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AI systems pose unknown challenges for designers, policymakers, and users which aggravates the assessment of potential harms and outcomes. Although understanding risks is a requirement for building trust in technology, users are often excluded from legal assessments and explanations of AI hazards. To address this issue we conducted three focus groups with 18 participants in total and discussed the European proposal for a legal framework for AI. Based on this, we aim to build a (conceptual) model that guides policymakers, designers, and researchers in understanding users’ risk perception of AI systems. In this paper, we provide selected examples based on our preliminary results. Moreover, we argue for the benefits of such a perspective.
In recent years, eXtended Reality (XR) technology like Augmented Reality and Virtual Reality became both technically feasible as well as affordable which lead to a drastic demand of professionally designed and developed applications. However, this demand combined with a rapid pace of innovation revealed a lack of design tool support for professional interaction designers as well as a knowledge gap regarding their approaches and needs. To address this gap, this thesis engages with the work of professional XR interaction designers in a qualitative research into XR interaction design approach. Therefore, this thesis applies two complementary lenses stemming from scientific design and social practice theory discourses to observe, describe, analyze, and understand professional XR interaction designers' challenges and approaches with a focus on application prototyping.
Diese Arbeit untersucht Entwicklungspraktiken im Kontext professioneller Softwareentwicklung für Augmented und Virtual Reality (XR) Anwendungen. Die Verbindung einer Design Science Linse mit praxeologischen Ansätzen ermöglicht einen umfassenden Einblick in existierende und aufkommende Entwicklungsprozesse in der aufstrebenden XR-Softwareindustrie. Angesichts des aktuellen Mangels an Design Guidelines, Entwicklungs- und Technologiestandards sowie unterstützenden Entwicklungswerkzeugen bietet die Arbeit einen ganzheitlichen Überblick und entwickelt mögliche Lösungsansätze sowie Designvorschläge zur (softwarebasierten) Unterstützung professioneller XR-Entwickler in interdisziplinären Teams.
Digitaler Verbraucherschutz
(2024)
Verbraucher:innen hinterlassen Spuren in nahezu allen Bereichen und Lebensräumen. Besonders der stetig wachsende digitale Lebensraum ist voll von Informationen und Daten. Durch die Allgegenwärtigkeit datensammelnder Dienste und Geräte wie das Smartphone durchdringen diese immer tiefer auch die analogen Bereiche des Lebens. In diesem Kapitel geht es um Privatsphäre, Verbraucherdaten und die resultierende Cyberkriminalität. Es werden Wege aufgezeigt, wie Verbraucher:innen sensibilisiert und befähigt werden können, um sich selbst, ihre Privatsphäre und ihre Daten zu schützen. Außerdem geben wir einen Überblick, welche Arten von Cyberkriminalität es gibt und was darunter verstanden wird. Hierbei wird auf Verbraucherschutz, Privatsphäre und die verschiedenen Arten des Onlinebetrugs eingegangen. Wir bieten einen Einblick in die „digitale Resilienz“ von Verbraucher:innen und erfassen die verschiedenen Präventions- und Bewältigungsstrategien, die Opfer anwenden.
Digitale Verantwortung
(2024)
Die Verbreitung digitaler Systeme beeinflusst Entscheidungen, Gesetze, Verhalten und Werte in unserer Gesellschaft. Dies wirkt sich auf Konsumgewohnheiten, Marktbeziehungen, Machtverteilung, Privatsphäre und IT-Sicherheit aus. Damit einhergehende Veränderungen haben direkte Auswirkungen auf unser Leben, was im Bereich der Technikfolgenabschätzung bzw. der angewandten Informatik unter dem Stichwort ELSI diskutiert wird. Dieses Kapitel fokussiert auf entsprechende Fragestellungen bezüglich ethischer Auswirkungen. Insbesondere rückt Fairness im Kontext automatisierter Entscheidungen in den Fokus, da Verbraucher:innen diesen zunehmend ausgesetzt sind. Zudem wird im Rahmen der gestiegenen Besorgnis über ökologische Auswirkungen das Thema Nachhaltigkeit am Beispiel von „Sharing Economy“ und „Shared Mobility“ weiter vertieft.
Digitale Gestaltung
(2024)
Die digitale Gestaltung in der Verbraucherinformatik stellt den Menschen und seine Konsumpraktiken in den Gestaltungsmittelpunkt. Dieses Kapitel erläutert gängige Designansätze und -vorgehen in der Software-Artefaktgestaltung und diskutiert die nutzer:innenzentrierten Kriterien und Ziele, die durch die Gebrauchstauglichkeit (Usability) und das Nutzungserlebnis (UX) maßgeblich bestimmt werden. Mit Rückbezug auf soziale Praktiken werden diese und die gesellschaftliche Partizipation im Allgemeinen als Designmaterial vorgestellt. Abschließend werden in zwei Design Case Studies explorative Designansätze zur Gestaltung neuer Technologien exemplarisch erläutert und diskutiert.
Over the last decades, different kinds of design guides have been created to maintain consistency and usability in interactive system development. However, in the case of spatial applications, practitioners from research and industry either have difficulty finding them or perceive such guides as lacking relevance, practicability, and applicability. This paper presents the current state of scientific research and industry practice by investigating currently used design recommendations for mixed reality (MR) system development. We analyzed and compared 875 design recommendations for MR applications elicited from 89 scientific papers and documentation from six industry practitioners in a literature review. In doing so, we identified differences regarding four key topics: Focus on unique MR design challenges, abstraction regarding devices and ecosystems, level of detail and abstraction of content, and covered topics. Based on that,we contribute to the MR design research by providing three factors for perceived irrelevance and six main implications for design recommendations that are applicable in scientific and industry practice.
Augmented/Virtual Reality (AR/VR) is still a fragmented space to design for due to the rapidly evolving hardware, the interdisciplinarity of teams, and a lack of standards and best practices. We interviewed 26 professional AR/VR designers and developers to shed light on their tasks, approaches, tools, and challenges. Based on their work and the artifacts they generated, we found that AR/VR application creators fulfill four roles: concept developers, interaction designers, content authors, and technical developers. One person often incorporates multiple roles and faces a variety of challenges during the design process from the initial contextual analysis to the deployment. From analysis of their tool sets, methods, and artifacts, we describe critical key challenges. Finally, we discuss the importance of prototyping for the communication in AR/VR development teams and highlight design implications for future tools to create a more usable AR/VR tool chain.
Current research in augmented, virtual, and mixed reality (XR) reveals a lack of tool support for designing and, in particular, prototyping XR applications. While recent tools research is often motivated by studying the requirements of non-technical designers and end-user developers, the perspective of industry practitioners is less well understood. In an interview study with 17 practitioners from different industry sectors working on professional XR projects, we establish the design practices in industry, from early project stages to the final product. To better understand XR design challenges, we characterize the different methods and tools used for prototyping and describe the role and use of key prototypes in the different projects. We extract common elements of XR prototyping, elaborating on the tools and materials used for prototyping and establishing different views on the notion of fidelity. Finally, we highlight key issues for future XR tools research.
Dark Patterns are deceptive designs that influence a user's interactions with an interface to benefit someone other than the user. Prior work has identified dark patterns in WIMP interfaces and ubicomp environments, but how dark patterns can manifest in Augmented and Virtual Reality (collectively XR) requires more attention. We therefore conducted ten co-design workshops with 20 experts in XR and deceptive design. Our participants co-designed 42 scenarios containing dark patterns, based on application archetypes presented in recent HCI/XR literature. In the co-designed scenarios, we identified ten novel dark patterns in addition to 39 existing ones, as well as ten examples in which specific characteristics associated with XR potentially amplified the effect dark patterns could have on users. Based on our findings and prior work, we present a classification of XR-specific properties that facilitate dark patterns: perception, spatiality, physical/virtual barriers, and XR device sensing. We also present the experts’ assessments of the likelihood and severity of the co-designed scenarios and highlight key aspects they considered for this evaluation, for example, technological feasibility, ease of upscaling and distributing malicious implementations, and the application's context of use. Finally, we discuss means to mitigate XR dark patterns and support regulatory bodies to reduce potential harms.
AI-powered systems pose unknown challenges for designers, policymakers, and users, making it more difficult to assess potential harms and outcomes. Although understanding risks is a requirement for building trust in technology, users are often excluded from risk assessments and explanations in policy and design. To address this issue, we conducted three workshops with 18 participants and discussed the EU AI Act, which is the European proposal for a legal framework for AI regulation. Based on results of these workshops, we propose a user-centered conceptual model with five risk dimensions (Design and Development, Operational, Distributive, Individual, and Societal) that includes 17 key risks. We further identify six criteria for categorizing use cases. Our conceptual model (1) contributes to responsible design discourses by connecting the risk assessment theories with user-centered approaches, and (2) supports designers and policymakers in more strongly considering a user perspective that complements their own expert views.