Kerstin Bongard-Blanchy

dblp:284/3648 · DBLP profile ↗
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8ranked-venue papers
1as first author
8since 2021 · last 2024
0000-0001-9139-1622ORCID · verified

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Human-computer interaction and ubiquitous computing · 7 · 1 first-author · 7 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021
YearPublicationVenuePosition
2024 Running out of time(rs): effects of scarcity cues on perceived task load, perceived benevolence and user experience on e-commerce sites
abstract
Online vendors often deploy limited-time and limited-quantity cues on their e-commerce sites to influence consumers purchase decisions. Although these scarcity cues can reflect genuine restrictions in the availability of goods, they are increasingly considered as ill-intentioned nudges or ‘dark patterns’ due to their omnipresence and success in persuading consumers. In an online experiment (N = 202), we examined the effects of limited-time and limited-quantity cues on perceived task load, perceived benevolence, and user experience. Results suggest that participants associated scarcity cues with a lack of benevolence from online vendors. E-commerce site design without scarcity cues provided participants with a superior hedonic and pragmatic user experience. In the case of limited-time scarcity cues, participants reported frustration-related negative emotions. We discuss the implications of these findings from the perspectives of dark pattern researchers, designers, and online vendors.
Reha Tuncer, Anastasia Sergeeva, Kerstin Bongard-Blanchy, Verena Distler, Sophie Doublet, Vincent Koenig
Behav. Inf. Technol.3
2024 Development of the Empathy in Design Scale: Measuring Employees' Empathy Toward Users in Service Design
abstract
Abstract To design user-centered services, it is essential to build empathy toward users. It is hence strategic to trigger empathy for users among professionals concerned with shaping service user experiences. There is, however, a lack of quantitative tools to measure empathy in design. Through two studies, we report on the development and validation of the Empathy in Design Scale (EMPA-D). The tool aims to measure service employees’ empathy toward users. Grounded in theories from psychology and design, we first generated and tested a pool of items through expert inspection and cognitive interviews. In Study 1, we administered 16 items to 406 full-time service employees from various industries, including employees in customer-facing positions. In Study 2, we iterated on additional items and administered a revised scale to 305 service employees. The selected model consists of 11 items and has a three-factor structure (Emotional interest/Perspective-taking, Personal experience and Self-awareness), which showed an adequate model fit and good internal consistency. Evidence of convergent validity was provided by moderate correlations of the EMPA-D scale with empathy measures in psychology (SITES, Empathy Quotient, Interpersonal Reactivity Index), whereas discriminant validity was demonstrated by low correlations with the narcissism measure Narcissistic Personal Inventory. We outline how this self-reported empathy measure can support organizations in enhancing their services and discuss potential limitations of quantitatively measuring empathy in service teams. Research Highlights We present the development and validation of the Empathy in Design Scale (EMPA-D), a self-report measure of employees’ empathy toward users of a service. We report on two validation studies and document the psychometric properties of the scale. The selected model consists of 11 items and a three-factor structure (Emotional interest/Perspective-taking, Personal experience and Self-awareness). The resulting EMPA-D scale contributes to filling the gap in metrics to assess empathy in the service design context. In industry, measuring employees’ empathy support the selection of appropriate empathic interventions to foster the service user-centeredness.
Luce Drouet, Kerstin Bongard-Blanchy, Carine Lallemand
Interact. Comput.2
2024 "Hey Genie, You Got Me Thinking about My Menu Choices!" Impact of Proactive Feedback on User Perception and Reflection in Decision-making Tasks
abstract
Conversational agents (CAs) that deliver proactive interventions can benefit users by reducing their cognitive workload and improving performance. However, little is known regarding how such interventions would impact users’ reflection on choices in voice-only decision-making tasks. We conducted a within-subjects experiment to evaluate the effect of CA’s feedback delivery strategy at three levels (no feedback, unsolicited and solicited feedback) and the impact on users’ likelihood of changing their choices in an interactive food ordering scenario. We discovered that in both feedback conditions the CA was perceived to be significantly more persuasive than in the baseline condition, while being perceived as significantly less confident. Interestingly, while unsolicited feedback was perceived as less appropriate than the baseline, both types of proactive feedback led participants to relisten and reconsider menu options significantly more often. Our results provide insights regarding the impact of proactive feedback on CA perception and user’s reflection in decision-making tasks, thereby paving a new way for designing proactive CAs.
Mateusz Dubiel, Luis A. Leiva, Kerstin Bongard-Blanchy, Anastasia Sergeeva
ACM Trans. Comput. Hum. Interact.3
2023 Ethical Tensions in UX Design Practice: Exploring the Fine Line Between Persuasion and Manipulation in Online Interfaces
abstract
HCI researchers are increasingly concerned about the prevalence of manipulative design strategies in user interfaces, commonly referred to as “dark patterns”. The line between manipulation and persuasion strategies is often blurred, leading to legal and ethical concerns. This paper examines the tension between persuasive UX practices and manipulative designs. UX/UI design professionals (n=22), split into eight focus groups, conducted design activities on two fictitious scenarios. We qualitatively analysed their discussions regarding strategies for influencing user behaviours and their underlying reasoning. Our findings reveal a combination of classical UI design strategies like sticky interfaces and incentives as their most common practice to influence user behaviour. We also unveil that trust, transparency, and user autonomy act as guiding principles for the professionals in assessing their ideas. However, a thorough approach is missing; despite a general user-first attitude, they feel constrained by contextual factors. We explain how the tensions between principles and context contribute to manipulative designs online.
Lorena Sánchez Chamorro, Kerstin Bongard-Blanchy, Vincent Koenig
Conference on Designing Interactive Systems2
2023 User Requirement Analysis for a Real-Time NLP-Based Open Information Retrieval Meeting Assistant
Benoît Alcaraz, Nina Hosseini-Kivanani, Amro Najjar, Kerstin Bongard-Blanchy
ECIR (1)4
2023 Eliciting Meaningful Collaboration Metrics: Design Implications for Self-Tracking Technologies at Work
Alina Lushnikova, Kerstin Bongard-Blanchy, Vincent Koenig, Carine Lallemand
INTERACT (3)2
2023 Impressions that last: representing the meaningful museum experience
abstract
Research in human–computer interaction (HCI) has identified meaning as an important, yet poorly understood concept in interaction design contexts. Central to this development is the increasing emphasis on designing products and technologies that promote leisure, personal fulfillment, and well-being. As spaces of profound historical significance and societal value, museums offer a unique perspective on how people construct meaning during their interactions in museum spaces and with collections, which may help to deepen notions of the content of meaningful interaction and support innovative design for cultural heritage contexts. The present work reports on the results of two studies that investigate meaning-making in museums. The first is an experience narrative study (N = 32) that analyzed 175 memorable museum visits, resulting in the establishment of 23 triggers that inform meaningful interaction in museums. A second study (N = 354) validated the comprehensiveness and generalisability of the triggers by asking participants to apply them to their own memorable museum experiences. We conclude with a framework of meaning in museums featuring the 23 triggers and two descriptive categories of temporality and scope. Our findings contribute to meaning research in HCI for museums through an articulation of the content of meaning-making in the cultural sector.
Christopher Morse, Jasmin Niess, Kerstin Bongard-Blanchy, Salvador Rivas, Carine Lallemand, Vincent Koenig
Behav. Inf. Technol.3
2021 "I am Definitely Manipulated, Even When I am Aware of it. It's Ridiculous!" - Dark Patterns from the End-User Perspective
abstract
Online services pervasively employ manipulative designs (i.e., dark patterns) to influence users to purchase goods and subscriptions, spend more time on-site, or mindlessly accept the harvesting of their personal data. To protect users from the lure of such designs, we asked: are users aware of the presence of dark patterns? If so, are they able to resist them? By surveying 406 individuals, we found that they are generally aware of the influence that manipulative designs can exert on their online behaviour. However, being aware does not equip users with the ability to oppose such influence. We further find that respondents, especially younger ones, often recognise the ”darkness” of certain designs, but remain unsure of the actual harm they may suffer. Finally, we discuss a set of interventions (e.g., bright patterns, design frictions, training games, applications to expedite legal enforcement) in the light of our findings.
Kerstin Bongard-Blanchy, Arianna Rossi 0001, Salvador Rivas, Sophie Doublet, Vincent Koenig, Gabriele Lenzini
Conference on Designing Interactive Systems1