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Katie Seaborn

Publications and source records attributed to Katie Seaborn.

50 records · Page 3Linked to original sources

Nonverbal Cues in Human-Robot Interaction: A Communication Studies Perspective

Communication between people is characterized by a broad range of nonverbal cues. Transferring these cues into the design of robots and other artificial agents that interact with people may foster more natural, inviting, and accessible experiences. In this position paper, we offer a series of definitive nonverbal codes for human-robot interaction (HRI) that address the five human sensory systems (visual, auditory, haptic, olfactory, gustatory) drawn from the field of communication studies. We discuss how these codes can be translated into design patterns for HRI using a curated sample of the communication studies and HRI literatures. As nonverbal codes are an essential mode in human communication, we argue that integrating robotic nonverbal codes in HRI will afford robots a feeling of "aliveness" or "social agency" that would otherwise be missing. We end with suggestions for research directions to stimulate work on nonverbal communication within the field of HRI and improve communication between human and robots.

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Not Only WEIRD but "Uncanny"? A Systematic Review of Diversity in Human-Robot Interaction Research

Critical voices within and beyond the scientific community have pointed to a grave matter of concern regarding who is included in research and who is not. Subsequent investigations have revealed an extensive form of sampling bias across a broad range of disciplines that conduct human subjects research called "WEIRD": Western, Educated, Industrial, Rich, and Democratic. Recent work has indicated that this pattern exists within human-computer interaction (HCI) research, as well. How then does human-robot interaction (HRI) fare? And could there be other patterns of sampling bias at play, perhaps those especially relevant to this field of study? We conducted a systematic review of the premier ACM/IEEE International Conference on Human-Robot Interaction (2006-2022) to discover whether and how WEIRD HRI research is. Importantly, we expanded our purview to other factors of representation highlighted by critical work on inclusion and intersectionality as potentially underreported, overlooked, and even marginalized factors of human diversity. Findings from 827 studies across 749 papers confirm that participants in HRI research also tend to be drawn from WEIRD populations. Moreover, we find evidence of limited, obscured, and possible misrepresentation in participant sampling and reporting along key axes of diversity: sex and gender, race and ethnicity, age, sexuality and family configuration, disability, body type, ideology, and domain expertise. We discuss methodological and ethical implications for recruitment, analysis, and reporting, as well as the significance for HRI as a base of knowledge.

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Wizundry: A Cooperative Wizard of Oz Platform for Simulating Future Speech-based Interfaces with Multiple Wizards

Wizard of Oz (WoZ) as a prototyping method has been used to simulate intelligent user interfaces, particularly for speech-based systems. However, as our societies' expectations on artificial intelligence (AI) grows, the question remains whether a single Wizard is sufficient for it to simulate smarter systems and more complex interactions. Optimistic visions of 'what artificial intelligence (AI) can do' places demands on WoZ platforms to simulate smarter systems and more complex interactions. This raises the question of whether the typical approach of employing a single Wizard is sufficient. Moreover, while existing work has employed multiple Wizards in WoZ studies, a multi-Wizard approach has not been systematically studied in terms of feasibility, effectiveness, and challenges. We offer Wizundry, a real-time, web-based WoZ platform that allows multiple Wizards to collaboratively operate a speech-to-text based system remotely. We outline the design and technical specifications of our open-source platform, which we iterated over two design phases. We report on two studies in which participant-Wizards were tasked with negotiating how to cooperatively simulate an interface that can handle natural speech for dictation and text editing as well as other intelligent text processing tasks. We offer qualitative findings on the Multi-Wizard experience for Dyads and Triads of Wizards. Our findings reveal the promises and challenges of the multi-Wizard approach and open up new research questions.

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Exoskeleton for the Mind: Exploring Strategies Against Misinformation with a Metacognitive Agent

Misinformation is a global problem in modern social media platforms with few solutions known to be effective. Social media platforms have offered tools to raise awareness of information, but these are closed systems that have not been empirically evaluated. Others have developed novel tools and strategies, but most have been studied out of context using static stimuli, researcher prompts, or low fidelity prototypes. We offer a new anti-misinformation agent grounded in theories of metacognition that was evaluated within Twitter. We report on a pilot study (n=17) and multi-part experimental study (n=57, n=49) where participants experienced three versions of the agent, each deploying a different strategy. We found that no single strategy was superior over the control. We also confirmed the necessity of transparency and clarity about the agent's underlying logic, as well as concerns about repeated exposure to misinformation and lack of user engagement.

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Voice Over Body? Older Adults' Reactions to Robot and Voice Assistant Facilitators of Group Conversation

Intelligent agents have great potential as facilitators of group conversation among older adults. However, little is known about how to design agents for this purpose and user group, especially in terms of agent embodiment. To this end, we conducted a mixed methods study of older adults' reactions to voice and body in a group conversation facilitation agent. Two agent forms with the same underlying artificial intelligence (AI) and voice system were compared: a humanoid robot and a voice assistant. One preliminary study (total n=24) and one experimental study comparing voice and body morphologies (n=36) were conducted with older adults and an experienced human facilitator. Findings revealed that the artificiality of the agent, regardless of its form, was beneficial for the socially uncomfortable task of conversation facilitation. Even so, talkative personality types had a poorer experience with the "bodied" robot version. Design implications and supplementary reactions, especially to agent voice, are also discussed.

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What Pronouns for Pepper? A Critical Review of Gender/ing in Research

Gender/ing guides how we view ourselves, the world around us, and each other--including non-humans. Critical voices have raised the alarm about stereotyped gendering in the design of socially embodied artificial agents like voice assistants, conversational agents, and robots. Yet, little is known about how this plays out in research and to what extent. As a first step, we critically reviewed the case of Pepper, a gender-ambiguous humanoid robot. We conducted a systematic review (n=75) involving meta-synthesis and content analysis, examining how participants and researchers gendered Pepper through stated and unstated signifiers and pronoun usage. We found that ascriptions of Pepper's gender were inconsistent, limited, and at times discordant, with little evidence of conscious gendering and some indication of researcher influence on participant gendering. We offer six challenges driving the state of affairs and a practical framework coupled with a critical checklist for centering gender in research on artificial agents.

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Exploring Gender-Expansive Categorization Options for Robots

Gender is increasingly being explored as a social characteristic ascribed to robots by people. Yet, research involving social robots that may be gendered tends not to address gender perceptions, such as through pilot studies or manipulation checks. Moreover, research that does address gender perceptions has been limited by a reliance on the human gender binary model of feminine and masculine, prescriptive response options, and/or researcher assumptions and/or ascriptions of participant gendering. In response, we conducted an online pilot categorization study (n=55) wherein we provided gender-expansive response options for rating four robots ranging across four levels of anthropomorphism. Findings indicate that people gender robots in diverse ways, and not necessarily in relation to the gender binary. Additionally, less anthropomorphic robots and the childlike humanoid robot were deemed masculine, while the iconic robot was deemed gender neutral, fluid, and/or ambiguous. We discuss implications for future work on all humanoid robots.

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Finding Strategies Against Misinformation in Social Media: A Qualitative Study

Misinformation spread through social media has become a fundamental challenge in modern society. Recent studies have evaluated various strategies for addressing this problem, such as by modifying social media platforms or educating people about misinformation, to varying degrees of success. Our goal is to develop a new strategy for countering misinformation: intelligent tools that encourage social media users to foster metacognitive skills "in the wild." As a first step, we conducted focus groups with social media users to discover how they can be best supported in combating misinformation. Qualitative analyses of the discussions revealed that people find it difficult to detect misinformation. Findings also indicated a need for but lack of resources to support cross-validation of information. Moreover, misinformation had a nuanced emotional impact on people. Suggestions for the design of intelligent tools that support social media users in information selection, information engagement, and emotional response management are presented.

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Trust in Human-AI Interaction: Scoping Out Models, Measures, and Methods

Trust has emerged as a key factor in people's interactions with AI-infused systems. Yet, little is known about what models of trust have been used and for what systems: robots, virtual characters, smart vehicles, decision aids, or others. Moreover, there is yet no known standard approach to measuring trust in AI. This scoping review maps out the state of affairs on trust in human-AI interaction (HAII) from the perspectives of models, measures, and methods. Findings suggest that trust is an important and multi-faceted topic of study within HAII contexts. However, most work is under-theorized and under-reported, generally not using established trust models and missing details about methods, especially Wizard of Oz. We offer several targets for systematic review work as well as a research agenda for combining the strengths and addressing the weaknesses of the current literature.

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Gender neutrality in robots: An open living review framework

Gender is a primary characteristic by which people organize themselves. Previous research has shown that people tend to unknowingly ascribe gender to robots based on features of their embodiment. Yet, robots are not necessarily ascribed the same, or any, gender by different people. Indeed, robots may be ascribed non-human genders or used as "genderless" alternatives. This underlies the notion of gender neutrality in robots: neither masculine nor feminine but somewhere in between or even beyond gender. Responding to calls for gender as a locus of study within robotics, we offer a framework for conducting an open living review to be updated periodically as work emerges. Significantly, we provide an open, formalized submission process and open access dataset of research on gender neutrality in robots. This novel and timely approach to consensus-building is expected to pave the way for similar endeavours on other key topics within human-robot interaction research.

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Neither "Hear" Nor "Their": Interrogating Gender Neutrality in Robots

Gender is a social framework through which people organize themselves-and non-human subjects, including robots. Research stretching back decades has found evidence that people tend to gender artificial agents unwittingly, even with the slightest cue of humanlike features in voice, body, role, and other social features. This has led to the notion of gender neutrality in robots: ways in which we can avoid gendering robots in line with human models, as well explorations of extra-human genders. This rapid review critically surveyed the literature to capture the state of art on gender neutrality in robots that interact with people. We present findings on theory, methods, results, and reflexivity. We interrogate the very idea that robot gender/ing can be neutral and explore alternate ways of approaching gender/ing through the design and study of robots interacting with people.

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Removing Gamification: A Research Agenda

The effect of removing gamification elements from interactive systems has been a long-standing question in gamification research. Early work and foundational theories raised concerns about the endurance of positive effects and the emergence of negative ones. Yet, nearly a decade later, no work to date has sought consensus on these matters. Here, I offer a rapid review on the state of the art and what is known about the impact of removing gamification. A small corpus of 8 papers published between 2012 and 2020 were found. Findings suggest a mix of positive and negative effects related to removing gamification. Significantly, insufficient reporting, methodological weaknesses, limited measures, and superficial interpretations of "negative" results prevent firm conclusions. I offer a research agenda towards better understanding the nature of gamification removal. I end with a call for empirical and theoretical work on illuminating the effects that may linger after systems are un-gamified.

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Crossing the Tepper Line: An Emerging Ontology for Describing the Dynamic Sociality of Embodied AI

Artificial intelligences (AI) are increasingly being embodied and embedded in the world to carry out tasks and support decision-making with and for people. Robots, recommender systems, voice assistants, virtual humans - do these disparate types of embodied AI have something in common? Here we show how they can manifest as "socially embodied AI." We define this as the state that embodied AI "circumstantially" take on within interactive contexts when perceived as both social and agentic by people. We offer a working ontology that describes how embodied AI can dynamically transition into socially embodied AI. We propose an ontological heuristic for describing the threshold: the Tepper line. We reinforce our theoretical work with expert insights from a card sort workshop. We end with two case studies to illustrate the dynamic and contextual nature of this heuristic.

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Measuring Voice UX Quantitatively: A Rapid Review

Computer voice is experiencing a renaissance through the growing popularity of voice-based interfaces, agents, and environments. Yet, how to measure the user experience (UX) of voice-based systems remains an open and urgent question, especially given that their form factors and interaction styles tend to be non-visual, intangible, and often considered disembodied or "body-less." As a first step, we surveyed the ACM and IEEE literatures to determine which quantitative measures and measurements have been deemed important for voice UX. Our findings show that there is little consensus, even with similar situations and systems, as well as an overreliance on lab work and unvalidated scales. In response, we offer two high-level descriptive frameworks for guiding future research, developing standardized instruments, and informing ongoing review work. Our work highlights the current strengths and weaknesses of voice UX research and charts a path towards measuring voice UX in a more comprehensive way.

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