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Sökning: WFRF:(Ghajargar Maliheh)

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1.
  • Angenius, Max, et al. (författare)
  • Design Principles for Interactive and Reflective Journaling with AI
  • 2023
  • Ingår i: Intelligent Computing. - 9783031379628 - 9783031379635 ; , s. 62-81
  • Konferensbidrag (refereegranskat)abstract
    • Designing for reflection and journaling have been prominent research areas in HCI and Interaction Design. However, designing for the experience of journaling that is supported by conversations with AI–Conversational Agent (CA)–to foster reflection seems to be a relatively unexplored area. Furthermore, while there are an abundant number of general guidelines and design principles for designing human-AI interactions, a set of guidelines for designing an interactive and reflective journaling experience with AI is lacking. This paper is a first attempt to address that need. We present the result of a qualitative user study on interactive and reflective journaling. We were interested in attending to our participants’ experiences and finding out their needs regarding the interactive journaling experience with CA. The user needs then were translated to design requirements and thereafter to themes or design principles. Some of our findings suggest that one of the important factors in journaling is the personal aesthetics of writing, by using carefully selected personal tools, specific materiality and interactions. Further, the flow of writing is considered sacred, hence it is almost like an untouchable, reflective ritualistic flow. Reflecting on the findings, we believe the outcome of this study can create opportunities for designing for human-AI interactions that are generative and reflective for activities that require such qualities, such as journaling or creativity.
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2.
  • Angenius, Max, et al. (författare)
  • Interactive Journaling with AI : Probing into Words and Language as Interaction Design Materials
  • 2023
  • Ingår i: Chatbot Research and Design. - Cham : Springer. - 9783031255809 - 9783031255816 ; , s. 150-170
  • Konferensbidrag (refereegranskat)abstract
    • Conversational Agents (CAs) are making human-computer interaction more collaborative and conversational through using natural language. The HCI and interaction design communities, have been experimenting with and exploring the area of designing conversational interactions. Furthermore, interaction designers may need to acquire new skills for designing, prototyping, and evaluating artifacts that embody AI technologies in general, and CAs in particular. This paper builds upon a previous study on principles of designing interactive journaling experiences with CA and explores the practice of designing such experiences, using words, language, and conversations as design materials. We present a prototype for interactive and reflective journaling interaction with CA and the result of a Wizard of Oz experiment. Our findings suggest that designing interactions with CA challenges designers to use materials with inherently different natures and qualities. Despite this challenge, words appear to have unique characteristics to support designers to externalize and iterate on ideas, e.g., tone and intent. Hence, we suggest considering words, language, and conversations as the primary design materials, and the AI’s predictability, adaptivity, and agency as secondary materials, while designing human interactions with Conversational Agents.
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3.
  • Ghajargar, Maliheh, 1980-, et al. (författare)
  • A Redhead Walks into a Bar : Experiences of Writing Fiction with Artificial Intelligence
  • 2022
  • Ingår i: Academic Mindtrek '22: Proceedings of the 25th International Academic Mindtrek Conference. - New York, NY, USA : ACM Digital Library. - 9781450399555 ; , s. 230-241
  • Konferensbidrag (refereegranskat)abstract
    • Human creativity has been often aided and supported by artificial tools, spanning traditional tools such as ideation cards, pens, and paper, to computed and software. Tools for creativity are increasingly using artificial intelligence to not only support the creative process, but also to act upon the creation with a higher level of agency. This paper focuses on writing fiction as a creative activity and explores human-AI co-writing through a research product, which employs a natural language processing model, the Generative Pre-trained Transformer 3 (GPT-3), to assist the co-authoring of narrative fiction. We report on two progressive – not comparative – autoethnographic studies to attain our own creative practices in light of our engagement with the research product: (1) a co-writing activity initiated by basic textual prompts using basic elements of narrative and (2) a co-writing activity initiated by more advanced textual prompts using elements of narrative, including dialects and metaphors undertaken by one of the authors of this paper who has doctoral training in literature. In both studies, we quickly came up against the limitations of the system; then, we repositioned our goals and practices to maximize our chances of success. As a result, we discovered not only limitations but also hidden capabilities, which not only altered our creative practices and outcomes, but which began to change the ways we were relating to the AI as collaborator.   
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4.
  • Ghajargar, Maliheh, et al. (författare)
  • Designing IoT Systems that Support Reflective Thinking : A Relational Approach
  • 2018
  • Ingår i: International Journal of Design. - : National Taiwan University of Science and Technology. - 1991-3761 .- 1994-036X. ; 12:1, s. 21-35
  • Tidskriftsartikel (refereegranskat)abstract
    • Systems are, to a large extent, about relationships between people, activities, objects, technologies, and places. A systems approach focuses on how things are interrelated, and what the different parts can accomplish together. In similar terms, reflective thinking is also relational. We think often with each other when we talk about and share our experiences and memories. We are also increasingly using smart objects for our everyday activities. However, designing IoT (Internet of Things) devices typically relies on artifacts rather than relationships. In this paper, we present a modeling technique for the design and analysis of IoT artifacts and systems that is fundamentally relational in its approach. Having outlined the need for relational approaches to designing IoT systems, we first present three examples, where we demonstrate how our relational approach allows for the analysis of existing smart objects designed to function in different relationships with the user, user activity and the situation. Accordingly, we present these IoT systems from the perspectives of the augment me, the comply with me, and the engage me relational models. Having presented these three examples that illustrate how IoT systems can be analyzed as systems of relationships, we then present the prototype of an IoT artifact intended to support reflection in the user. With this fourth example, we introduce the make me think relationship, and also show how our modeling technique can be useful for design of new IoT systems. Accordingly, we suggest a modeling technique that can be used as a tool for designing and analyzing IoT systems. We believe this modeling technique can contribute to a relational approach toward IoT. We conclude this paper suggesting that our proposed modeling technique cannot only help to model relationships between a user and a smart object, but can also be scaled, allowing for the modeling of more complex IoT systems, where there are an increased number of users using many smart objects in different places, but still integrated as a complex system.
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5.
  • Ghajargar, Maliheh, et al. (författare)
  • Designing places for reflection : an examination of social IoT as a relational approach in designing spaces for reflective thinking
  • 2019
  • Ingår i: Social Internet of Things. - Cham : Springer. - 9783319946573 - 9783319946597 ; , s. 107-120
  • Bokkapitel (refereegranskat)abstract
    • Sherry Turkle points out in her book, Evocative Objects, that we often consider objects as useful or aesthetic, but rarely count them as our companions or as provocations to our thoughts (2007). Indeed, according to distributed cognition theory, our cognitive activities are considerably influenced by and also a product of our interactions with external stimuli, such as everyday objects. Within this vast category of external stimuli, we can also include our indoor places: the architectural three-dimensional space, where we spend a large part of our days, doing various activities, using numerous objects, and interacting with people. With the advent of "smarter" homes and the Internet of Things (IoT), space becomes a crucial factor that, together with all other objects, influence peoples' thinking. We are particularly interested in the kind of thinking that can be labeled as "reflective thinking" as a conceptual way of thinking that enables the re-consideration of experiences and actions. Reflective thinking also as a distributed cognitive process depends not only to the individual mental process, but also it is closely related to the external stimuli (e.g. Hutchins, Cognition in the wild. MIT Press, 1995, [1], Dewey, How we think: A restatement of the relation of reflective thinking to the educative process. D.C. Heath & Co Publishers, USA, 1933, [2]). In this book chapter, we present a relational approach to the design of such places considering the social IoT (SIoT) as a technical enabler. We do this by specifically focusing on "reflective thinking" and how it is situated in relation to computer-enhanced and smart places. We will describe how reflective thinking is related to people's activities and smart objects within that place. Further, we provide models intended to clarify the relationships between the external factors that influence reflective thinking in a space, and how those relationships make a space a Place (Cresswell, International encyclopedia of human geography, 8, 169–177. Elsevier, Oxford, 2009, [3]). Finally, we provide an example in the form of a narrative, to show how might an SIoT-enabled place look like in prototyping lab of a design school as a very specific place. In short, the aim of our work as presented in this chapter is to spark a conversation and discussion about how HCI/Interaction Design can engage in designing of places that supports reflection using Social IoT. In doing so, we suggest that a central dimension in design of such places should be based on the study of relationships among involved components: people, their activities, and objects. We also suggest, as a theoretical contribution, that Social IoT is not only a technical platform, but rather should be understood as a relational technology that enables new kinds of places for reflection.
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6.
  • Ghajargar, Maliheh, 1980-, et al. (författare)
  • From "Explainable AI" to "Graspable AI"
  • 2021
  • Ingår i: TEI 2021 - Proceedings of the 15th International Conference on Tangible, Embedded, and Embodied Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450382137
  • Konferensbidrag (refereegranskat)abstract
    • Since the advent of Artificial Intelligence (AI) and Machine Learning (ML), researchers have asked how intelligent computing systems could interact with and relate to their users and their surroundings, leading to debates around issues of biased AI systems, ML black-box, user trust, user’s perception of control over the system, and system’s transparency, to name a few. All of these issues are related to how humans interact with AI or ML systems, through an interface which uses different interaction modalities. Prior studies address these issues from a variety of perspectives, spanning from understanding and framing the problems through ethics and Science and Technology Studies (STS) perspectives to finding effective technical solutions to the problems. But what is shared among almost all those efforts is an assumption that if systems can explain the how and why of their predictions, people will have a better perception of control and therefore will trust such systems more, and even can correct their shortcomings. This research field has been called Explainable AI (XAI). In this studio, we take stock on prior efforts in this area; however, we focus on using Tangible and Embodied Interaction (TEI) as an interaction modality for understanding ML. We note that the affordances of physical forms and their behaviors potentially can not only contribute to the explainability of ML systems, but also can contribute to an open environment for criticism. This studio seeks to both critique explainable ML terminology and to map the opportunities that TEI can offer to the HCI for designing more sustainable, graspable and just intelligent systems.
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7.
  • Ghajargar, Maliheh, 1980-, et al. (författare)
  • Graspable AI : Physical Forms as Explanation Modality for Explainable AI
  • 2022
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-4
  • Konferensbidrag (refereegranskat)abstract
    • Explainable AI (XAI) seeks to disclose how an AI system arrives at its outcomes. But the nature of the disclosure depends in part on who needs to understand the AI and the available explanation modalities (e.g., verbal and visual). Users' preferences regarding explanation modalities might differ, as some might prefer spoken explanations compared to visual ones. However, we argue for broadening the explanation modalities, to consider also tangible and physical forms. In traditional product design, physical forms have mediated people's interactions with objects; more recently interacting with physical forms has become prominent with IoT and smart devices, such as smart lighting and robotic vacuum cleaners. But how tangible interaction can support AI explanations is not yet well understood. In this second studio proposal on Graspable AI (GAI) we seek to explore design qualities of physical forms [12] as an explanation modality for XAI. We anticipate that the design qualities of physical forms and their tangible interactivity can not only contribute to the explainability of AI through facilitating dialogue [5], relationships [18] and human empowerment [15], but they can also contribute to critical and reflective discourses on AI [2, 13]. Therefore, this proposal contributes to design agendas that expand explainable AI into tangible modalities, supporting a more diverse range of users in their understanding of how a given AI works and the meanings of its outcomes. 
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8.
  • Ghajargar, Maliheh, 1980-, et al. (författare)
  • Learning About Plant Intelligence from a Flying Plum Tree : Music Recommenders and Posthuman User Experiences
  • 2022
  • Ingår i: Academic Mindtrek '22: Proceedings of the 25th International Academic Mindtrek Conference. - New York, NY, USA : ACM Digital Library. - 9781450399555 ; , s. 343-346
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Recommender Systems (RS) are used in many different applications such as ecommerce and for media streaming, including music. Recommenders not only help users discover new music, but they also help to create assemblages of songs into playlists. Intentionally or otherwise, playlists often manifest themes, that is, universal ideas that are expressed in particular songs, lyrics, or passages. In this paper we were interested to explore the capabilities of AI to introduce themes through generated playlists, them-selves seeded by the theme of plants. Taking a self-reflexive and user experience approach, we collaborated with AI to create four Plant Music playlists to subject ourselves to what came to refer to as a posthuman user experience.   
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9.
  • Ghajargar, Maliheh, 1980-, et al. (författare)
  • Making AI Understandable by Making it Tangible : Exploring the Design Space with Ten Concept Cards
  • 2022
  • Ingår i: OzCHI '22. - New York : Association for Computing Machinery (ACM). - 9798400700248 ; , s. 74-80
  • Konferensbidrag (refereegranskat)abstract
    • The embodiment of Artificial Intelligence (AI) in everyday use products is raising challenges and opportunities for HCI and design research, such as human understandings of AI’s functions and states, passing back and forth of control, AI ethics, and user experi-ence, among others. There has been progress in those areas, such as works on explainable AI (XAI); fairness, accountability, and transparency (FAccT); human-centered AI; and the development of guidelines for Human-AI interaction design. Similarly, the in-terest in studying interaction modalities and their contributions to understandable and transparent AI has been also growing. How-ever, the tangible and embodied modality of interaction and more broadly studies of the forms of such everyday use products are relatively underexplored. This paper builds upon a larger project on designing graspable AI and it introduces a series of concept cards that aim to aid design researchers’ creative exploration of tangible and understandable AI. We conducted a user study in two parts of online sessions and semi-structured interviews and found out that to envision physicality and tangible interaction with AI felt challenging and “too abstract”. Even so, the act of creative exploration of that space not only supported our participants to gain new design perspectives of AI, but also supported them to go beyond anthropomorphic forms of AI.
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10.
  • Ghajargar, Maliheh, 1980-, et al. (författare)
  • Synthesis of Forms : Integrating Practical and Reflective Qualities in Design
  • 2021
  • Ingår i: CHI '21: CHI Conference on Human Factors in Computing Systems, Yokohama, Japan, May 2021. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450380966
  • Konferensbidrag (refereegranskat)abstract
    • Synthesis, or the integration of hitherto separated elements, is a prominent concept in theories of design processes. Synthesis often happens when there is a need to make a decision, though it is often the result of a combination of different alternatives, instead of deciding in favor of one and eliminating another. In many design studies, synthesis has been investigated in the contexts of everyday design—bicycle frames, sewing machines, commercial architecture. We were interested in how it might apply in contexts of reflective design, whose pragmatics often depend on different interrelationships between users and technological products. In this paper, we argue that designing everyday use objects for reflection requires a synthesis of two apparently opposite forms: conventionally practical forms, since they are everyday use objects, and evocative forms, since they make users think. We provide two examples of everyday objects for reflection that we believe synthesize both conventionally practical and evocative forms, analyzing the design processes that led to these forms, and discussing how these reflective designs embody different forms of synthesis.
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