HCApr 7, 2021
Ethical User Interfaces: Exploring the Effects of Dark Patterns on FacebookThomas Mildner, Gian-Luca Savino
Many researchers have been concerned with whether social media has a negative impact on the well-being of their audience. With the popularity of social networking sites (SNS) steadily increasing, psychological and social sciences have shown great interest in their effects and consequences on humans. In this work, we investigate Facebook using the tools of HCI to find connections between interface features and the concerns raised by these domains. Using an empirical design analysis, we identify interface interferences impacting users' online privacy. Through a subsequent survey (n=116), we find usage behaviour changes due to increased privacy concerns and report individual cases of addiction and mental health issues. These observations are the results of a rapidly changing SNS creating a gap of understanding between users' interactions with the platform and future consequences. We explore how HCI can help close this gap and work towards more ethical user interfaces in the future.
HCMar 19, 2021
How Social Are Social Media The Dark Patterns In Facebook's InterfaceThomas Mildner, Gian-Luca Savino
Many researchers have been concerned with social media and possible negative impacts on the well-being of their audience. With the popularity of social networking sites (SNS) steadily increasing, psychological and social sciences have shown great interest in their effects and consequences on humans. Unfortunately, it appears to be difficult to find correlations between SNS and the results of their works. We, therefore, investigate Facebook using the tools of HCI to find connections between interface features and the concerns raised by these domains. With a nod towards Dark Patterns, we use an empirical design analysis to identify interface interferences that impact users' online privacy. We further discuss how HCI can help to work towards more ethical user interfaces in the future.
HCOct 6, 2020
Comparing Pedestrian Navigation Methods in Virtual Reality and Real LifeGian-Luca Savino, Niklas Emanuel, Steven Kowalzik et al.
Mobile navigation apps are among the most used mobile applications and are often used as a baseline to evaluate new mobile navigation technologies in field studies. As field studies often introduce external factors that are hard to control for, we investigate how pedestrian navigation methods can be evaluated in virtual reality (VR). We present a study comparing navigation methods in real life (RL) and VR to evaluate if VR environments are a viable alternative to RL environments when it comes to testing these. In a series of studies, participants navigated a real and a virtual environment using a paper map and a navigation app on a smartphone. We measured the differences in navigation performance, task load and spatial knowledge acquisition between RL and VR. From these we formulate guidelines for the improvement of pedestrian navigation systems in VR like improved legibility for small screen devices. We furthermore discuss appropriate low-cost and low-space VR-locomotion techniques and discuss more controllable locomotion techniques.
HCOct 2, 2020
Virtual Smartphone: High Fidelity Interaction with Proxy Objects in Virtual RealityGian-Luca Savino
This workshop paper presents two proxy objects for high fidelity interaction in virtual reality (VR): a paper map and a smartphone. We showcase how our virtual paper map can increase interactivity and orientation, while our virtual smartphone extends the use of a proxy object, as it allows for actual touch input on a real phone leading to an almost infinite set of possible (inter-)actions (e.g. snapping pictures in the virtual world). Observations showed that participants were very precise in holding and interacting with both the paper map and the smartphone even though they did not see their hands in VR. The interaction in general was very intuitive which was mostly attributed to the realistic size of the virtual objects. Using our findings we discuss the trade off between adaptivity and high fidelity of proxy objects in VR.