Forward Reasoning Decision Support: Toward a More Complete View of the Human-AI Interaction Design Space

Author(s):  
Zelun Tony Zhang ◽  
Yuanting Liu ◽  
Heinrich Hussmann
Author(s):  
Rajkumar Roy ◽  
Ian C. Parmee ◽  
Graham Purchase

Abstract The paper describes a Qualitative Evaluation System developed using a fuzzy expert system. The evaluation system gives a qualitative rating to design solutions by considering manufacturability aspects, choice of materials and some special preferences. The information is used in decision support for engineering design. The system is an integrated part of a decision support tool for engineering design called the ‘Adaptive Search Manager’ (ASM). ASM uses an adaptive search technique to identify multiple design solutions for a 12 dimensional Turbine Blade Cooling System design problem. Thus the task has been to develop a fuzzy expert system that can qualitatively evaluate any design solution from a design space using a realistically small number of fuzzy rules. The developed system utilises a knowledge separation and then a knowledge integration technique. The design knowledge is first separated into three categories: inter variable knowledge, intra variable knowledge and heuristics. Inter variable knowledge and intra variable knowledge are integrated using a concept of “compromise”. The qualitative evaluation system can evaluate any design solution within the 12 dimensional design space, but uses only 44 fuzzy rules and one function that implements the inter variable knowledge.


Author(s):  
Mikael Wiberg

Interaction is a core concept in the fields of Ubiquitous computing, Ambient systems design, and generally in the fields of HCI and Interaction Design. Despite this, a lack of knowledge about the fundamental character of interaction still exists. Researchers have explored interaction from the viewpoints of user-centered design and design of graphical user interfaces, where interaction stands for the link between technology and humans or denotes the use aspect. A framework is proposed for exploring interaction as a design space in itself between a human and the technology. It is proposed that this framework for interaction as a design space for Interaction Design, in which the very form of the in-between, the interaction, be explicitly targeted. It is an opportunity to go beyond user and usability studies to seek answers to fundamental questions concerning the form and character of interaction as implemented in today’s interactive systems. Moreover, this framework is an opportunity to expand and explain a new design space for Interaction Design. The proposed framework, anchored in two exemplifying cases, illustrates the character and the form of interaction as it situates itself in online, ubiquitous and everyday IT use.


2016 ◽  
Vol 69 (5) ◽  
pp. 1154-1182 ◽  
Author(s):  
Dagfinn Husjord

This paper focusses on the development of a tool for decision-making, tailored for personnel involved in complex Ship-To-Ship (STS) operations, to enhance the efficiency and safety of these operations. A step-wise approach has been selected. The first step includes specification, development and testing of the tool in a simulated work environment using full-mission simulators. In the second step the findings from application of the tool in the simulated work environment will be used to develop a prototype which will be tested during real life STS operations. This paper describes work done in the first of these two steps. During four iterations, a Graphical User Interface (GUI) has been made following Interaction Design (IxD) principles. The designs have been iteratively developed and tested by experienced ship's officers in a ship-handling simulator to clarify key information to enhance their Situation Awareness (SA) and decision-making process. In order to find indicators for performance, an initial performance test was carried out in a ship-handling simulator. The test indicates that a logic based Decision-Support System (DSS) can improve existing simulator-based training activities in STS operations.


Author(s):  
Andrés Lucero ◽  
Kent Lyons ◽  
Akos Vetek ◽  
Toni Järvenpää ◽  
Sean White ◽  
...  

Author(s):  
Mikael Wiberg

No matter if we think about interaction design as a design tradition aimed at giving form to the interaction with computational objects, or if we think about interaction design as being simply about user interface design it is hard to escape the fact that the user interface to a large extent defines the scene and the form of the interaction. Without adopting a fully deterministic perspective here it is still a fact that if the user interface is screen-based and graphical and the input modality is mouse-based, then it is likely that the form of that interaction, that is what the turn-taking looks like and what is demanded by the user, is very similar to other screen-based interfaces with similar input devices. However, the design space for the form of interaction is growing fast. While command-based interfaces and text-based interfaces sort of defined the whole design space in the 1970s, the development since then, including novel ways of bringing sensors, actuators, and smart materials to the user interface has certainly opened up for a broader design space for interaction design. But it is not only the range of materials that has been extended over the last few decades, but we have also moved through a number of form paradigms for interaction design. With this as a point of departure I will in this chapter reflect on how we have moved from early days of command-based user interfaces, via the use of metaphors in the design of graphical user interfaces (GUIs), towards ways of interacting with the computer via tangible user interfaces (TUIs). Further on, I will describe how this movement towards TUIs was a first step away from building user interfaces based on representations and metaphors and a first step towards material interactions.


2022 ◽  
Vol 29 (2) ◽  
pp. 1-52
Author(s):  
Tom Gayler ◽  
Corina Sas ◽  
Vaiva Kalnikaitė

Embedded in everyday practices, food can be a rich resource for interaction design. This article focuses on eating experiences to uncover how bodily, sensory, and socio-cultural aspects of eating can be better leveraged for the design of user experience. We report a systematic literature review of 109 papers, and interviews with 18 professional chefs, providing new understandings of prior HFI research, as well as how professional chefs creatively design eating experiences. The findings inform a conceptual framework of designing for user experience leveraging eating experiences. These findings also inform implications for HFI design suggesting the value of multisensory flavor experiences, external and internal sensory stimulation and deprivation, aspects of eating for communicating meaning, and designing with contrasting pleasurable and uncomfortable experiences. The article concludes with six charts as novel generative design tools for HFI experiences focused on sensory, emotional, communicative, performative, and temporal experiences.


Author(s):  
Elise van den Hoven ◽  
Ali Mazalek

AbstractGestures play an important role in communication. They support the listener, who is trying to understand the speaker. However, they also support the speaker by facilitating the conceptualization and verbalization of messages and reducing cognitive load. Gestures thus play an important role in collaboration and also in problem-solving tasks. In human–computer interaction, gestures are also used to facilitate communication with digital applications, because their expressive nature can enable less constraining and more intuitive digital interactions than conventional user interfaces. Although gesture research in the social sciences typically considers empty-handed gestures, digital gesture interactions often make use of hand-held objects or touch surfaces to capture gestures that would be difficult to track in free space. In most cases, the physical objects used to make these gestures serve primarily as a means of sensing or input. In contrast, tangible interaction makes use of physical objects as embodiments of digital information. The physical objects in a tangible interface thus serve as representations as well as controls for the digital information they are associated with. Building on this concept, gesture interaction has the potential to make use of the physical properties of hand-held objects to enhance or change the functionality of the gestures made. In this paper, we look at the design opportunities that arise at the intersection of gesture and tangible interaction. We believe that gesturing while holding physical artifacts opens up a new interaction design space for collaborative digital applications that is largely unexplored. We provide a survey of gesture interaction work as it relates to tangible and touch interaction. Based on this survey, we define the design space of tangible gesture interaction as the use of physical devices for facilitating, supporting, enhancing, or tracking gestures people make for digital interaction purposes, and outline the design opportunities in this space.


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