Condition for Employing Intelligent Artifacts as Human Surrogate

2019 ◽  
Vol 124 ◽  
pp. 51-73
Author(s):  
Insok Ko
1996 ◽  
Vol 99 (928) ◽  
pp. 173-176
Author(s):  
Mitsuhiro MIKI

Author(s):  
Valerie K. Sims ◽  
Matthew G. Chin ◽  
Ryan E. Yordon ◽  
David J. Sushil ◽  
Daniel J. Barber ◽  
...  

Participants rated machine “faces” which varied in terms of eye size, eye shape, distance between eyes, and relationship to background color (white on black or black on white). Ratings were made for aggression, friendliness, intelligence, trustworthiness, and degree of animation. In addition, reaction time was collected for all ratings. Large, round, and close-set eyes were perceived most negatively across ratings. Aggression ratings were predicted by simple variables, whereas trustworthiness ratings were predicted by interactions among variables. Some judgments of form require the assessment of specific features, whereas others rely on a “gestalt” assessment of many features simultaneously. Humans attribute personality characteristics to minimal features, suggesting that form of intelligent artifacts is important in predicting human interactions with that item.


2014 ◽  
Vol 74 (24) ◽  
pp. 11537-11568 ◽  
Author(s):  
Mizuki Sakamoto ◽  
Tatsuo Nakajima ◽  
Todorka Alexandrova

Design Issues ◽  
2018 ◽  
Vol 34 (2) ◽  
pp. 48-63 ◽  
Author(s):  
Maliheh Ghajargar ◽  
Mikael Wiberg

Reflection is a recurring notion in the HCI/interaction design literature. Throughout the years “reflection” has been highlighted as a key dimension of design thinking and as an important ingredient of design processes. In this paper we take stock in our community's interest in reflection, and we suggest that while it has been acknowledged as a cornerstone for design processes, it has been less explored as a basis for design outcomes. Given this extensive literature study, it seems that 1) the interest in this area is growing, and we present tables that illustrate this growing interest over time; 2) reflection and behavioral change are two interrelated notions; and 3) these notions are well-explored in our field. Further, we suggest that as interaction design is increasingly exploring the design of “tangible,” “smart,” “connected,” and even “intelligent” artifacts, we should think about how reflection and our ability to “think with artifacts” can be extended to include the design of interactive artifacts. In this paper we suggest how that might be done, and we point at a design space for designing such interactive artifacts to think with.


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