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Alexis Hiniker

Publications and source records attributed to Alexis Hiniker.

34 records · Page 2Linked to original sources

Understanding Children's Avatar Making in Social Online Games

Social online games like Minecraft and Roblox have become increasingly integral to children's daily lives. Our study explores how children aged 8 to 13 create and customize avatars in these virtual environments. Through semi-structured interviews and gameplay observations with 48 participants, we investigate the motivations behind children's avatar-making. Our findings show that children's avatar creation is motivated by self-representation, experimenting with alter ego identities, fulfilling social needs, and improving in-game performance. In addition, designed monetization strategies play a role in shaping children's avatars. We identify the ''wardrobe effect,'' where children create multiple avatars but typically use only one favorite consistently. We discuss the impact of cultural consumerism and how social games can support children's identity exploration while balancing self-expression and social conformity. This work contributes to understanding how avatar shapes children's identity growth in social online games.

cs.HC↗

What Social Media Use Do People Regret? An Analysis of 34K Smartphone Screenshots with Multimodal LLM

Smartphone users often regret aspects of their phone use, especially social media use. However, pinpointing specific ways in which the design of an interface contributes to regrettable use can be challenging due to the complexity of social media app features and user intentions. We conducted a one-week study with 17 Android users, using a novel method where we passively collected screenshots every five seconds, which we analyzed via a multimodal large language model to understand participants' usage activity at a fine-grained level. Triangulating this data with data from experience sampling, surveys, and interviews, we found that regret varies based on user intention, with non-intentional and social media use being especially regrettable. Regret also varies by social media activity; participants were most likely to regret viewing algorithmically recommended content and comments. Additionally, participants frequently deviated to browsing social media when their intention was direct communication, which slightly increased their regret. Our findings provide guidance to designers and policy-makers seeking to improve users' experience and autonomy.

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Privacy as Social Norm: Systematically Reducing Dysfunctional Privacy Concerns on Social Media

Through co-design interviews ($N=19$) and a design evaluation survey (N=136) with U.S. teens ages 13-18, we investigated teens' privacy management on social media. Our study revealed that 28% of teens with public accounts and 15% with private accounts experience "dysfunctional fear," that is, fear that diminishes their quality of life or paralyzes them from taking necessary precautions. These fears fall into three categories: fear of uncontrolled audience reach, fear of online hostility, and fear of personal privacy missteps. While current approaches often emphasize individual vigilance and restrictive measures, our findings show this can paradoxically lead teens to either withdraw from beneficial social interactions or resign themselves to accept privacy violations, viewing them as inevitable. Drawing on teen input, we developed and evaluated ten design prototypes that emphasize empowerment over fear, system-wide explicit emphasis on privacy, clear privacy norms, and flexible controls. Survey results indicate teens perceive these approaches as effectively reducing privacy concerns while preserving social benefits. Our findings suggest that platforms will be more likely to protect teens' privacy and less likely to manufacture unnecessary fear if they include designs that minimize the impact on other users, have low trade-offs with existing features, require minimal user effort, and function independently of community behavior. Such designs include: 1) alerting users about potentially unintentional personal information disclosure and 2) following up on user reports.

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The Engagement-Prolonging Designs Teens Encounter on Very Large Online Platforms

In the attention economy, online platforms are incentivized to design products that maximize user engagement, even when such practices conflict with users' best interests. We conducted a structured content analysis of all Very Large Online Platforms (VLOPs) to identify the designs these influential apps and sites use to capture attention and extend engagement. Specifically, we conducted this analysis posing as a teenager to identify the designs that young people are exposed to. We find that VLOPs use four strategies to extend teens' use: pressuring, enticing, trapping, and lulling them into spending more time online. We report on a hierarchical taxonomy organizing the 63 designs that fall under these categories. Applying this taxonomy to all 17 VLOPs, we identify 583 instances of engagement-prolonging designs, with social media platforms using twice as many as other VLOPs. We present three vignettes illustrating how these designs reinforce one another in practice. We further contribute a graphical dataset of videos illustrating these features in the wild.

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Should ChatGPT Write Your Breakup Text? Exploring the Role of AI in Relationship Dissolution

Relationships are essential to our happiness and wellbeing, yet their dissolution-the final stage of a relationship's lifecycle-is among the most stressful events individuals can experience, often leading to profound and lasting impacts. With the breakup process increasingly facilitated by technology, such as computer-mediated communication, and the likely future influence of generative AI (GenAI) tools, we conducted a semi-structured interview study with 21 participants. We aim to understand: 1) the current role of technology in the breakup process, 2) the needs and support individuals seek during this time, and 3) how GenAI might address or undermine these needs. Our findings show that people have distinct needs at various stages of breakups. While currently technology plays an important role, it falls short in supporting users' unmet needs. Participants envision that GenAI could: 1) aid in prompting self-reflection, providing neutral second opinions, and assisting with planning leading up to a breakup; 2) serve as a communication mediator, supporting wording and tone to facilitate emotional expression during breakup conversations; and 3) support personal growth and offer companionship after a breakup. However, our findings also reveal participants' concerns about involving GenAI in this process. Based on our results, we discuss the potential opportunities, design considerations, and harms of GenAI tools in facilitating people's relationship dissolution.

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Creativity in the Age of AI: Evaluating the Impact of Generative AI on Design Outputs and Designers' Creative Thinking

As generative AI (GenAI) increasingly permeates design workflows, its impact on design outcomes and designers' creative capabilities warrants investigation. We conducted a within-subjects experiment where we asked participants to design advertisements both with and without GenAI support. Our results show that expert evaluators rated GenAI-supported designs as more creative and unconventional ("weird") despite no significant differences in visual appeal, brand alignment, or usefulness, which highlights the decoupling of novelty from usefulness-traditional dual components of creativity-in the context of GenAI usage. Moreover, while GenAI does not significantly enhance designers' overall creative thinking abilities, users were affected differently based on native language and prior AI exposure. Native English speakers experienced reduced relaxation when using AI, whereas designers new to GenAI exhibited gains in divergent thinking, such as idea fluency and flexibility. These findings underscore the variable impact of GenAI on different user groups, suggesting the potential for customized AI tools.

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Dataset Scale and Societal Consistency Mediate Facial Impression Bias in Vision-Language AI

Multimodal AI models capable of associating images and text hold promise for numerous domains, ranging from automated image captioning to accessibility applications for blind and low-vision users. However, uncertainty about bias has in some cases limited their adoption and availability. In the present work, we study 43 CLIP vision-language models to determine whether they learn human-like facial impression biases, and we find evidence that such biases are reflected across three distinct CLIP model families. We show for the first time that the the degree to which a bias is shared across a society predicts the degree to which it is reflected in a CLIP model. Human-like impressions of visually unobservable attributes, like trustworthiness and sexuality, emerge only in models trained on the largest dataset, indicating that a better fit to uncurated cultural data results in the reproduction of increasingly subtle social biases. Moreover, we use a hierarchical clustering approach to show that dataset size predicts the extent to which the underlying structure of facial impression bias resembles that of facial impression bias in humans. Finally, we show that Stable Diffusion models employing CLIP as a text encoder learn facial impression biases, and that these biases intersect with racial biases in Stable Diffusion XL-Turbo. While pretrained CLIP models may prove useful for scientific studies of bias, they will also require significant dataset curation when intended for use as general-purpose models in a zero-shot setting.

cs.CV↗

ML-EAT: A Multilevel Embedding Association Test for Interpretable and Transparent Social Science

This research introduces the Multilevel Embedding Association Test (ML-EAT), a method designed for interpretable and transparent measurement of intrinsic bias in language technologies. The ML-EAT addresses issues of ambiguity and difficulty in interpreting the traditional EAT measurement by quantifying bias at three levels of increasing granularity: the differential association between two target concepts with two attribute concepts; the individual effect size of each target concept with two attribute concepts; and the association between each individual target concept and each individual attribute concept. Using the ML-EAT, this research defines a taxonomy of EAT patterns describing the nine possible outcomes of an embedding association test, each of which is associated with a unique EAT-Map, a novel four-quadrant visualization for interpreting the ML-EAT. Empirical analysis of static and diachronic word embeddings, GPT-2 language models, and a CLIP language-and-image model shows that EAT patterns add otherwise unobservable information about the component biases that make up an EAT; reveal the effects of prompting in zero-shot models; and can also identify situations when cosine similarity is an ineffective metric, rendering an EAT unreliable. Our work contributes a method for rendering bias more observable and interpretable, improving the transparency of computational investigations into human minds and societies.

cs.CL↗

"Sharing, Not Showing Off": How BeReal Approaches Authentic Self-Presentation on Social Media Through Its Design

Adolescents are particularly vulnerable to the pressures created by social media, such as heightened self-consciousness and the need for extensive self-presentation. In this study, we investigate how BeReal, a social media platform designed to counter some of these pressures, influences adolescents' self-presentation behaviors. We interviewed 29 users aged 13-18 to understand their experiences with BeReal. We found that BeReal's design focuses on spontaneous sharing, including randomly timed daily notifications and reciprocal posting, discourages staged posts, encourages careful curation of the audience, and reduces pressure on self-presentation. The space created by BeReal offers benefits such as validating an unfiltered life and reframing social comparison, but its approach to self-presentation is sometimes perceived as limited or unappealing and, at times, even toxic. Drawing on this empirical data, we propose design guidelines for platforms that support authentic self-presentation while fostering reciprocity and expanding beyond spontaneous photo-sharing. These guidelines aim to enable users to portray themselves more comprehensively and accurately, ultimately supporting teens' developmental needs, particularly in building authentic relationships.

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Representation Bias of Adolescents in AI: A Bilingual, Bicultural Study

Popular and news media often portray teenagers with sensationalism, as both a risk to society and at risk from society. As AI begins to absorb some of the epistemic functions of traditional media, we study how teenagers in two countries speaking two languages: 1) are depicted by AI, and 2) how they would prefer to be depicted. Specifically, we study the biases about teenagers learned by static word embeddings (SWEs) and generative language models (GLMs), comparing these with the perspectives of adolescents living in the U.S. and Nepal. We find English-language SWEs associate teenagers with societal problems, and more than 50% of the 1,000 words most associated with teenagers in the pretrained GloVe SWE reflect such problems. Given prompts about teenagers, 30% of outputs from GPT2-XL and 29% from LLaMA-2-7B GLMs discuss societal problems, most commonly violence, but also drug use, mental illness, and sexual taboo. Nepali models, while not free of such associations, are less dominated by social problems. Data from workshops with N=13 U.S. adolescents and N=18 Nepalese adolescents show that AI presentations are disconnected from teenage life, which revolves around activities like school and friendship. Participant ratings of how well 20 trait words describe teens are decorrelated from SWE associations, with Pearson's r=.02, n.s. in English FastText and r=.06, n.s. in GloVe; and r=.06, n.s. in Nepali FastText and r=-.23, n.s. in GloVe. U.S. participants suggested AI could fairly present teens by highlighting diversity, while Nepalese participants centered positivity. Participants were optimistic that, if it learned from adolescents, rather than media sources, AI could help mitigate stereotypes. Our work offers an understanding of the ways SWEs and GLMs misrepresent a developmentally vulnerable group and provides a template for less sensationalized characterization.

cs.CY↗

From Text to Self: Users' Perceptions of Potential of AI on Interpersonal Communication and Self

In the rapidly evolving landscape of AI-mediated communication (AIMC), tools powered by Large Language Models (LLMs) are becoming integral to interpersonal communication. Employing a mixed-methods approach, we conducted a one-week diary and interview study to explore users' perceptions of these tools' ability to: 1) support interpersonal communication in the short-term, and 2) lead to potential long-term effects. Our findings indicate that participants view AIMC support favorably, citing benefits such as increased communication confidence, and finding precise language to express their thoughts, navigating linguistic and cultural barriers. However, the study also uncovers current limitations of AIMC tools, including verbosity, unnatural responses, and excessive emotional intensity. These shortcomings are further exacerbated by user concerns about inauthenticity and potential overreliance on the technology. Furthermore, we identified four key communication spaces delineated by communication stakes (high or low) and relationship dynamics (formal or informal) that differentially predict users' attitudes toward AIMC tools. Specifically, participants found the tool is more suitable for communicating in formal relationships than informal ones and more beneficial in high-stakes than low-stakes communication.

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Understanding the Digital News Consumption Experience During the COVID Pandemic

During the COVID-19 pandemic, people sought information through digital news platforms. To investigate how to design these platforms to support users' needs in a crisis, we conducted a two-week diary study with 22 participants across the United States. Participants' news-consumption experience followed two stages: in the \textbf{seeking} stage, participants increased their general consumption, motivated by three common informational needs -- specifically, to find, understand and verify relevant news pieces. Participants then moved to the \textbf{sustaining} stage, and coping with the news emotionally became as important as their informational needs. We elicited design ideas from participants and used these to distill six themes for creating digital news platforms that provide better informational and emotional support during a crisis. Thus, we contribute, first, a model of users' needs over time with respect to engaging with crisis news, and second, example design concepts for supporting users' needs in each of these stages.

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LGBTQ Privacy Concerns on Social Media

We conducted semi-structured interviews with members of the LGBTQ community about their privacy practices and concerns on social networking sites. Participants used different social media sites for different needs and adapted to not being completely out on each site. We would value the opportunity to discuss the unique privacy and security needs of this population with workshop participants and learn more about the privacy needs of other marginalized user groups from researchers who have worked in those communities.

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When Screen Time Is not Screen Time: Tensions and Needs Between Tweens and Their Parents During Nature-Based Exploration

We investigated the experiences of 15 parents and their tween children (ages 8-12, n=23) during nature explorations using the NatureCollections app, a mobile application that connects children with nature. Drawing on parent interviews and in-app audio recordings from a 2-week deployment study, we found that tweens experiences with the NatureCollections app were influenced by tensions surrounding how parents and tweens negotiate technology use more broadly. Despite these tensions, the app succeeded in engaging tweens in outdoor nature explorations, and parents valued the shared family experiences around nature. Parents desired the app to support family bonding and inform them about how their tween used the app. This work shows how applications intended to support enriching youth experiences are experienced in the context of screen time tensions between parents and tween during a transitional period of child development. We offer recommendations for designing digital experiences to support family needs and reduce screen time tensions.

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How the Design of YouTube Influences User Sense of Agency

In the attention economy, video apps employ design mechanisms like autoplay that exploit psychological vulnerabilities to maximize watch time. Consequently, many people feel a lack of agency over their app use, which is linked to negative life effects such as loss of sleep. Prior design research has innovated external mechanisms that police multiple apps, such as lockout timers. In this work, we shift the focus to how the internal mechanisms of an app can support user agency, taking the popular YouTube mobile app as a test case. From a survey of 120 U.S. users, we find that autoplay and recommendations primarily undermine sense of agency, while search and playlists support it. From 13 co-design sessions, we find that when users have a specific intention for how they want to use YouTube they prefer interfaces that support greater agency. We discuss implications for how designers can help users reclaim a sense of agency over their media use.

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From Ancient Contemplative Practice to the App Store: Designing a Digital Container for Mindfulness

Hundreds of popular mobile apps today market their ties to mindfulness. What activities do these apps support and what benefits do they claim? How do mindfulness teachers, as domain experts, view these apps? We first conduct an exploratory review of 370 mindfulness-related apps on Google Play, finding that mindfulness is presented primarily as a tool for relaxation and stress reduction. We then interviewed 15 U.S. mindfulness teachers from the therapeutic, Buddhist, and Yogic traditions about their perspectives on these apps. Teachers expressed concern that apps that introduce mindfulness only as a tool for relaxation neglect its full potential. We draw upon the experiences of these teachers to suggest design implications for linking mindfulness with further contemplative practices like the cultivation of compassion. Our findings speak to the importance of coherence in design: that the metaphors and mechanisms of a technology align with the underlying principles it follows.

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