk assessments. The traceability of these decisions is crucial for trust, acceptance, and individual autonomy. While the General Data Protection Regulation (GDPR) grants individuals the right to information about such decisions, the implementation of this right remains under-researched from a usable privacy perspective. This study employs a qualitative exploratory approach with 12 participants exercising their right to be informed about automated decision-making with German household insurers. Through interviews and observations, we investigate consumer requirements and prevailing implementation practices. Our findings unveil actual process design practices that may undermine the usability and efficacy of this data subject right. By identifying these concerns and correlating them to existing deceptive patterns, our research contributes to usable security by alerting process designers, data protection authorities, and enterprises to the significance of user-centric implementations. Furthermore, this study advances research on GDPR data subject rights, emphasizing the need for secure and usable interfaces in the context of automated decision-making systems. Our work highlights the practical challenges of safeguarding usable implementation of regulatory compliance in the realm of data protection.