Diego Garaialde

dblp:228/7833 · DBLP profile ↗
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8ranked-venue papers
2as first author
5since 2021 · last 2025
0000-0002-6034-2761ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 7 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
YearPublicationVenuePosition
2025 The Partner Modelling Questionnaire: A Validated Self-Report Measure of Perceptions toward Machines as Dialogue Partners
abstract
Recent work has looked to understand user perceptions of speech agent capabilities as dialogue partners (termed partner models), and how this affects user interaction. Yet, partner model effects are currently inferred from language production as no metrics are available to quantify these subjective perceptions more directly. Through three phases of work, we develop and validate the Partner Modelling Questionnaire (PMQ): an 18-item self-report semantic differential scale designed to reliably measure people’s partner models of non-embodied speech interfaces. Through confirmatory factor analysis, we confirm that the PMQ scale consists of three factors: communicative competence and dependability, human-likeness in communication and communicative flexibility. Our studies show that the measure consistently demonstrates good internal reliability, strong test-retest reliability over 4- and 12-week intervals, and predictable convergent/divergent validity. Based on our findings, we discuss the multidimensional nature of partner models, while identifying key future research avenues that the development of the PMQ facilitates. Notably, this includes the need to identify the activation, sensitivity, and dynamism of partner models in speech interface interaction.
Philip R. Doyle, Iona Gessinger, Justin Edwards, Leigh Clark, Odile Dumbleton, Diego Garaialde, Daniel J. Rough, Anna Bleakley, Holly P. Branigan, Benjamin R. Cowan
ACM Trans. Comput. Hum. Interact.6
2024 Listening to the Voices: Describing Ethical Caveats of Conversational User Interfaces According to Experts and Frequent Users
abstract
Advances in natural language processing and understanding have led to a rapid growth in the popularity of conversational user interfaces (CUIs). While CUIs introduce novel benefits, they also yield risks that may exploit people’s trust. Although research looking at unethical design deployed through graphical user interfaces (GUIs) established a thorough understanding of so-called dark patterns, there is a need to continue this discourse within the CUI community to understand potentially problematic interactions. Addressing this gap, we interviewed 27 participants from three cohorts: researchers, practitioners, and frequent users of CUIs. Applying thematic analysis, we construct five themes reflecting each cohort’s insights about ethical design challenges and introduce the CUI Expectation Cycle, bridging system capabilities and user expectations while considering each theme’s ethical caveats. This research aims to inform future development of CUIs to consider ethical constraints while adopting a human-centred approach.
Thomas Eßmeyer, Orla Cooney, Anna-Maria Meck, Marion Bartl, Gian-Luca Savino, Philip R. Doyle, Diego Garaialde, Leigh Clark, John Sloan, Nina Wenig, Rainer Malaka, Jasmin Niess
CHI7
2023 Audience design and egocentrism in reference production during human-computer dialogue
Paola Peña, Philip R. Doyle, Justin Edwards, Diego Garaialde, Daniel J. Rough, Anna Bleakley, Leigh Clark, Anita Tobar Henriquez, Holly P. Branigan, Iona Gessinger, Benjamin R. Cowan
Int. J. Hum. Comput. Stud.4
2022 RoomReader: A Multimodal Corpus of Online Multiparty Conversational Interactions
abstract
We present RoomReader, a corpus of multimodal, multiparty conversational interactions in which participants followed a collaborative student-tutor scenario designed to elicit spontaneous speech. The corpus was developed within the wider RoomReader Project to explore multimodal cues of conversational engagement and behavioural aspects of collaborative interaction in online environments. However, the corpus can be used to study a wide range of phenomena in online multimodal interaction. The publicly-shared corpus consists of over 8 hours of video and audio recordings from 118 participants in 30 gender-balanced sessions, in the “in-the-wild” online environment of Zoom. The recordings have been edited, synchronised, and fully transcribed. Student participants have been continuously annotated for engagement with a novel continuous scale. We provide questionnaires measuring engagement and group cohesion collected from the annotators, tutors and participants themselves. We also make a range of accompanying data available such as personality tests and behavioural assessments. The dataset and accompanying psychometrics present a rich resource enabling the exploration of a range of downstream tasks across diverse fields including linguistics and artificial intelligence. This could include the automatic detection of student engagement, analysis of group interaction and collaboration in online conversation, and the analysis of conversational behaviours in an online setting.
Justine Reverdy, Sam O'Connor Russell, Louise Duquenne, Diego Garaialde, Benjamin R. Cowan, Naomi Harte
LREC4
2021 Designing gamified rewards to encourage repeated app selection: Effect of reward placement
abstract
Designers commonly use gamification to improve the frequency of engagement with apps, but often fail to consider the impact of placement on reward value. As rewards tend to depreciate if delayed (termed temporal discounting), placing a reward further into the future can significantly affect its ability to motivate behaviour. We examine the most effective placement of gamified rewards so as to reduce discounting and to increase the frequency an application is used. In two online studies, users were asked to choose between fictional budget tracking applications that varied in the placement of either monetary (N=70) or gamified (N=70) rewards. In both experiments we found that people more frequently used the application that provided rewards before, rather than after, the task. As predicted by temporal discounting, our work suggests that placing rewards early in the interaction sequence leads to an improvement in the perceived value of that reward, motivating further selection. We discuss the findings in the context of designing effective reward structures to encourage more frequent app engagement.
Diego Garaialde, Anna Louise Cox, Benjamin R. Cowan
Int. J. Hum. Comput. Stud.1
2020 Quantifying the impact of making and breaking interface habits
Diego Garaialde, Chris P. Bowers, Charlie Pinder, Priyal Shah, Shashwat Parashar, Leigh Clark, Benjamin R. Cowan
Int. J. Hum. Comput. Stud.1
2019 What Makes a Good Conversation?: Challenges in Designing Truly Conversational Agents
abstract
Conversational agents promise conversational interaction but fail to deliver. Efforts often emulate functional rules from human speech, without considering key characteristics that conversation must encapsulate. Given its potential in supporting long-term human-agent relationships, it is paramount that HCI focuses efforts on delivering this promise. We aim to understand what people value in conversation and how this should manifest in agents. Findings from a series of semi-structured interviews show people make a clear dichotomy between social and functional roles of conversation, emphasising the long-term dynamics of bond and trust along with the importance of context and relationship stage in the types of conversations they have. People fundamentally questioned the need for bond and common ground in agent communication, shifting to more utilitarian definitions of conversational qualities. Drawing on these findings we discuss key challenges for conversational agent design, most notably the need to redefine the design parameters for conversational agent interaction.
Leigh Clark, Nadia Pantidi, Orla Cooney, Philip R. Doyle, Diego Garaialde, Justin Edwards, Brendan Spillane, Emer Gilmartin, Christine Murad, Cosmin Munteanu, Vincent P. Wade, Benjamin R. Cowan
CHI5
2019 The State of Speech in HCI: Trends, Themes and Challenges
abstract
Abstract Speech interfaces are growing in popularity. Through a review of 99 research papers this work maps the trends, themes, findings and methods of empirical research on speech interfaces in the field of human–computer interaction (HCI). We find that studies are usability/theory-focused or explore wider system experiences, evaluating Wizard of Oz, prototypes or developed systems. Measuring task and interaction was common, as was using self-report questionnaires to measure concepts like usability and user attitudes. A thematic analysis of the research found that speech HCI work focuses on nine key topics: system speech production, design insight, modality comparison, experiences with interactive voice response systems, assistive technology and accessibility, user speech production, using speech technology for development, peoples’ experiences with intelligent personal assistants and how user memory affects speech interface interaction. From these insights we identify gaps and challenges in speech research, notably taking into account technological advancements, the need to develop theories of speech interface interaction, grow critical mass in this domain, increase design work and expand research from single to multiple user interaction contexts so as to reflect current use contexts. We also highlight the need to improve measure reliability, validity and consistency, in the wild deployment and reduce barriers to building fully functional speech interfaces for research. RESEARCH HIGHLIGHTS Most papers focused on usability/theory-based or wider system experience research with a focus on Wizard of Oz and developed systems Questionnaires on usability and user attitudes often used but few were reliable or validated Thematic analysis showed nine primary research topics Challenges identified in theoretical approaches and design guidelines, engaging with technological advances, multiple user and in the wild contexts, critical research mass and barriers to building speech interfaces
Leigh Clark, Philip R. Doyle, Diego Garaialde, Emer Gilmartin, Stephan Schlögl, Jens Edlund, Matthew P. Aylett, João P. Cabral, Cosmin Munteanu, Justin Edwards, Benjamin R. Cowan
Interact. Comput.3