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Tim Gorichanaz

Publications and source records attributed to Tim Gorichanaz.

8 recordsLinked to original sources

Data selves and identity theft in the age of AI

This chapter examines identity theft in the digital age, particularly in the context of emerging artificial intelligence (AI) technologies. It begins with a discussion of big data and selfhood, the concepts of data selves and data doubles, and the process of identification in the digital age. Next, the literature on online identity theft is reviewed, including its theoretical and empirical aspects. As is evident from that review, AI technologies have increased the speed and scale of identity crimes that were already rampant in the online world, even while they have led to new ways of detecting and preventing such crimes. As with any new technology, AI is currently fuelling an arms race between criminals and law enforcement, with end users often caught powerless in the middle. The chapter closes by exploring some emerging directions and future possibilities of identity theft in the age of AI.

cs.HC

Information Needs and Practices Supported by ChatGPT

This study considers ChatGPT as an information source, investigating the information needs that people come to ChatGPT with and the information practices that ChatGPT supports, through a qualitative content analysis of 205 user vignettes. The findings show that ChatGPT is used in a range of life domains (home/family, work, leisure, etc.) and for a range of human needs (writing/editing, learning, simple programming tasks, etc.), constituting the information needs that people use ChatGPT to address. Related to these information needs, the findings show six categories of information practices that ChatGPT supports: Writing, Deciding, Identifying, Ideating, Talking, and Critiquing. This work suggests that, in the AI age, information need should be conceptualized not just as a matter of "getting questions answered" or even "making sense," but as skillfully coping in the world, a notion that includes both understanding and action. This study leads to numerous opportunities for future work at the junction of generative AI and information needs, seeking, use and experience.

cs.HC

Identifying the Barriers to Human-Centered Design in the Workplace: Perspectives from UX Professionals

Human-centered design, a theoretical ideal, is sometimes compromised in industry practice. Technology firms juggle competing priorities, such as adopting new technologies and generating shareholder returns, which may conflict with human-centered design values. This study sought to identify the types of workplace situations that present barriers for human-centered design, going beyond the views and behaviors of individual professionals. Q methodology was used to analyze the experiences of 14 UX professionals based in the United States. Five factors were identified, representing workplace situations in which human-centered design is inhibited, despite the involvement of UX professionals: Single-Minded Arrogance, Competing Visions, Moving Fast and Breaking Things, Pragmatically Getting By, and Sidestepping Responsibility. Underpinning these five factors are the dimensions of speed and clarity of vision. This paper demonstrates connections between the literature on UX ethics and human-centered design practice, and its findings point toward opportunities for education and intervention to better enable human-centered and ethical design in practice.

cs.HC

Toward Humanity-Centered Design without Hubris

Humanity-centered design is a concept of emerging interest in HCI, one motivated by the limitations of human-centered design. As discussed to date, humanity-centered design is compatible with but goes beyond human-centered design in that it considers entire ecosystems and populations over the long term and centers participatory design. Though the intentions of humanity-centered design are laudable, current articulations of humanity-centered design are incoherent in a number of ways, leading to questions of how exactly it can or should be implemented. In this article, I delineate four ways in which humanity-centered design is incoherent, which can be boiled down to a tendency toward hubris, and propose a more fruitful way forward, a humble approach to humanity-centered design. Rather than a contradiction in terms, "humility" here refers to an organic, piecemeal, patterns-based approach to design that will be good for our being on this earth.

cs.HC

Accused: How students respond to allegations of using ChatGPT on assessments

This study explores student responses to allegations of cheating using ChatGPT, a popular software platform that can be used to generate grammatical and broadly correct text on virtually any topic. Forty-nine posts and the ensuing discussions were collected from Reddit, an online discussion forum, in which students shared their experiences of being accused (the majority falsely) and discussed how to navigate their situations. A thematic analysis was conducted with this material, and five themes were discerned: a legalistic stance, involving argument strategy and evidence gathering; the societal role of higher education as a high-stakes gatekeeper; the vicissitudes of trust in students vs. technology; questions of what constitutes cheating; and the need to rethink assessment. The findings from this study will help instructors and institutions to create more meaningful assessments in the age of AI and develop guidelines for student use of ChatGPT and other AI tools.

cs.HC

Being at Home in the Metaverse? Prospectus for a Social Imaginary

The metaverse has seen growing corporate and popular interest over the past few years. While visions vary, the metaverse is generally seen as an extension of the internet that may be developed through advances in a number of digital technologies, such as augmented and virtual reality, as well as new technical infrastructure and standards. The metaverse constitutes an emerging social imaginary, a way of both understanding and directing our shared existence. This paper examines this emerging social imaginary through the phenomenological concept of dwelling, or being at home in the world, as developed by Martin Heidegger. To examine in depth one influential articulation of this social imaginary, this paper focuses on the metaverse as envisioned by Mark Zuckerberg, CEO of Meta (formerly Facebook). The paper presents a thematic analysis of Zuckerberg's public statements regarding the metaverse to provide a close reading of this particular vision. Then, through the lens of Heidegger's philosophy of dwelling, this paper identifies numerous threats to dwelling posed by the metaverse social imaginary. This paper explains these threats and their prognoses, and it closes with some considerations for how the metaverse could be designed to better facilitate human dwelling.

cs.CY

Theorizing Information Sources for Hope: Belief, Desire, Imagination, and Metacognition

Introduction. Hope is a positive attitude oriented toward a possible (yet uncertain), desired outcome. Though hope is a virtue, hopelessness is widespread and seems related not only to current events but also to information about current events. This paper examines how hope can be sparked through information. Method. This study uses the philosophical methods of conceptual analysis and design to advance a theoretical argument. Analysis. First, a conceptualization of hope is offered, drawing on work primarily in virtue ethics. Then, four types of information sources for hope are theorized, building on and synthesizing work from philosophy and psychology. Results. Four categories of information source conducive to hopefulness are identified: information for forming beliefs about the past or future; information for engaging the moral imagination regarding possibilities for the future; information for sparking desire for particular moral outcomes; and information for metacognition, or about how we become informed with respect to hope. Conclusions. Hope is, in many cases, responsive to information. This suggests a moral opportunity for information professionals and scholars to work toward connecting people with information for hope, particularly in difficult times. Avenues for further research, particularly in information behavior and practices, are suggested.

cs.CY

Designing a Future Worth Wanting: Applying Virtue Ethics to HCI

Out of the three major approaches to ethics, virtue ethics is uniquely well suited as a moral guide in the digital age, given the pace of sociotechnical change and the complexity of society. Virtue ethics focuses on the traits, situations and actions of moral agents, rather than on rules (as in deontology) or outcomes (consequentialism). Even as interest in ethics has grown within HCI, there has been little engagement with virtue ethics. To address this lacuna and demonstrate further opportunities for ethical design, this paper provides an overview of virtue ethics for application in HCI. It reviews existing HCI work engaging with virtue ethics, provides a primer on virtue ethics to correct widespread misapprehensions within HCI, and presents a deductive literature review illustrating how existing lines of HCI research resonate with the practices of virtue cultivation, paving the way for further work in virtue-oriented design.

cs.CY