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Article
Process of change: states, transitions, and determinants
Alessandro Fenicio, Yann Laurillau, Gaëlle Calvary
The goal of persuasion is to change the behaviour or the attitude of a person without using any form of coercion (Oinas et al. 2010). In the last ten years, several models, approaches and theories have been developed in the research field of persuasion, producing a copious scientific literature. Different reviews of the state-of-the-art focusing on specific aspects have been proposed. Pindel et al. (Pinder et al. 2018) for example analyse the state of the art under the perspective of the mechanisms that lead to the habit forming. In this work, we report a state-of-the-art review on the key elements of the process of change using the concepts of states, transitions, and determinants to propose a common generic paradigm. We conclude with a discussion about the operationalization of persuasive processes and with a comparative analysis on the reviewed theories.
Published on February 8, 2021
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Article
L’adaptation pour une persuasion durable
Anthony Foulonneau, Gaëlle Calvary, Eric Villain
Making people change is difficult; making them change for ever is all the more challenging. We explore adaptation as a means for bringing diversity and thereby for killing the annoying effect of persuasive messages. The case study is TILT, a persuasive application dedicated to smartphone usage regulation. We show that adapting persuasion increases efficiency.
Published on January 22, 2021
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Article
Le contexte persuasif
Anthony Foulonneau, Gaëlle Calvary, Eric Villain
The background of persuasive technologies is the traditionalinterpersonal persuasion, studied for over two thousand years in rethoric,philosophy, and more recently in psychology. This last discipline offers manytheories and models to understand more precisely the processes that influencehuman behaviors. These theories show in particular that persuasive situations arecomplex, varied, with many influence factors. Therefore, we propose the notion ofadaptive persuasive technologies, i.e. technologies able to adapt their persuasivestrategies to the user context. To design such products and services, we proposea model of the persuasive context, i.e. of all the constraints that influence a user’stargeted behavior at a given time. Each constraint in the persuasive context is atthe same time an adaptation criterion and an action leverage for the adaptivepersuasive technology
Published on January 22, 2021
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Article
Un histogramme cylindrique à changement de forme pour afficher des prévisions de disponibilité de l'énergie
Maxime Daniel, Guillaume Rivière, Nadine Couture
Optimizing microgrids' renewable-energy-consumption rates can be done by energy demand-side management. Shifting consumption at better moments is possible thanks to storage capacities. To explore this context, we consider a new practice aiming at shifting laptops' consumption on workplaces thanks to their batteries. This practice requires providing usage instructions and forecasts on renewable energy availability. In order to do this, we evaluated the usability of a shape-changing cylindrical histogram, during a two-day public event, by asking 90 visitors. We also tested three kinds of motion speed in peripheral vision in order to notify neither disturbing nor irritating, by requiring 30 participants in lab conditions. Our results show success rates over 90% for range and compare tasks, which are necessary to retrieve renewable energy production peaks. Our results show that an exponential speed is the best to design perceptible movements, whereas being as calm as a constant speed.
Published on January 19, 2021
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Article
Persuasive Systems for Energy: Cartography of Design Spaces and Proposition of the UP+ Framework
Van Nguyen, Yann Laurillau, Gaëlle Calvary, Joëlle Coutaz
This article reviews surveys, design spaces, and frameworks related to the design of persuasive interactive systems, with a particular focus on energy. We first propose a cartography of these conceptual tools. Most previous work focuses on persuasion principles but is difficult to apply for the software design and engineering of persuasive interactive systems. As a result, we propose UP+, a new framework that synthetizes and revisits existing surveys, design spaces, and frameworks from the software engineering perspective of persuasive interactive systems.
Published on January 19, 2021
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Article
L'Interaction Homme-Machine contre le changement climatique : retour sur une controverse
Guillaume Rivière
Human-Computer Interaction (HCI) is a means for Information and Communication Technologies to help facing the climate-change challenge. Researchers have conducted work on this way for two decades. They followed the track of progressive change through persuasion for individual consumption reduction. This track is however seriously discussed, what leads the community to retarget coming research. This paper reviews the main criticisms of the controversy that takes place in the community, and considers a possible track to overcome the problems: a radical change through new social practices.
Published on January 19, 2021
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Article
Evaluation d'une Interface Tactile pour le Pilotage de Fauteuils Roulants Electriques pour des Personnes Atteintes de Maladies Neuromusculaires
Youssef Guedira, Delphine Dervin, Pierre-Eric Brohm, René Farcy, Yacine Bellik
Power wheelchairs remain an efficient means of regaining mobility for many people around the world. Unfortunately, some are not able to use power wheelchairs because of difficulties using a standard joystick. People with neuromuscular diseases who experience a loss in muscular strength find it difficult to use of a joystick. In this paper, we explore steering power wheelchairs using a tactile interface on a smartphone. Eleven users with neuromuscular diseases tried this type of steering in free learning sessions. Four among them were able to take part in an experiment where we evaluated their kinematic performance between the use of the tactile steering interface and the joystick. The paper presents data and observations from both sessions and tries to detect tendencies and draw hypotheses that can guide further and in-depth clinical testing of the tactile steering for wheelchair users suffering from neuromuscular diseases. Overall, the user performance with the tablet was close or the same as their performance with the joystick. In addition, the users reported a lesser level of physical demand of the tactile steering over the joystick
Published on December 10, 2019
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Article
Fuzzy4U : un moteur d’adaptation en logique floue pour l’accessibilité des interfaces utilisateurs
Tanguy Giuffrida, Eric Céret, Sophie Dupuy-Chessa, Jean-Philippe Poli
With the massive spread of Internet use, the accessibility of user interfaces (UI) is an ever more pressing need. Much work has been developed on this subject in order to define generic or situational accessibility recommendations and to propose tools for user interface adaptation. However, difficulties remain, particularly related to the complexity of possible contexts of use, such as the multiplicity of characteristics of the context of use, the imprecision of the values assigned to these characteristics and the combination of multiple adaptation rules. This article shows how a dynamic adaptation engine based on fuzzy logic can be used to implement accessibility recommendations. We show how this approach makes it possible to overcome these difficulties through fuzzy logic with the capacity to manage combinatorial rules, making it possible to take into account potentially complex contexts of use. This approach is illustrated with a concrete example.
Published on December 8, 2019
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Article
Combinaison de dispositifs tactiles comme support à l'analyse de données
Gary Perelman, Marcos Serrano, Christophe Bortolaso, Célia Picard, Mustapha Derras, Emmanuel Dubois
Although ubiquitous data analysis is a promising approach, analyzing data in spreadsheets on tablets is a tedious task due to the limited size of the display and tactile vocabulary. In this article, we present the design and evaluation of new interaction techniques based on the combination of a tablet containing the data and a smartphone used as a mediator between the user and the tablet. To do this, we propose to use stacking gestures, i. e. to place a smartphone on top of a tablet. Stacking is an inexpensive, easy to implement, efficient and effective way to improve the analysis of data on tablets, increasing the vocabulary and broadening the display surface by using smartphones that are always available. We first explore stacking-based solutions to delimit the possible interaction vocabulary and present the manufacture of a conductive shell for smartphones. Then, we propose new techniques based on stacking to perform data analysis of a spreadsheet, i.e. the creation of pivot tables and their manipulation. We evaluate our stacking techniques against the tactile interactions provided by current mobile spreadsheet applications. Our studies reveal that some of our interaction techniques are 30% faster than touch to create pivot tables.
Published on December 4, 2019
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Article
Amélioration du Raycasting par utilisation de la sélection par proximité et du filtrage
Marc Baloup, Thomas Pietrzak, Géry Casiez
Raycasting is the most common target pointing technique in virtual reality environments. However, performance on small and distant targets is impacted by the accuracy of the pointing device and the user's motor skills. Current pointing facilitation techniques are currently only applied in the context of the virtual hand, i.e. for targets within reach. We propose enhancements to Raycasting : filtering the ray, and adding a controllable cursor on the ray to select the nearest target. We describe a series of studies for the design of the visual feedforward, filtering technique, as well as a comparative study between different 3D pointing techniques. Our results show that highlighting the nearest target is one of the most efficient visual feedforward technique. We also show that filtering the ray reduces error rate in a drastic way. Finally we show the benefits of RayCursor compared to Raycasting and another technique from the literature.
Published on December 3, 2019
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Article
Prise en compte des particularités du jeune public avec TSA dans l'évaluation d'une application dédiée à celui-ci
Marine Guffroy, Pascal Leroux, Philippe Teutsch
The design and evaluation of a tool, whether informatic or not, impacts its life cycle. IT tools are increasingly present on a daily basis. Specific audiences now benefit easily. But do these dedicated tools meet their expectations? Typically, it is customary to call on the end users themselves to respond. However, the latter, depending on their profiles, are not always able to respond. In the case of this study, we want to evaluate an application dedicated to a young audience with ASD (Autism Spectrum Disorders). This very specific audience encounters, among other things, difficulties in the field of communication. Many evaluation methods rely on verbal exchanges with the user. What role will children have with ASD in the evaluation phase of their tool? This audience benefits from constant support (family, medical and educational teams). Can these caregivers support the child in the evaluation process, and if so how?
Published on October 19, 2018
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Article
AppsGate, un écosystème domestique programmable : "vivre avec" comme retour d'expérience
Joëlle Coutaz, James L. Crowley
We present an experience with the development and evaluation of AppsGate, an ecosystem for the home that can be programmed by end-users. We show the benefits from using the homes of the project team members as real-life living-labs. In particular, we discuss the first person perspective experience as an effective way to conduct longitudinal experiments in real world settings. We conclude that a programmable habitat is desirable provided that attention cost is minimized
Published on October 19, 2018
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Article
Etat de l'art sur les systèmes d'aide à la communication envisageables pour des utilisateurs de profil IMC athétosique
Yohan Guerrier, Christophe Kolski, Franck Poirier
This article proposes a state-of-the-art on communication support systems that can be used by users with Athetoid Cerebral Palsy. Today, many communication support systems are available on the market and/or presented in the literature.They include (1) virtual keyboards, (2) software using pictograms, (3) speech recognition, and (4) other types of input systems dedicated to physically disabled users (brain-computer interface and physical aids). After the description of these four categories of communication support systems, this article ends with a synthesis in which our view of each category of system in relation to the considered user profile is provided.
Published on August 2, 2018
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Article
Interaction Tangible sur Table, un cadre fédérateur illustré
Sophie Lepreux, Julien Castet, Nadine Couture, Emmanuel Dubois, Christophe Kolski, Sébastien Kubicki, Valérie Maquil, Guillaume Riviere
Since many years, the Human-Computer Interaction community is interested in the tangible user interfaces (TUI). A part of these TUI focuses on the interaction performed with one or several objects. The domain is in extension by the development of contactless objects (using NFC, RFID technology, etc.). In the system, tangible objects could represent data, action, or complex part. Interaction on a table, which is a common furniture in the everyday life and used in multiple activities (desktop, coffee table, kitchen table, etc.), opens a new way for the research and development in HCI. This article proposes to use a framework, previously proposed in a conjunct article, to characterize applications supported by the couple <interactive tabletop, tangible object>. These applications aim at supporting complex business tasks; they are described from a technological point of view on the one hand, and from an applicative point of view on the other hand. These applications show the benefit brought by the couple <interactive tabletop, tangible object> to the interaction and they are immersed in the framework. The framework shows with these instantiations that it is generic and supports such descriptions.
Published on September 7, 2017
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Article
Interaction techniques for older adults using touchscreen devices: a literature review from 2000 to 2013
Lilian Genaro Motti, Nadine Vigouroux, Philippe Gorce
Some remarkable advances in mobile technologies have been made on the past fifteen years, especially the adoption of direct input on the screen. Since aging is now a worldwide demographic phenomenon, several studies have been carried on to investigate and improve the interaction between older-aged adults and these new technologies. These studies are important because mobile devices are often equipped with touchscreen and they can help to improve quality of life for older adults (health care, social life, serious games). Understanding interaction of this group of users with touchscreen can facilitate the adoption of interactive technologies and their future use by older populations. This literature review analyses thirty six studies that evaluated interaction techniques for older users using touchscreen devices. This review intends to 1) analyze the situation of thirty six studies (population, apparatus, tasks and interaction techniques) and 2) identify situations of use of touchscreen devices and interaction techniques that need to be further studied. As results, a descriptive analysis of the populations included, the chosen apparatus, executed tasks and interaction techniques are presented, so as a summary of relevant parameters to consider for studies of tactile interaction techniques. On each topic, we discuss about the results, the authors' recommendations and we provide cues for future work.
Published on April 3, 2017
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Interaction Tangible sur Table, définitions et modèles
Sophie Lepreux, Julien Castet, Nadine Couture, Emmanuel Dubois, Christophe Kolski, Sébastien Kubicki, Valérie Maquil, Guillaume Riviere
In recent years, tangible user interfaces, which imply interactions performed with one or several objects, gain more and more interest in research in Human-Computer Interaction (HCI). The tangible object represents a subject or an action. It acts on the system, as an action in classical user interfaces (e.g,. GUI). Interaction on a table, which is a common furniture in everyday life and used in multiple activities (desktop, coffee table, kitchen table, etc.), opens a new way for research and development in HCI. In this article, we present definitions, models, and key issues elicited from the literature that enable understanding and reasoning about the couple < interactive tabletop, tangible object> within an interactive system. Then, we propose a framework that allows to characterize applications supported by the couple <interactive tabletop, tangible object> in a domain-independent manner.
Published on November 8, 2016
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Article
Dimensions of User Experience - from the Product Design Perspective
Kerstin Bongard-Blanchy, Carole Bouchard
The UX domain has so far been strongly associated with software development. However, its methods are finding their way intodomains like Product and Service Design. Product Designers now need competencies far beyond classical form-giving. The objective of thispaper is to show Product Designers which design dimensions they need to attend to when designing for UX. The paper gives an overview ofdesign dimensions that potentially impact how users’ experience products. These dimensions are brought together from theories ofCognitive Science, models of Human-Computer Interaction and findings from Design Research. They are presented under four categories:dimensions of human perception, dimensions of products, dimensions of the context of use and the temporal dimension. In the final part, theidentified dimensions are connected into a schema, illustrating their interplay and therefore the journey of UX between a user and a product,in a certain context over a certain time.
Published on November 9, 2015
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Article
Systèmes ludo-persuasifs pour la consommation durable : 3 -Analyse du potentiel ludo-persuasif d'un challenge énergétique en entreprise
Bernard Senach, Anne-Laure Negri
L'articulation des nouvelles technologies de l'information et de la communication (NTIC) avec les modèles de changements comportementaux développés dans les Sciences Humaines et Sociales (SHS) joue un rôle de plus en plus important pour le développement durable. Dans les sociétés avancées, il est nécessaire de modifier radicalement nos modes de vie et, dans les sociétés dites émergentes, l'impératif est l'adoption de modes de développement alternatifs. Les NTIC ont ainsi trouvé un champ d'application privilégié dans le contexte de la réduction des consommations énergétiques. Plusieurs challenges énergétiques ont été conduits aussi bien avec le grand public qu'avec les employés d'entreprises. L'évaluation de l'efficacité de ces dispositifs ne dit généralement pas grand-chose de leurs qualités intrinsèques, de leurs défauts, de leurs faiblesses. L'article propose une analyse détaillée des caractéristiques ludo-persuasives du projet Ecoffices, un challenge énergétique basé sur une instrumentation des bureaux qui s'est déroulé sur plusieurs mois au sein d'une entreprise. A l'issue du projet, le bilan des économies d'énergie réalisées a été globalement satisfaisant. Cependant, un certain nombre de faiblesses ont questionné le dispositif sur des points tels que le maintien de l'engagement des participants dans la compétition ou l'efficacité réelle des feedbacks de consommation fournis aux participants. En vue d'une éventuelle réplication de l'étude, des pistes permettant d'éviter les difficultés rencontrées et d'améliorer l'efficacité de ce type de dispositif ont été identifiées à l'issue du projet (Thibault Decorme Senach Trousse Goffart et Torres, 2012). Ces pistes restent cependant assez générales, et pour tirer les leçons plus détaillées de l'expérimentation Ecoffices, une "déconstruction" du dispositif a été réalisée à la lumière des travaux conduits dans le champ des technologies persuasives et des applications "gamifiées". Le présent chapitre rend compte de ces compléments d'analyses a posteriori et des pistes d'amélioration qui peuvent être envisagées. La "revisite" du challenge s'appuie sur une grille d’analyse proposée par Negri et Senach (2015) pour jeter les bases d'une approche structurée de la qualité de ces systèmes "ludo-persuasifs" (SLP) qui combinent des composantes ludiques et des composantes de persuasion.
Published on October 27, 2015
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Ludo-persuasive systems for sustainable consumption. 1 – Landmarks and challenges
Bernard Senach, Anne-Laure Negri
For over 40 years, it is common knowledge that industrial society has to reduce its energy consumption. Most of people are now aware that this change is necessary. However, commitment to action is still difficult and there is substantial work to be done. Attention has turned to Human and Social Sciences, as a deeper understanding of behaviors' determinant and use of influence principles could help to speed up behavior changes. New technical devices combining game design, interaction techniques and persuasion have emerged but the field is still in its infancy. This article gives a glimpse at a toolbox helping to design and evaluate interactive persuasive devices and discuss five main challenges. This work is extended by two others papers: Negri et Senach (2015b) provide a first grid of persuasion principles and in Senach et Negri (2015c), these grid have been applied to assess the persuasive properties of an energy challenge within a company.
Published on October 27, 2015
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Persuasion et Influence : changer les attitudes, changer les comportements. Regards de la psychologie sociale
Valérie Fointiat, Laura Barbier
The study of the socio-psychological processes involved in persuasion is onethe pivotal topics in social psychology. Eight decades ago, researchers from Yaleuniversity were the first in studying the mechanism of persuasion in the specificcontext of World War ll. Persuasion is obtained when the receptor of communicationmakes a change in his mind that is when a change in attitude occurs. Logically, such achange in attitude should imply a change in behavior. The research on behavioralchange show that it is not systematically the case. Thus changing what people think isnot changing what people do (or what people will do). This shortcut could biased theconclusions of researches, in the large domain of persuasion as well as in the morerestricted domain of the persuasive technologies. In conclusion, we would like topromote a theoretical, methodological articulation between HMI and social psychology.
Published on October 27, 2015
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