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John M. Carroll

Publications and source records attributed to John M. Carroll.

35 records · Page 2Linked to original sources

Redefining Qualitative Analysis in the AI Era: Utilizing ChatGPT for Efficient Thematic Analysis

AI tools, particularly large-scale language model (LLM) based applications such as ChatGPT, have the potential to simplify qualitative research. Through semi-structured interviews with seventeen participants, we identified challenges and concerns in integrating ChatGPT into the qualitative analysis process. Collaborating with thirteen qualitative researchers, we developed a framework for designing prompts to enhance the effectiveness of ChatGPT in thematic analysis. Our findings indicate that improving transparency, providing guidance on prompts, and strengthening users' understanding of LLMs' capabilities significantly enhance the users' ability to interact with ChatGPT. We also discovered and revealed the reasons behind researchers' shift in attitude towards ChatGPT from negative to positive. This research not only highlights the importance of well-designed prompts in LLM applications but also offers reflections for qualitative researchers on the perception of AI's role. Finally, we emphasize the potential ethical risks and the impact of constructing AI ethical expectations by researchers, particularly those who are novices, on future research and AI development.

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"I Upload...All Types of Different Things to Say, the World of Blindness Is More Than What They Think It Is": A Study of Blind TikTokers' Identity Work from a Flourishing Perspective

Identity work in Human-Computer Interaction (HCI) has focused on the marginalized group to explore designs to support their asset (what they have). However, little has been explored specifically on the identity work of people with disabilities, specifically, visual impairments. In this study, we interviewed 45 BlindTokers (blind users on TikTok) from various backgrounds to understand their identity work from a positive design perspective. We found that BlindTokers leverage the affordance of the platform to create positive content, share their identities, and build the community with the desire to flourish. We proposed flourishing labor to present the work conducted by BlindTokers for their community's flourishing with implications to support the flourishing labor. This work contributes to understanding blind users' experience in short video platforms and highlights that flourishing is not just an activity for any single Blind user but also a job that needs all stakeholders, including all user groups and the TikTok platform, serious and committed contribution.

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Third-Party Developers and Tool Development For Community Management on Live Streaming Platform Twitch

Community management is critical for stakeholders to collaboratively build and sustain communities with socio-technical support. However, most of the existing research has mainly focused on the community members and the platform, with little attention given to the developers who act as intermediaries between the platform and community members and develop tools to support community management. This study focuses on third-party developers (TPDs) for the live streaming platform Twitch and explores their tool development practices. Using a mixed method with in-depth qualitative analysis, we found that TPDs maintain complex relationships with different stakeholders (streamers, viewers, platform, professional developers), and the multi-layered policy restricts their agency regarding idea innovation and tool development. We argue that HCI research should shift its focus from tool users to tool developers with regard to community management. We propose designs to support closer collaboration between TPDS and the platform and professional developers and streamline TPDs' development process with unified toolkits and policy documentation.

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Exploring Virtual Reality through Ihde's Instrumental Realism

Based on Ihde's theory, this paper explores the relationship between virtual reality (VR) as an instrument and phenomenology. It reviews the "technological revolution" spurred by the development of VR technology and discusses how VR has been used to study subjective experience, explore perception and embodiment, enhance empathy and perspective, and investigate altered states of consciousness. The paper emphasizes the role of VR as an instrumental technology, particularly its ability to expand human perception and cognition. Reflecting on this in conjunction with the work of Husserl and Ihde, among others, it revisits the potential of VR to provide new avenues for scientific inquiry and experience and to transform our understanding of the world through VR.

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VRMN-bD: A Multi-modal Natural Behavior Dataset of Immersive Human Fear Responses in VR Stand-up Interactive Games

Understanding and recognizing emotions are important and challenging issues in the metaverse era. Understanding, identifying, and predicting fear, which is one of the fundamental human emotions, in virtual reality (VR) environments plays an essential role in immersive game development, scene development, and next-generation virtual human-computer interaction applications. In this article, we used VR horror games as a medium to analyze fear emotions by collecting multi-modal data (posture, audio, and physiological signals) from 23 players. We used an LSTM-based model to predict fear with accuracies of 65.31% and 90.47% under 6-level classification (no fear and five different levels of fear) and 2-level classification (no fear and fear), respectively. We constructed a multi-modal natural behavior dataset of immersive human fear responses (VRMN-bD) and compared it with existing relevant advanced datasets. The results show that our dataset has fewer limitations in terms of collection method, data scale and audience scope. We are unique and advanced in targeting multi-modal datasets of fear and behavior in VR stand-up interactive environments. Moreover, we discussed the implications of this work for communities and applications. The dataset and pre-trained model are available at https://github.com/KindOPSTAR/VRMN-bD.

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"I Got Flagged for Supposed Bullying, Even Though It Was in Response to Someone Harassing Me About My Disability.": A Study of Blind TikTokers' Content Moderation Experiences

The Human-Computer Interaction (HCI) community has consistently focused on the experiences of users moderated by social media platforms. Recently, scholars have noticed that moderation practices could perpetuate biases, resulting in the marginalization of user groups undergoing moderation. However, most studies have primarily addressed marginalization related to issues such as racism or sexism, with little attention given to the experiences of people with disabilities. In this paper, we present a study on the moderation experiences of blind users on TikTok, also known as "BlindToker," to address this gap. We conducted semi-structured interviews with 20 BlindTokers and used thematic analysis to analyze the data. Two main themes emerged: BlindTokers' situated content moderation experiences and their reactions to content moderation. We reported on the lack of accessibility on TikTok's platform, contributing to the moderation and marginalization of BlindTokers. Additionally, we discovered instances of harassment from trolls that prompted BlindTokers to respond with harsh language, triggering further moderation. We discussed these findings in the context of the literature on moderation, marginalization, and transformative justice, seeking solutions to address such issues.

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Multi-channel Sensor Network Construction, Data Fusion and Challenges for Smart Home

Both sensor networks and data fusion are essential foundations for developing the smart home Internet of Things (IoT) and related fields. We proposed a multi-channel sensor network construction method involving hardware, acquisition, and synchronization in the smart home environment and a smart home data fusion method (SHDFM) for multi-modal data (position, gait, voice, pose, facial expression, temperature, and humidity) generated in the smart home environment to address the configuration of a multi-channel sensor network, improve the quality and efficiency of various human activities and environmental data collection, and reduce the difficulty of multi-modal data fusion in the smart home. SHDFM contains 5 levels, with inputs and outputs as criteria to provide recommendations for multi-modal data fusion strategies in the smart home. We built a real experimental environment using the proposed method in this paper. To validate our method, we created a real experimental environment - a physical setup in a home-like scenario where the multi-channel sensor network and data fusion techniques were deployed and evaluated. The acceptance and testing results show that the proposed construction and data fusion methods can be applied to the examples with high robustness, replicability, and scalability. Besides, we discuss how smart homes with multi-channel sensor networks can support digital twins.

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"Because Some Sighted People, They Don't Know What the Heck You're Talking About:" A Study of Blind TikTokers' Infrastructuring Work to Build Independence

There has been extensive research on the experiences of individuals with visual impairments on text- and image-based social media platforms, such as Facebook and Twitter. However, little is known about the experiences of visually impaired users on short-video platforms like TikTok. To bridge this gap, we conducted an interview study with 30 BlindTokers (the nickname of blind TikTokers). Our study aimed to explore the various activities of BlindTokers on TikTok, including everyday entertainment, professional development, and community engagement. The widespread usage of TikTok among participants demonstrated that they considered TikTok and its associated experiences as the infrastructure for their activities. Additionally, participants reported experiencing breakdowns in this infrastructure due to accessibility issues. They had to carry out infrastructuring work to resolve the breakdowns. Blind users' various practices on TikTok also foregrounded their perceptions of independence. We then discussed blind users' nuanced understanding of the TikTok-mediated independence; we also critically examined BlindTokers' infrastructuring work for such independence.

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QualiGPT: GPT as an easy-to-use tool for qualitative coding

Qualitative research delves deeply into individual complex perspectives on technology and various phenomena. However, a meticulous analysis of qualitative data often requires a significant amount of time, especially during the crucial coding stage. Although there is software specifically designed for qualitative evaluation, many of these platforms fall short in terms of automatic coding, intuitive usability, and cost-effectiveness. With the rise of Large Language Models (LLMs) such as GPT-3 and its successors, we are at the forefront of a transformative era for enhancing qualitative analysis. In this paper, we introduce QualiGPT, a specialized tool designed after considering challenges associated with ChatGPT and qualitative analysis. It harnesses the capabilities of the Generative Pretrained Transformer (GPT) and its API for thematic analysis of qualitative data. By comparing traditional manual coding with QualiGPT's analysis on both simulated and actual datasets, we verify that QualiGPT not only refines the qualitative analysis process but also elevates its transparency, credibility, and accessibility. Notably, compared to existing analytical platforms, QualiGPT stands out with its intuitive design, significantly reducing the learning curve and operational barriers for users.

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Reconnecting An International Travel Network: The Personal Infrastructuring Work of International Travelers in A Multi-facet Crisis

In times of crisis, international travel becomes tenuous and anxiety provoking. The crisis informatics and Human-Computer Interaction (HCI) community has paid increasing attention to the use of Information and Communication Technologies (ICTs) in various crisis settings. However, little is known about the travelers' actual experiences in whole trips in crises. In this paper, we bridge the gap by presenting a study on Chinese travelers' encounters in their international journeys to the US during a multifacet crisis and their use of ICTs to overcome difficulties in the journeys. We interviewed 22 Chinese travelers who had successfully come to the US during the crisis. The findings showed how travelers improvised to reconnect the broken international travel infrastructure. We also discuss the findings with the literature on infrastructure, and crisis informatics, and provide design implications for travel authorities and agencies.

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Not Another Day Zero: Design Hackathons for Community-Based Water Quality Monitoring

This study looks at water quality monitoring and management as a new form of community engagement. Through a series of a unique research method called `design hackathons', we engaged with a hyperlocal community of citizens who are actively involved in monitoring and management of their local watershed. These design hackathons sought to understand the motivation, practices, collaboration and experiences of these citizens. Qualitative analysis of data revealed the nature of the complex stakeholder network, workflow practices, initiatives to engage with a larger community, current state of technological infrastructure being used, and innovative design scenarios proposed by the hackathon participants. Based on this comprehensive analysis, we conceptualize water quality monitoring and management as community-based monitoring and management, and water data as community data. Such a conceptualization sheds light on how these practices can help in preempting water crisis by empowering citizens through increased awareness, active participation and informal learning of water data and resources.

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Codeless App Development: Evaluating A Cloud-Native Domain-Specific Functions Approach

Mobile applications play an important role in the economy today and there is an increasing trend for app enablement on multiple platforms. However, creating, distributing, and maintaining an application remain expert tasks. Even for software developers, the process can be error-prone and resource-consuming, especially when targeting different platforms simultaneously. Researchers have proposed several frameworks to facilitate cross-platform app development, but little attention has been paid to non-technical users. In this paper, we described the Flow framework, which takes the advantage of domain-specific languages to enable no-code specification for app modeling. The cloud-native coordination mechanism further supports non-technical users to execute, monitor, and maintain apps for any target platforms. User evaluations were conducted to assess the usability and user experience with the system. The results indicated that users can develop apps in Flow with ease, but the prototype could be optimized to reduce learning time and workload.

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Feasibility of Interactive 3D Map for Remote Sighted Assistance

Remote sighted assistance (RSA) has emerged as a conversational assistive technology, where remote sighted workers, i.e., agents, provide real-time assistance to users with vision impairments via video-chat-like communication. Researchers found that agents' lack of environmental knowledge, the difficulty of orienting users in their surroundings, and the inability to estimate distances from users' camera feeds are key challenges to sighted agents. To address these challenges, researchers have suggested assisting agents with computer vision technologies, especially 3D reconstruction. This paper presents a high-fidelity prototype of such an RSA, where agents use interactive 3D maps with localization capability. We conducted a walkthrough study with thirteen agents and one user with simulated vision impairment using this prototype. The study revealed that, compared to baseline RSA, the agents were significantly faster in providing navigational assistance to users, and their mental workload was significantly reduced -- all indicate the feasibility and prospect of 3D maps in RSA.

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Using Key Player Analysis as a Method for Examining the Role of Community Animators in Technology Adoption

This paper examines the role of community animators in technology adoption. Community animators are individuals that actively build social networks and broker ties between nodes in those networks. The present study observes technology adoption patterns through data collected from a mobile application at a local arts festival. A social network was constructed through photo-sharing and interaction within the app. Given this data, we propose the use of key player analysis to identify community animators. In addition, we use a graph invariant (i.e., fragmentation in the network) to describe the role and impact of key players on the full network of interactions. Our results contribute to literature on technology adoption in usability studies by proposing a method to quantify and identify the theoretical concept of community animators. We further analyze the types of community animators to be found in early adoption of technology: the early adopters themselves, and the initiating developers.

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Community Animation: Exploring a design space that leverages geosocial networking to increase community engagement

This paper explores a design study of a smartphone enabled meet-up app meant to inspire engagement in community innovation. Community hubs such as co-working spaces, incubators, and maker spaces attract community members with diverse interests. This paper presents these spaces as a design opportunity for an application that helps host community-centered meet-ups in smart and connected communities. Our design study explores three scenarios of use, inspired by previous literature, for organizing meet-ups and compares them by surveying potential users. Based on the results of our survey, we propose several design implications and implement them in the Community Animator geosocial networking application, which identifies nearby individuals that are willing to chat or perform community-centered activities. We present the results of both our survey and our prototype, discuss our design goals, and provide design implications for civic-minded, geosocial networking applications. Our contribution in this work is the development process, proposed design of a mobile application to support community-centered meet-ups, and insights for future work.

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Conversations for Vision: Remote Sighted Assistants Helping People with Visual Impairments

People with visual impairment (PVI) must interact with a world they cannot see. Remote sighted assistance has emerged as a conversational/social support system. We interviewed participants who either provide or receive assistance via a conversational/social prosthetic called Aira (https://aira.io/). We identified four types of support provided: scene description, performance, social interaction, and navigation. We found that conversational style is context-dependent. Sighted assistants make intentional efforts to elicit PVI's personal knowledge and leverage it in the guidance they provide. PVI used non-verbal behaviors (e.g. hand gestures) as a parallel communication channel to provide feedback or guidance to sighted assistants. We also discuss implications for design.

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Explaining Scenarios for Information Personalization

Personalization customizes information access. The PIPE ("Personalization is Partial Evaluation") modeling methodology represents interaction with an information space as a program. The program is then specialized to a user's known interests or information seeking activity by the technique of partial evaluation. In this paper, we elaborate PIPE by considering requirements analysis in the personalization lifecycle. We investigate the use of scenarios as a means of identifying and analyzing personalization requirements. As our first result, we show how designing a PIPE representation can be cast as a search within a space of PIPE models, organized along a partial order. This allows us to view the design of a personalization system, itself, as specialized interpretation of an information space. We then exploit the underlying equivalence of explanation-based generalization (EBG) and partial evaluation to realize high-level goals and needs identified in scenarios; in particular, we specialize (personalize) an information space based on the explanation of a user scenario in that information space, just as EBG specializes a theory based on the explanation of an example in that theory. In this approach, personalization becomes the transformation of information spaces to support the explanation of usage scenarios. An example application is described.

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