HCJun 13, 2024
Beyond Recommendations: From Backward to Forward AI Support of Pilots' Decision-Making ProcessZelun Tony Zhang, Sebastian S. Feger, Lucas Dullenkopf et al.
AI is anticipated to enhance human decision-making in high-stakes domains like aviation, but adoption is often hindered by challenges such as inappropriate reliance and poor alignment with users' decision-making. Recent research suggests that a core underlying issue is the recommendation-centric design of many AI systems, i.e., they give end-to-end recommendations and ignore the rest of the decision-making process. Alternative support paradigms are rare, and it remains unclear how the few that do exist compare to recommendation-centric support. In this work, we aimed to empirically compare recommendation-centric support to an alternative paradigm, continuous support, in the context of diversions in aviation. We conducted a mixed-methods study with 32 professional pilots in a realistic setting. To ensure the quality of our study scenarios, we conducted a focus group with four additional pilots prior to the study. We found that continuous support can support pilots' decision-making in a forward direction, allowing them to think more beyond the limits of the system and make faster decisions when combined with recommendations, though the forward support can be disrupted. Participants' statements further suggest a shift in design goal away from providing recommendations, to supporting quick information gathering. Our results show ways to design more helpful and effective AI decision support that goes beyond end-to-end recommendations.
HCMar 14, 2019
Designing for Reproducibility: A Qualitative Study of Challenges and Opportunities in High Energy PhysicsSebastian S. Feger, Sünje Dallmeier-Tiessen, Albrecht Schmidt et al.
Reproducibility should be a cornerstone of scientific research and is a growing concern among the scientific community and the public. Understanding how to design services and tools that support documentation, preservation and sharing is required to maximize the positive impact of scientific research. We conducted a study of user attitudes towards systems that support data preservation in High Energy Physics, one of science's most data-intensive branches. We report on our interview study with 12 experimental physicists, studying requirements and opportunities in designing for research preservation and reproducibility. Our findings suggest that we need to design for motivation and benefits in order to stimulate contributions and to address the observed scalability challenge. Therefore, researchers' attitudes towards communication, uncertainty, collaboration and automation need to be reflected in design. Based on our findings, we present a systematic view of user needs and constraints that define the design space of systems supporting reproducible practices.
HCMar 6, 2019
Gamification in Science: A Study of Requirements in the Context of Reproducible ResearchSebastian S. Feger, Sünje Dallmeier-Tiessen, Paweł W. Woźniak et al.
The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster reproducibility. In this paper, we explore possible uses of gamification to support reproducible practices in High Energy Physics. To understand how gamification can be effective in research tools, we participated in a workshop and performed interviews with data analysts. We then designed two interactive prototypes of a research preservation service that use contrasting gamification strategies. The evaluation of the prototypes showed that gamification needs to address core scientific challenges, in particular the fair reflection of quality and individual contribution. Through thematic analysis, we identified four themes which describe perceptions and requirements of gamification in research: Contribution, Metrics, Applications and Scientific practice. Based on these, we discuss design implications for gamification in science.