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Konstantinos Papangelis

Publications and source records attributed to Konstantinos Papangelis.

10 recordsLinked to original sources

An Analytical Multiple Criteria Framework for Temporal and Dynamic Business-to-Business Customer Segmentation in Manufacturing

In sales and marketing, customer segmentation is an important tool for formulating strategies for customer treatment and supply chain management. Most segmentation implementations rely on limited criteria, such as recency, frequency, and monetary (RFM) modeling, which often fail to capture complex business interactions. In this work, we design and evaluate a dynamic multi-criteria decision-making (MCDM) method in a business-to-business (B2B) manufacturing context by 1) extending RFM to dimensions of stability and growth, 2) integrating an adaptive and analytical hierarchical process to match business objectives, and 3) evaluating multivariate time-series clustering models. We then measure customer stability, tracking between-segment transitions, and volatility over time, and apply a graph-based consensus model to further strengthen the analysis. We test the efficacy of the proposed method using a real-world manufacturing company dataset to segment more than 3,000 B2B customers, showing strong robustness to temporal shifts. The implementation enables domain experts with preferential analytics to devise their strategies, providing effective decision support for B2B customer segmentation.

cs.LG↗

From Trust to Appropriate Reliance: Measurement Constructs in Human-AI Decision-Making

While human-AI decision-making research has primarily used trust measurements to assess the practical usage of AI systems by their end-users, recent empirical evidence suggests that trust measurements do not inform users' appropriate reliance on AI systems. While examining the human-AI decision-making literature, in this work, we review empirical studies that assess people's appropriate reliance on AI advice, differentiating measurements and constructs of appropriate reliance from trust and mere reliance. Our analysis of literature shows that constructs for human-AI appropriate reliance are still fragmented in research. We present three views on appropriate reliance, namely Traditional, Appropriateness, and Dominance, as discussed in research. Using these views, we evaluate objective metrics reported in studies and argue for their consensus to facilitate the comparison across empirical research. We also discuss how studies employ objective metrics and examine their validity in application contexts. Our work contributes to the critical body of research on exploring objective metrics for assessing humans' appropriate reliance on AI advice.

cs.HC↗

How University Disability Services Professionals Write Image Descriptions for HCI Figures Using Generative AI

Disability Services Office (DSO) professionals at higher education institutions write alt text for {visual content}. However, due to the complexity of visual content, such as HCI figures in research publications, DSO professionals can struggle to write high-quality alt text if they lack subject expertise. Generative AI has shown potential in understanding figures and writing their descriptions, yet its support for DSO professionals is underexplored, and limited work evaluates the quality of alt text generated with AI assistance. In this work, we conducted two studies: first, we investigated generative AI support for writing alt text for HCI figures with 12 DSO professionals. Second, we recruited 11 HCI experts to evaluate the alt text written by DSO professionals. Findings show that alt text written solely by DSO professionals has lower quality than alt text written with AI assistance. AI assistance also helped DSO professionals write alt text more quickly and with greater confidence; however, they reported inefficiencies in interactions with the AI. Our work contributes to exploring AI support for non-subject expert accessibility professionals.

cs.HC↗

DiaryPlay: AI-Assisted Authoring of Interactive Vignettes for Everyday Storytelling

An interactive vignette is a popular and immersive visual storytelling approach that invites viewers to role-play a character and influences the narrative in an interactive environment. However, it has not been widely used by everyday storytellers yet due to authoring complexity, which conflicts with the immediacy of everyday storytelling. We introduce DiaryPlay, an AI-assisted authoring system for interactive vignette creation in everyday storytelling. It takes a natural language story as input and extracts the three core elements of an interactive vignette (environment, characters, and events), enabling authors to focus on refining these elements instead of constructing them from scratch. Then, it automatically transforms the single-branch story input into a branch-and-bottleneck structure using an LLM-powered narrative planner, which enables flexible viewer interactions while freeing the author from multi-branching. A technical evaluation (N=16) shows that DiaryPlay-generated character activities are on par with human-authored ones regarding believability. A user study (N=16) shows that DiaryPlay effectively supports authors in creating interactive vignette elements, maintains authorial intent while reacting to viewer interactions, and provides engaging viewing experiences.

cs.HC↗

UX Challenges in Implementing an Interactive B2B Customer Segmentation Tool

In our effort to implement an interactive customer segmentation tool for a global manufacturing company, we identified user experience (UX) challenges with technical implications. The main challenge relates to domain users' effort, in our case sales experts, to interpret the clusters produced by an unsupervised Machine Learning (ML) algorithm, for creating a customer segmentation. An additional challenge is what sort of interactions should such a tool support to enable meaningful interpretations of the output of clustering models. In this case study, we describe what we learned from implementing an Interactive Machine Learning (IML) prototype to address such UX challenges. We leverage a multi-year real-world dataset and domain experts' feedback from a global manufacturing company to evaluate our tool. We report what we found to be effective and wish to inform designers of IML systems in the context of customer segmentation and other related unsupervised ML tools.

cs.HC↗

From Explainable to Interactive AI: A Literature Review on Current Trends in Human-AI Interaction

AI systems are increasingly being adopted across various domains and application areas. With this surge, there is a growing research focus and societal concern for actively involving humans in developing, operating, and adopting these systems. Despite this concern, most existing literature on AI and Human-Computer Interaction (HCI) primarily focuses on explaining how AI systems operate and, at times, allowing users to contest AI decisions. Existing studies often overlook more impactful forms of user interaction with AI systems, such as giving users agency beyond contestability and enabling them to adapt and even co-design the AI's internal mechanics. In this survey, we aim to bridge this gap by reviewing the state-of-the-art in Human-Centered AI literature, the domain where AI and HCI studies converge, extending past Explainable and Contestable AI, delving into the Interactive AI and beyond. Our analysis contributes to shaping the trajectory of future Interactive AI design and advocates for a more user-centric approach that provides users with greater agency, fostering not only their understanding of AI's workings but also their active engagement in its development and evolution.

cs.HC↗

Pokémon GO to Pokémon STAY: How Covid-19 Affected Pokémon GO Players

Since its creation, the Location-Based Game (LBG), Pokémon GO, has been embraced by a community of fans across the world. Due to its recency, the impact of COVID-19 on the community of Pokémon GO players is underexplored. We address how COVID-19 has impacted the players of Pokémon GO by building upon existing work focusing on player gratifications and impacts in Pokémon GO. Through semi-structured interviews, we provide a snapshot of the state of LBG play during unprecedented times. These player testimonies demonstrate (1) the importance of in-person socialization to LBG, (2) additional ways players use the game as a coping mechanism, and (3) how intentionality mediates player perceptions of people-place relationships. In demonstrating these behaviors, we provide a glimpse of how a game that forces players to explore the world around them changed when going outside with friends became a source of danger.

cs.HC↗

Casual and Hardcore Player Traits and Gratifications of Pokémon GO, Harry Potter: Wizards Unite, Ingress

Location-based games (LBG) impose virtual spaces on top of physical locations. Studies have explored LBG from various perspectives. However, a comprehensive study of who these players are, their traits, their gratifications, and the links between them is conspicuously absent from the literature. In this paper, we aim to address this lacuna through a series of surveys with 2390 active LBG players utilizing Tondello's Player Traits Model and Scale of Game playing Preferences, and Hamari's scale of LBG gratifications. Our findings (1) illustrate an association between player satisfaction and social aspects of the studied games, (2) explicate how the core-loops of the studied games impact the expressed gratifications and the affine traits of players, and (3) indicate a strong distinction between hardcore and casual players based on both traits and gratifications. Overall our findings shed light into the players of LBG, their traits, and gratifications they derive from playing LBGs.

cs.HC↗

Self-Organizing Teams in Online Work Settings

As the volume and complexity of distributed online work increases, the collaboration among people who have never worked together in the past is becoming increasingly necessary. Recent research has proposed algorithms to maximize the performance of such teams by grouping workers according to a set of predefined decision criteria. This approach micro-manages workers, who have no say in the team formation process. Depriving users of control over who they will work with stifles creativity, causes psychological discomfort and results in less-than-optimal collaboration results. In this work, we propose an alternative model, called Self-Organizing Teams (SOTs), which relies on the crowd of online workers itself to organize into effective teams. Supported but not guided by an algorithm, SOTs are a new human-centered computational structure, which enables participants to control, correct and guide the output of their collaboration as a collective. Experimental results, comparing SOTs to two benchmarks that do not offer user agency over the collaboration, reveal that participants in the SOTs condition produce results of higher quality and report higher teamwork satisfaction. We also find that, similarly to machine learning-based self-organization, human SOTs exhibit emergent collective properties, including the presence of an objective function and the tendency to form more distinct clusters of compatible teammates.

cs.HC↗

Lessons Learned from Developing a Microservice Based Mobile Location-Based Crowdsourcing Platform

Research in Mobile Location-Based Crowdsourcing is hindered by a marked lack of real-world data. The development of a standardized, lightweight, easily deployable, modular, composable, and most of all, scalable experimentation framework would go a long way in facilitating such research. Conveniently, these are all salient characteristics of systems developed using a microservices approach. We propose QRowdsource - a MLBC experimentation framework built using a distributed services architecture. In this paper, we discuss the design and development of QRowdsource, from the decomposition of functional components to the orchestration of services within the framework. We also take a look at how the advantages and disadvantages of using a microservices approach translate to our specific use case and deliberate over a number of lessons learned while developing the experimentation framework.

cs.HC↗