Simo Hosio

dblp:58/4938 · also Simo Johannes Hosio · DBLP profile ↗
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78ranked-venue papers
6as first author
32since 2021 · last 2026
0000-0002-9609-0965ORCID · verified

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

Human-computer interaction and ubiquitous computing · 70 · 6 first-author · 31 since 2021Computer networks · 3Software engineering, systems software and programming languages · 3 · 1 since 2021Databases, data management, data science and information retrieval · 2 · 1 since 2021Artificial intelligence and machine learning · 1
YearPublicationVenuePosition
2026 Conversational Inoculation to Enhance Resistance to Misinformation
abstract
Proliferation of misinformation is a globally acknowledged problem. Cognitive Inoculation helps build resistance to different forms of persuasion, such as misinformation. We investigate Conversational Inoculation, a method to help people build resistance to misinformation through dynamic conversations with a chatbot. We built a Web-based system to implement the method, and conducted a within-subject user experiment to compare it with two traditional inoculation methods. Our results validate Conversational Inoculation as a viable novel method, and show how it was able to enhance participants’ resistance to misinformation. A qualitative analysis of the conversations between participants and the chatbot highlighted adaptability, independence, trust and friction as the main factors affecting Conversational Inoculation. We discuss the opportunities and challenges of using Conversational Inoculation to combat misinformation. Our work contributes a timely investigation and a promising research direction in scalable ways to combat misinformation.
Dániel Szabó, Chi-Lan Yang, Aku Visuri, Jonas Oppenlaender, Bharathi Sekar, Koji Yatani, Simo Hosio
CHI7
2026 Crowd-Powered Discovery of Mental Health Self-Care Techniques in Higher Education
abstract
Mental disorders deteriorate well-being in many ways. Clinical mental health care is insufficient and struggles to keep up with the growing demand for services in many parts of the world. Human–Computer Interaction researchers have focused on building different interactive systems that support mental well-being. In our work, we focus on collecting, peer-assessing, and assisting in the discovery of mental health self-care techniques through an online tool. Our target demographic is the higher education community. The implemented tool can offer new self-care techniques to its users, and our user studies validate its usefulness in capturing and offering valuable mental health care information. Further, we study how source disclosure affects the perception of the discovered techniques, finding no major differences in the measured variables. Finally, we discuss how user-generated self-care suggestions in this context warrants caution and the implications of our study.
Andy Alorwu, Niels van Berkel, Joonas Moilanen, Parsa Sharmila, Niloofar Meftahi, Koji Yatani, Aku Visuri, Simo Hosio
ACM Trans. Comput. Hum. Interact.8
2025 Visual Augmentations for Ultrasound Assessment Training of Medical Students
abstract
Ultrasound assessments are key in assessing traumatic injuries to the human body during urgent medical emergencies. Obtaining proficiency in conducting ultrasound assessments is challenging, and relies on hands-on, individually instructed training provided by a scarce number of ultrasound experts. We investigate how to support medical students’ learning of ultrasound assessment through visual augmentations. By enhancing the learning process, we seek to support medical students in reaching higher proficiency in ultrasound assessments. We followed an ultrasound assessment course to identify the primary challenges faced by medical students learning to conduct ultrasound assessments. Based on our findings, we designed four distinct visual augmentations in collaboration with a course educator that guide students in achieving better ultrasound image quality. We evaluated these visual augmentations in a mixed-method study with 15 medical students. Our findings provide insights on the use of digital technology in supporting clinical training, and the possibilities of bridging existing training practices.
Helena Bøjer Djernæs, Rune Møberg Jacobsen, Simo Hosio, Niels van Berkel
CHI3
2025 Beyond the Dialogue: Multi-chatbot Group Motivational Interviewing for Premenstrual Syndrome (PMS) Management
abstract
Premenstrual syndrome (PMS) is a prevalent disorder among women, often exacerbated by a lack of peer support due to associated stigmatization.Drawing inspiration from the established benefits of group therapy, particularly the sense of belonging it fosters, we developed a multi-chatbot group motivational interviewing system.The system consists of a facilitator bot and two peer bots, and simulates a group counseling environment for PMS management using Large Language Models (LLMs).We conducted a study with 63 participants and divided them into three conditions (no intervention, 1-on-1 chatbot, group chatbots) over two menstruation cycles for evaluation.Our findings revealed that participants in the group chat condition exhibited higher levels of engagement and language convergence with the chatbots.These participants were also able to engage in social learning and demonstrated motivation in coping through interactions with the chatbots.Finally, we discuss design implications for multi-chatbot interactions in supporting mental health.
Shixian Geng, Remi Inayoshi, Chi-Lan Yang, Zefan Sramek, Yuya Umeda, Chiaki Kasahara, Arissa J. Sato, Simo Hosio, Koji Yatani
CHI8
2025 Keeping Score: A Quantitative Analysis of How the CHI Community Appreciates Its Milestones
Jonas Oppenlaender, Simo Hosio
CHI2
2025 Credtwi: Investigating Social Media Credibility with a Browser Plugin
abstract
People now look for information online and on social media for everyday problems. Organizations and malevolent actors have taken the opportunity to spread misinformation/disinformation. It is increasingly important to understand the credibility of online information. We designed and implemented a research browser plugin, Credtwi. It injects credibility questionnaires directly into the user’s Twitter feed, enabling crowdsourced data collection. We carried out a week-long field study where participants assessed the credibility of tweets on various topics. We provide insights into information credibility in the Twitter ecosystem by analyzing the assessments and study questionnaires. The participants’ perception of Twitter as a credible information source decreased after using Credtwi. Our results suggest that the author’s verification status and bio are the most important factors for their perceived credibility. Finally, we discovered significant differences between the assessments of the different genders. Our results contribute to the research on online social media content credibility.
Eetu Huusko, Nazanin Nakhaie Ahooie, Miikka Kuutila, Aleksi Huotala, Mika Mäntylä, Simo Hosio
Int. J. Hum. Comput. Interact.7
2025 From Reflection to Action: Enhancing Workplace Well-Being Through Digital Solutions
abstract
Abstract Despite the widely acknowledged importance of well-being, our well-being can regularly be under pressure from external sources. Work is often attributed as a source of stress and dissatisfaction, so, unsurprisingly, extensive efforts are made to measure and improve our well-being in this context. This paper examines opportunities to better design supportive digital solutions through two complementary studies. In the first study, we present a longitudinal assessment of a well-being-focused self-report application deployed in two organizations. Through an analysis of one year of application usage across 219 users, we find both established and novel patterns of application usage and well-being evaluation. While prior work has highlighted substantial dropout rates and daily well-being fluctuations that peak in the morning and early evening, our results highlight that substantial breaks in usage are common, suggesting that users choose to engage with well-being applications mainly when they need them. In the second study, we expand on the topic of well-being reflection at work and the use of technology for this purpose. Through a survey involving 100 participants, we identify current practices in increasing well-being at work, obstacles to sharing and discussing mental well-being states, opportunities for digital well-being solutions and reflections on transparency and communication. Our combined results highlight opportunities for HCI research and practice to address the ongoing challenges of maintaining well-being in today’s work environments.
Niels van Berkel, Aku Visuri, Sujay Shalawadi, Madeleine R. Evans, Benjamin Tag, Simo Hosio
Interact. Comput.6
2025 Investigating Design Considerations for Supporting Remote Teaching and Learning of Physical Drawing
abstract
Teaching and learning physical drawing remotely pose user-experience challenges. In an online physical drawing course, instructors must interact with students through a camera for demonstrations, supervision, communication, and annotations in real-time. However, these activities are not well supported by commonly used video conferencing services. We conduct a qualitative study with seven instructors and five students to understand their practices and challenges in teaching and learning of physical drawing in a remote setting. Our study identifies four design considerations that a system supporting remote teaching and learning of physical drawing should take into account. We then demonstrate the technical feasibility of these design considerations by building a working prototype called SharedCanvas. We also validate our design considerations through a user study with SharedCanvas, revealing how they better supported interactions between instructors and students. We conclude by discussing our work in light of related studies on online drawing education and present future research opportunities to improve remote teaching of drawing.
Simo Hosio, Koji Yatani
Proc. ACM Hum. Comput. Interact.2
2025 When Group Spirit Meets Personal Journeys: Exploring Motivational Dynamics and Design Opportunities in Group Therapy
abstract
Psychotherapy, such as cognitive-behavioral therapy (CBT), is effective in treating various mental disorders. Technology-facilitated mental health therapy improves client engagement through methods like digitization or gamification. However, these innovations largely cater to individual therapy, ignoring the potential of group therapy-a treatment for multiple clients concurrently, which enables individual clients to receive various perspectives in the treatment process and also addresses the scarcity of healthcare practitioners to reduce costs. Notwithstanding its cost-effectiveness and unique social dynamics that foster peer learning and community support, group therapy, such as group CBT, faces the issue of attrition. While existing medical work has developed guidelines for therapists, such as establishing leadership and empathy to facilitate group therapy, understanding about the interactions between each stakeholder is still missing. To bridge this gap, this study examined a group CBT program called the Serigaya Methamphetamine Relapse Prevention Program (SMARPP) as a case study to understand stakeholder coordination and communication, along with factors promoting and hindering continuous engagement in group therapy. In-depth interviews with eight facilitators and six former clients from SMARPP revealed the motivators and demotivators for facilitator-facilitator, client-client, and facilitator-client communications. Our investigation uncovers the presence of discernible conflicts between clients' intrapersonal motivation as well as interpersonal motivation in the context of group therapy through the lens of self-determination theory. We discuss insights and research opportunities for the HCI community to mediate such tension and enhance stakeholder communication in future technology-assisted group therapy settings.
Shixian Geng, Ginshi Shimojima, Chi-Lan Yang, Zefan Sramek, Shunpei Norihama, Ayumi Takano, Simo Hosio, Koji Yatani
Proc. ACM Hum. Comput. Interact.7
2025 Exploring Communal Gratitude in Online Communities
abstract
Online communities are increasingly important in forming and maintaining relationships but have also faced criticism for toxic or depression-inducing content. Motivated by research showing that grateful reflection can lead to enhanced well-being, this paper explores how we might design online communities centered on gratitude through a qualitative study with 15 participants. To elicit insights on how people view expressing gratitude in online communities, we built a simple gratitude-centered online community, Gratitude, designed to be similar in nature to many online communities, where users create short posts (notes of gratitude in response to prompts) that other members can browse, react to, and comment on. Participants were first interviewed and then used the Gratitude platform for three weeks, during which they filled out surveys after each prompt. We found that while participants had concerns or questions about the value of expressing gratitude publicly and the risks associated with doing so, they also described experiencing many benefits, such as providing one with a platform for sharing; inspiring reflection and positivity; fostering connection and empathy; and contributing to a cycle of gratitude and vulnerability. Participants raised several areas for design related to better support for interaction and connection, privacy and authenticity, and motivation and engagement. We conclude by discussing implications for future research on the design of prosocial online communities centering cycles of positivity and authentic individual reflection in communal interactions.
Kehua Lei, Kathleen Lum, Namrata Keskar, Saba Kheirinejad, Shivani Potnuru, Amy Xing, Reina Itakura, Simo Hosio, David Lee 0002
Proc. ACM Hum. Comput. Interact.8
2025 Examining Input Modalities and Visual Feedback Designs in Mobile Expressive Writing MHCI009
abstract
Expressive writing is an established approach for stress management. Recently, information technologies, such as smartphones, have also been explored for expressive writing. Although mobile interfaces have the potential to support various daily writing activities, interface designs for mobile expressive writing and their effects on stress relief still lack empirical understanding. We examined the interface design of mobile expressive writing by investigating the influence of input modalities and visual feedback designs on usability and perceived cathartic effects through field studies. While our studies confirmed the stress-relieving effects of mobile expressive writing, our results offer important insights into interface design. We found keyboard-based text entry more suited and preferred over voice messages for its privacy and reflective nature. Participants expressed different reasons for preferring different post-writing visual feedback depending on the cause and type of stress. This work advances interface design for mobile expressive writing and deepens understanding of its effects.
Shunpei Norihama, Shixian Geng, Kakeru Miyazaki, Arissa J. Sato, Mari Hirano, Simo Hosio, Koji Yatani
Proc. ACM Hum. Comput. Interact.6
2025 Cognitive performance measurements and the impact of sleep quality using wearable and mobile sensors
abstract
Abstract Human cognitive performance affects a wide range of aspects of our daily lives. Numerous factors influence our cognitive performance, and cognitive performance in turn impacts our capabilities. Partial sleep deprivation in particular negatively affects vigilance, a key factor in many work tasks. Sleep in general plays a large role in physiological recovery and our capability to perform mental tasks. In this work, we focus on two research questions. First, we investigate how fluctuations in sleep quality influence cognitive vigilance. Second, we study how smartphone typing can be leveraged as a continuous measurement for cognitive vigilance and can thus be an indicator of decline in cognitive capabilities and sleep quality. We report on a 2-month field study in which we collected cognitive performance data using the Psychomotor Vigilance Task (PVT), mobile keyboard typing metrics from participants’ personal smartphones, and sleep quality metrics through a wearable sleep-tracking ring. Our findings highlight that individual sleep metrics such as night-time heart rate, sleep latency, sleep timing, sleep restfulness, and overall sleep quantity significantly influence vigilance. Long sleep latencies can reduce reaction times up to 30 ms, abnormal sleep durations up to 20 ms, and night-time awake time up to 10 ms. Heart rate is a well-known indicator of recovery quality, and improvements in both heart rate and heart rate variability (HRV) show positive variations of 15–20 ms in reaction test performance. To expand the current research on cognitive computing, we introduce smartphone typing metrics as a proxy or a complementary method for continuous passive measurement of cognitive vigilance and report on statistically significant correlations in PVT performance and typing speed and error rates. Together, our findings contribute to ubiquitous computing via a longitudinal case study with a novel wearable device, the resulting findings on the association between sleep and cognitive function, and the introduction of smartphone keyboard typing as a proxy of cognitive function.
Aku Visuri, Heli Koskimäki, Niels van Berkel, Andy Alorwu, Ella Peltonen, Saeed Abdullah, Simo Hosio
Pers. Ubiquitous Comput.7
2024 Examining Human Perception of Generative Content Replacement in Image Privacy Protection
abstract
The richness of the information in photos can often threaten privacy, thus image editing methods are often employed for privacy protection. Existing image privacy protection techniques, like blurring, often struggle to maintain the balance between robust privacy protection and preserving image usability. To address this, we introduce a generative content replacement (GCR) method in image privacy protection, which seamlessly substitutes privacy-threatening contents with similar and realistic substitutes, using state-of-the-art generative techniques. Compared with four prevalent image protection methods, GCR consistently exhibited low detectability, making the detection of edits remarkably challenging. GCR also performed reasonably well in hindering the identification of specific content and managed to sustain the image’s narrative and visual harmony. This research serves as a pilot study and encourages further innovation on GCR and the development of tools that enable human-in-the-loop image privacy protection using approaches similar to GCR.
Anran Xu 0002, Shitao Fang, Huan Yang 0005, Simo Hosio, Koji Yatani
CHI4
2024 What Makes Programmers Laugh? Exploring the Submissions of the Subreddit r/ProgrammerHumor
abstract
Background: Humor is a fundamental part of human communication, with prior work linking positive humor in the workplace to positive outcomes, such as improved performance and job satisfaction. Aims: This study aims to investigate programming-related humor in a large social media community. Methodology: We collected 139,718 submissions from Reddit subreddit r/ProgrammerHumor. Both textual and image-based (memes) submissions were considered. The image data was processed with OCR to extract text from images for NLP analysis. Multiple regression models were built to investigate what makes submissions humorous. Additionally, a random sample of 800 submissions was labeled by human annotators regarding their relation to theories of humor, suitability for the workplace, the need for programming knowledge to understand the submission, and whether images in image-based submissions added context to the submission. Results: Our results indicate that predicting the humor of software developers is difficult. Our best regression model was able to explain only 10% of the variance. However, statistically significant differences were observed between topics, submission times, and associated humor theories. Our analysis reveals that the highest submission scores are achieved by image-based submissions that are created during the winter months in the northern hemisphere, between 2-3pm UTC on weekends, which are distinctly related to superiority and incongruity theories of humor, and are about the topic of "Learning". Conclusions: Predicting humor with natural language processing methods is challenging. We discuss the benefits and inherent difficulties in assessing perceived humor of submissions, as well as possible avenues for future work. Additionally, our replication package should help future studies and can act as a joke repository for the software industry and education.
Miikka Kuutila, Leevi Rantala, Simo Hosio, Mika Mäntylä
ESEM4
2024 From Voice to Value: Leveraging AI to Enhance Spoken Online Reviews on the Go
abstract
Online reviews help people make better decisions. Review platforms usually depend on typed input, where leaving a good review requires significant effort because users must carefully organize and articulate their thoughts. This may discourage users from leaving comprehensive and high-quality reviews, especially when they are on the go. To address this challenge, we developed Vocalizer, a mobile application that enables users to provide reviews through voice input, with enhancements from a large language model (LLM). In a longitudinal study, we analysed user interactions with the app, focusing on AI-driven features that help refine and improve reviews. Our findings show that users frequently utilized the AI agent to add more detailed information to their reviews. We also show how interactive AI features can improve users self-efficacy and willingness to share reviews online. Finally, we discuss the opportunities and challenges of integrating AI assistance into review-writing systems.
Kavindu Ravishan, Dániel Szabó, Niels van Berkel, Aku Visuri, Chi-Lan Yang, Koji Yatani, Simo Hosio
MUM7
2024 Monetary valuation of personal health data in the wild
abstract
The value of personal health data continues to be a debated topic in HCI and society more broadly. We investigate the monetary value people attach to their health data. Using a custom mobile app for 14 days with 55 participants, we collected health data (sleep duration, sleep quality, pain intensity, wake-up times) and a daily monetary data valuation using a reverse second-price auction. Participants bid to sell their data to a for-profit company, the government, or academia. Our findings indicate that people value their data differently based on who is buying. We also show that people are interested in monetizing their personal health data despite privacy and data protection concerns. The presented study helps us understand the data value landscape and paves way to a healthier data-driven future where people may benefit more from their own contributions, either in monetary or other forms.
Andy Alorwu, Niels van Berkel, Aku Visuri, Sharadhi Alape Suryanarayana, Takuya Yoshihiro, Simo Hosio
Int. J. Hum. Comput. Stud.6
2024 "This Chatbot Would Never...": Perceived Moral Agency of Mental Health Chatbots
abstract
Despite repeated reports of socially inappropriate and dangerous chatbot behaviour, chatbots are increasingly used as mental health services in providing support for young people. In sensitive settings as such, the notion of perceived moral agency (PMA) is crucial, given its critical role in human-human interactions. In this paper, we investigate the role of PMA in human-chatbot interactions. Specifically, we seek to understand how PMA influence the perception of trust, likeability, and perceived safety of chatbots for mental health across two distinct age groups. We conduct an online experiment(N = 279)to evaluate chatbots with low and high PMA as targeted towards teenagers and adults. Our results indicate increased trust, likeability, and perceived safety in mental health chatbots displaying high PMA. A qualitative analysis revealed four themes, assessing participants' expectations of mental health chatbots in general, as well as targeted towards teenagers: Anthropomorphism, Warmth, Sensitivity, and Appearance manifestation. We show that PMA plays a crucial role in influencing the perceptions of chatbots and provide recommendations for designing socially appropriate mental health chatbots.
Joel Wester, Henning Pohl, Simo Hosio, Niels van Berkel
Proc. ACM Hum. Comput. Interact.3
2023 SoundTraveller: Exploring Abstraction and Entanglement in Timbre Creation Interfaces for Synthesizers
abstract
Timbre exploration and creation are key tasks in electronic music composition. Modern synthesizers can produce thousands of unique timbres, but this complexity hinders musicians’ ability to explore these timbres effectively. We contribute SoundTraveller, an interactive timbre exploration system aimed at fostering electronic musicians’ creative processes. SoundTraveller allows the user to explore the timbral space using two modes: evolutionary and morphing, with which they can generate hundreds of unique timbres without the need to edit individual parameters. Our user study confirmed that SoundTraveller supported participants’ exploration, decreased their cognitive load, and increased their perceived creativity. Through analysis of our interview study, we contribute design considerations for timbre exploration systems, and for exploring large aesthetic parameter spaces more generally. Finally, we discuss how systems like SoundTraveller can fit into the existing workflows of electronic music composers, and how shared agency with creative technologies can impact the creative process.
Zefan Sramek, Arissa J. Sato, Zhongyi Zhou, Simo Hosio, Koji Yatani
Conference on Designing Interactive Systems4
2023 It is an online platform and not the real world, I don't care much: Investigating Twitter Profile Credibility With an Online Machine Learning-Based Tool
abstract
Social media is now an important source of everyday information. Given the plethora of scandals concerning the rapid spread of misinformation and disinformation on social media, the credibility of the content on these platforms is now a pivotal research area. Much of the existing work on social media credibility focuses on content credibility. In this study, however, we focus on the credibility of the profile as the virtual representation of the content author. We developed a real-time machine-learning-based online tool that assesses the credibility of profiles on Twitter, one of the most common and versatile social media platforms. To investigate user perceptions on credibility-related issues, we used our tool as a stimulus for people to reflect on their profile’s credibility and collected 100 responses. The combination of our quantitative and qualitative analysis reveals that the latest tweets and retweet behavior are two of the most critical factors for profile credibility. It is also observed that people demonstrate a limited interest in their profile credibility but agree that the author’s credibility is of paramount importance. With an open-source tool to assess user credibility on Twitter and a user study to establish its utility, we contribute a timely piece of research on the topic of online credibility.
Ville Paananen, Sharadhi Alape Suryanarayana, Eetu Huusko, Miikka Kuutila, Mika Mäntylä, Simo Hosio
CHIIR7
2023 A Longitudinal Analysis of Real-World Self-report Data
Niels van Berkel, Sujay Shalawadi, Madeleine R. Evans, Aku Visuri, Simo Hosio
INTERACT (3)5
2023 Exploring crowdsourced self-care techniques: A study on Parkinson's disease
abstract
Living with Parkinson’s Disease introduces a range of significant challenges into one’s daily life. While medical interventions exist to overcome some of these challenges, patient self-care techniques often form an essential complement to the treatments recommended by medical doctors. Knowledge on these self-care techniques often originates from those living with Parkinson’s themselves or their close caregivers, as they have the knowledge and experience required to assess self-care techniques. This so-called ‘patient knowledge’ is usually exchanged in peer meetings or discussion forums. Although vital to the Parkinson’s Disease community, this information is often difficult to access due to its unstructured format and the difficulty of navigating through online forums. We present an online tool that allows for contributing, assessing, and finally discovering Parkinson’s Disease self-care techniques. The custom discovery tool was populated with self-care knowledge by over 300 people with Parkinson’s and dozens of their carers, spanning areas such as daily well-being and using assistive equipment. Then, we invited patients to explore the discover features in a smaller scale trial. While well-received, our deployment highlighted several challenges that we further discuss in this paper. Overall, our study contributes to crowdsourced digital health solutions and provides both design and research implications to this challenging domain with a vulnerable user group.
Elina Kuosmanen, Eetu Huusko, Niels van Berkel, Francisco Nunes, Julio Vega, Jorge Gonçalves 0001, Mohamed Khamis, Augusto Esteves, Denzil Ferreira, Simo Hosio
Int. J. Hum. Comput. Stud.10
2023 "Leave your smartphone out of bed": quantitative analysis of smartphone use effect on sleep quality
abstract
Abstract Smartphones have become an integral part of people’s everyday lives. Smartphones are used across all household locations, including in the bed at night. Smartphone screens and other displays emit blue light, and exposure to blue light can affect one’s sleep quality. Thus, smartphone use prior to bedtime could disrupt the quality of one’s sleep, but research lacks quantitative studies on how smartphone use can influence sleep. This study combines smartphone application use data from 75 participants with sleep data collected by a wearable ring. On average, the participants used their smartphones in bed for 322.8 s (5 min and 22.8 s), with an IQR of 43.7–456. Participants spent an average of 42% of their time in bed using their smartphones (IQR of 5.87–55.5%). Our findings indicate that smartphone use in bed has significant adverse effects on sleep latency, awake time, average heart rate, and HR variability. We also find that smartphone use does not decrease sleep quality when used outside of bed. Our results indicate that intense smartphone use alone does not negatively affect well-being. Since all smartphone users do not use their phones in the same way, extending the investigation to different smartphone use types might yield more information than general smartphone use. In conclusion, this paper presents the first investigation of the association between smartphone application use logs and detailed sleep metrics. Our work also validates previous research results and highlights emerging future work.
Saba Kheirinejad, Aku Visuri, Denzil Ferreira, Simo Hosio
Pers. Ubiquitous Comput.4
2022 Beyond the Blue Sky of Multimodal Interaction: A Centennial Vision of Interplanetary Virtual Spaces in Turn-based Metaverse
abstract
Human habitation across multiple planets requires communication and social connection between planets. When the infrastructure of a deep space network becomes mature, immersive cyberspace, known as the Metaverse, can exchange diversified user data and host multitudinous virtual worlds. Nevertheless, such immersive cyberspace unavoidably encounters latency in minutes, and thus operates in a turn-taking manner. This Blue Sky paper illustrates a vision of an interplanetary Metaverse that connects Earthian and Martian users in a turn-based Metaverse. Accordingly, we briefly discuss several grand challenges to catalyze research initiatives for the ‘Digital Big Bang’ on Mars.
Lik-Hang Lee, Carlos Bermejo 0001, Ahmad Yousef Alhilal, Tristan Braud, Simo Hosio, Esmée Henrieke Anne de Haas, Pan Hui 0001
ICMI5
2022 Measuring the Effect of Mental Health Chatbot Personality on User Engagement
abstract
Artificial Intelligence is seen as humanity’s current best bet to solve the looming crisis in healthcare. Conversational Agents, or chatbots, rely on advances in AI and are increasingly investigated in the context of digital mental health care. Given how they are end-user-facing and interactive communication tools, the user engagement felt when interacting with the bots is a critical consideration. In this work, we examine the effects of chatbot personalities on the experienced user engagement with the bot. We employed personalities that rely on the Big-5 Personality Theory. Among other findings, our quantitative results indicate that a highly conscientious chatbot is likely to foster the highest user engagement. Our qualitative and content analysis also reveals desired and undesired personality features for future mental health chatbots. We discuss our findings in light of digital mental health and propose novel research directions.
Joonas Moilanen, Aku Visuri, Sharadhi Alape Suryanarayana, Andy Alorwu, Koji Yatani, Simo Hosio
MUM6
2022 Human-centred artificial intelligence: a contextual morality perspective
abstract
The emergence of big data combined with the technical developments in Artificial Intelligence has enabled novel opportunities for autonomous and continuous decision support. While initial work has begun to explore how human morality can inform the decision making of future Artificial Intelligence applications, these approaches typically consider human morals as static and immutable. In this work, we present an initial exploration of the effect of context on human morality from a Utilitarian perspective. Through an online narrative transportation study, in which participants are primed with either a positive story, a negative story or a control condition (N = 82), we collect participants' perceptions on technology that has to deal with moral judgment in changing contexts. Based on an in-depth qualitative analysis of participant responses, we contrast participant perceptions to related work on Fairness, Accountability and Transparency. Our work highlights the importance of contextual morality for Artificial Intelligence and identifies opportunities for future work through a FACT-based (Fairness, Accountability, Context and Transparency) perspective.
Niels van Berkel, Benjamin Tag, Jorge Gonçalves 0001, Simo Hosio
Behav. Inf. Technol.4
2022 How Does Sleep Tracking Influence Your Life?: Experiences from a Longitudinal Field Study with a Wearable Ring
abstract
A new generation of wearable devices now enable end-users to keep track of their sleep patterns. This paper reports on a longitudinal study of 82 participants who used a state-of-the-art sleep tracking ring for an average of 65 days. We conducted interviews and questionnaires to understand changes to their lifestyle, their perceptions of the tracked information and sleep, and the overall experience of using an unobtrusive sleep tracking device. Our results indicate that such a device is suitable for long-term sleep tracking and helpful in identifying detrimental lifestyle elements that hinder sleep quality. However, tracking one's sleep can also introduce stress or physical discomfort, potentially leading to adverse outcomes. We discuss these findings in light of related work and highlight the near-term research directions that the rapid commoditisation of sleep tracking technology enables.
Elina Kuosmanen, Aku Visuri, Saba Kheirinejad, Niels van Berkel, Heli Koskimäki, Denzil Ferreira, Simo Hosio
Proc. ACM Hum. Comput. Interact.7
2022 Mood ratings and digital biomarkers from smartphone and wearable data differentiates and predicts depression status: A longitudinal data analysis
abstract
Depression is a prevalent mental disorder. Current clinical and self-reported assessment methods of depression are laborious and incur recall bias. Their sporadic nature often misses severity fluctuations. Previous research highlights the potential of in-situ quantification of human behaviour using mobile sensors to augment traditional methods of depression management. In this paper, we study whether self-reported mood scores and passive smartphone and wearable sensor data could be used to classify people as depressed or non-depressed. In a longitudinal study, our participants provided daily mood (valence and arousal) scores and collected data using their smartphones and Oura Rings. We computed daily aggregations of mood, sleep, physical activity, phone usage, and GPS mobility from raw data to study the differences between the depressed and non-depressed groups and created population-level Machine Learning classification models of depression. We found statistically significant differences in GPS mobility, phone usage, sleep, physical activity and mood between depressed and non-depressed groups. An XGBoost model with daily aggregations of mood and sensor data as predictors classified participants with an accuracy of 81.43% and an Area Under the Curve of 82.31%. A Support Vector Machine using only sensor-based predictors had an accuracy of 77.06% and an Area Under the Curve of 74.25%. Our results suggest that digital biomarkers are promising in differentiating people with and without depression symptoms. This study contributes to the body of evidence supporting the role of unobtrusive mobile sensor data in understanding depression and its potential to augment depression diagnosis and monitoring.
Kennedy Opoku Asare, Isaac Moshe, Yannik Terhorst, Julio Vega, Simo Hosio, Harald Baumeister, Laura Pulkki-Råback, Denzil Ferreira
Pervasive Mob. Comput.5
2022 Crowdsourcing sensitive data using public displays - opportunities, challenges, and considerations
abstract
Abstract Interactive public displays are versatile two-way interfaces between the digital world and passersby. They can convey information and harvest purposeful data from their users. Surprisingly little work has exploited public displays for collecting tagged data that might be useful beyond a single application. In this work, we set to fill this gap and present two studies: (1) a field study where we investigated collecting biometrically tagged video-selfies using public kiosk-sized screens, and (2) an online narrative transportation study that further elicited rich qualitative insights on key emerging aspects from the first study. In the first study, a 61-day deployment resulted in 199 video-selfies with consent to leverage the videos in any non-profit research. The field study indicates that people are willing to donate even highly sensitive data about themselves in public. The subsequent online narrative transportation study provides a deeper understanding of a variety of issues arising from the first study that can be leveraged in the future design of such systems. The two studies combined in this article pave the way forward towards a vision where volunteers can, should they so choose, ethically and serendipitously help unleash advances in data-driven areas such as computer vision and machine learning in health care.
Andy Alorwu, Niels van Berkel, Jorge Gonçalves 0001, Jonas Oppenlaender, Miguel Bordallo López, Mahalakshmy Seetharaman, Simo Hosio
Pers. Ubiquitous Comput.7
2021 Assessing MyData Scenarios: Ethics, Concerns, and the Promise
abstract
Public controversies around the unethical use of personal data are increasing, spotlighting data ethics as an increasingly important field of study. MyData is a related emerging vision that emphasizes individuals’ control of their personal data. In this paper, we investigate people’s perceptions of various data management scenarios by measuring the perceived ethicality and level of felt concern concerning the scenarios. We deployed a set of 96 unique scenarios to an online crowdsourcing platform for assessment and invited a representative sample of the participants to a second-stage questionnaire about the MyData vision and its potential in the field of healthcare. Our results provide a timely investigation into how topical data-related practices affect the perceived ethicality and the felt concern. The questionnaire analysis reveals great potential in the MyData vision. Through the combined quantitative and qualitative results, we contribute to the field of data ethics.
Andy Alorwu, Saba Kheirinejad, Niels van Berkel, Marianne Kinnula, Denzil Ferreira, Aku Visuri, Simo Hosio
CHI7
2021 Effect of Information Presentation on Fairness Perceptions of Machine Learning Predictors
abstract
The uptake of artificial intelligence-based applications raises concerns about the fairness and transparency of AI behaviour. Consequently, the Computer Science community calls for the involvement of the general public in the design and evaluation of AI systems. Assessing the fairness of individual predictors is an essential step in the development of equitable algorithms. In this study, we evaluate the effect of two common visualisation techniques (text-based and scatterplot) and the display of the outcome information (i.e., ground-truth) on the perceived fairness of predictors. Our results from an online crowdsourcing study (N = 80) show that the chosen visualisation technique significantly alters people’s fairness perception and that the presented scenario, as well as the participant’s gender and past education, influence perceived fairness. Based on these results we draw recommendations for future work that seeks to involve non-experts in AI fairness evaluations.
Niels van Berkel, Jorge Gonçalves 0001, Daniel Russo 0002, Simo Hosio, Mikael B. Skov
CHI4
2021 Hardhats and Bungaloos: Comparing Crowdsourced Design Feedback with Peer Design Feedback in the Classroom
abstract
Feedback is an important aspect of design education, and crowdsourcing has emerged as a convenient way to obtain feedback at scale. In this paper, we investigate how crowdsourced design feedback compares to peer design feedback within a design-oriented HCI class and across two metrics: perceived quality and perceived fairness. We also examine the perceived monetary value of crowdsourced feedback, which provides an interesting contrast to the typical requester-centric view of the value of labor on crowdsourcing platforms. Our results reveal that the students (N = 106) perceived the crowdsourced design feedback as inferior to peer design feedback in multiple ways. However, they also identified various positive aspects of the online crowds that peers cannot provide. We discuss the meaning of the findings and provide suggestions for teachers in HCI and other researchers interested in crowd feedback systems on using crowds as a potential complement to peers.
Jonas Oppenlaender, Elina Kuosmanen, Andrés Lucero, Simo Hosio
CHI4
2021 Investigating Human Scale Spatial Experience
abstract
Spatial experience, or how humans experience a given space, has been a pivotal topic especially in urban-scale environments. On the human scale, HCI researchers have mostly investigated personal meanings or aesthetic and embodied experiences. In this paper, we investigate the human scale as an ensemble of individual spatial features. Through large-scale online questionnaires we first collected a rich set of spatial features that people generally use to characterize their surroundings. Second, we conducted a set of field interviews to develop a more nuanced understanding of the feature identified as most important: perceived safety. Our combined quantitative and qualitative analysis contributes to spatial understanding as a form of context information and presents a timely investigation into the perceived safety of human scale spaces. By connecting our results to the broader scientific literature, we contribute to the field of HCI spatial understanding.
Ville Paananen, Jonas Oppenlaender, Jorge Gonçalves 0001, Danula Hettiachchi, Simo Hosio
Proc. ACM Hum. Comput. Interact.5
2020 Let's Draw: Detecting and Measuring Parkinson's Disease on Smartphones
abstract
Spiral drawing has been utilized for years as a clinical tool to observe tremors and other abnormal movements in the assessment of different movement disorders. Specifically, in Parkinson's Disease (PD), patients' motor functionalities are measured by various tests, and spiral drawing is one of the proven techniques for assessing the severity of PD motor symptoms. Traditionally, this test is performed on pen and paper, and visually assessed by a clinician. There have been successful efforts for digitizing this test on tablets. Here, we describe a smartphone-based digitized version of the spiral drawing test. Moreover, we introduce a square-shaped drawing to solve an identified challenge of a smaller screen estate: finger occlusion while drawing. Both approaches are evaluated with 8 Parkinson's Disease patients and 6 age-matching control participants. Based on earlier studies and our data, we select suitable motion parameters for quantifying the task. Our results show an observable, statistically difference in performance between users with Parkinson's Disease and the control group in drawing accuracy.
Elina Kuosmanen, Valerii Kan, Aku Visuri, Simo Hosio, Denzil Ferreira
CHI4
2020 Creativity on Paid Crowdsourcing Platforms
abstract
Crowdsourcing platforms are increasingly being harnessed for creative work. The platforms' potential for creative work is clearly identified, but the workers' perspectives on such work have not been extensively documented. In this paper, we uncover what the workers have to say about creative work on paid crowdsourcing platforms. Through a quantitative and qualitative analysis of a questionnaire launched on two different crowdsourcing platforms, our results revealed clear differences between the workers on the platforms in both preferences and prior experience with creative work. We identify common pitfalls with creative work on crowdsourcing platforms, provide recommendations for requesters of creative work, and discuss the meaning of our findings within the broader scope of creativity-oriented research. To the best of our knowledge, we contribute the first extensive worker-oriented study of creative work on paid crowdsourcing platforms.
Jonas Oppenlaender, Kristy Milland, Aku Visuri, Panagiotis G. Ipeirotis, Simo Hosio
CHI5
2020 How Context Influences Cross-Device Task Acceptance in Crowd Work
abstract
Although crowd work is typically completed through desktop or laptop computers by workers at their home, literature has shown that crowdsourcing is feasible through a wide array of computing devices, including smartphones and digital voice assistants. An integrated crowdsourcing platform that operates across multiple devices could provide greater flexibility to workers, but there is little understanding of crowd workers’ perceptions on uptaking crowd tasks across multiple contexts through such devices. Using a crowdsourcing survey task, we investigate workers’ willingness to accept different types of crowd tasks presented on three device types in different scenarios of varying location, time and social context. Through analysis of over 25,000 responses received from 329 crowd workers on Amazon Mechanical Turk, we show that when tasks are presented on different devices, the task acceptance rate is 80.5% on personal computers, 77.3% on smartphones and 70.7% on digital voice assistants. Our results also show how different contextual factors such as location, social context and time influence workers decision to accept a task on a given device. Our findings provide important insights towards the development of effective task assignment mechanisms for cross-device crowd platforms.
Danula Hettiachchi, Senuri Wijenayake, Simo Hosio, Vassilis Kostakos, Jorge Gonçalves 0001
HCOMP3
2020 Overcoming compliance bias in self-report studies: A cross-study analysis
Niels van Berkel, Jorge Gonçalves 0001, Simo Hosio, Zhanna Sarsenbayeva, Eduardo Velloso, Vassilis Kostakos
Int. J. Hum. Comput. Stud.3
2020 Human accuracy in mobile data collection
Niels van Berkel, Jorge Gonçalves 0001, Katarzyna Wac, Simo Hosio, Anna Louise Cox
Int. J. Hum. Comput. Stud.4
2020 CrowdUI: Supporting Web Design with the Crowd
abstract
Web design is a complex and challenging task. It involves making many design decisions that materialise preconceived notions of user needs that may or may not be true. In this paper, we investigate supporting the co-design of a website with visual feedback elicited from the website's community of users. Website users can express their needs by re-arranging and modifying the website's layout and design. To explore and validate this idea, we present CrowdUI, a web-based tool that enables members of the community of a website to visually express their design improvement ideas, frustrations and needs, and to send this feedback to the person in charge of designing or maintaining the website. CrowdUI is validated in a study with 45 users of a popular social media and networking website. Second, our qualitative evaluation with 60 experienced web developers shows that CrowdUI is able to elicit diverse and meaningful feedback. Put together, our results suggest that CrowdUI's approach constitutes a productive setting for eliciting visual feedback from the user community as a complement to traditional ways of eliciting feedback and participatory design. Finally, based on our experiences, we discuss a design space for crowdsourced web design and provide design recommendations for similar future tools.
Jonas Oppenlaender, Thanassis Tiropanis, Simo Hosio
Proc. ACM Hum. Comput. Interact.3
2019 Towards Eliciting Feedback for Artworks on Public Displays
abstract
The internet and digital technologies have had a strong influence on how art is created, distributed and perceived. Museums and art galleries, however, are still predominantly places of passive consumption of art. In our project, we explore new forms of communication and feedback between artists and their audience, mediated by public displays. In this work-in-progress paper, we present a situated feedback system for giving feedback on artworks in a public setting. We present a preliminary evaluation of the system with artists and potential audience on their reactions to the system and eight different types of feedback.
Jonas Oppenlaender, Simo Hosio
Creativity & Cognition2
2019 Crowd-powered Interfaces for Creative Design Thinking
abstract
Crowdsourcing is a powerful approach for tapping into the collective insights of diverse crowds. Thus, crowdsourcing has potential to support designers in making sense of a design space. In this hands-on workshop, we will brainstorm and conceptualise new user interfaces and crowdsourcing systems for supporting designers in the design process. The workshop consists of developmental discussions of ideas contributed by the participants. In brainstorming and design sessions in groups, the participants will ideate new crowd-powered systems and user interfaces that support the designer's divergent and convergent thinking.
Jonas Oppenlaender, Naghmi I. Shireen, Maximilian Mackeprang, Halil Erhan, Jorge Gonçalves 0001, Simo Hosio
Creativity & Cognition6
2019 Context-Informed Scheduling and Analysis: Improving Accuracy of Mobile Self-Reports
abstract
Mobile self-reports are a popular technique to collect participant labelled data in the wild. While literature has focused on increasing participant compliance to self-report questionnaires, relatively little work has assessed response accuracy. In this paper, we investigate how participant context can affect response accuracy and help identify strategies to improve the accuracy of mobile self-report data. In a 3-week study we collect over 2,500 questionnaires containing both verifiable and non-verifiable questions. We find that response accuracy is higher for questionnaires that arrive when the phone is not in ongoing or very recent use. Furthermore, our results show that long completion times are an indicator of a lower accuracy. Using contextual mechanisms readily available on smartphones, we are able to explain up to 13% of the variance in participant accuracy. We offer actionable recommendations to assist researchers in their future deployments of mobile self-report studies.
Niels van Berkel, Jorge Gonçalves 0001, Peter Koval, Simo Hosio, Tilman Dingler, Denzil Ferreira, Vassilis Kostakos
CHI4
2019 Practitioner Evaluations on Software Testing Tools
abstract
In software engineering practice, evaluating and selecting the software testing tools that best fit the project at hand is an important and challenging task. In scientific studies of software engineering, practitioner evaluations and beliefs have recently gained interest, and some studies suggest that practitioners find beliefs of peers more credible than empirical evidence. To study how software practitioners evaluate testing tools, we applied online opinion surveys (n=89). We analyzed the reliability of the opinions utilizing Krippendorff's alpha, intra-class correlation coefficient (ICC), and coefficients of variation (CV). Negative binomial regression was used to evaluate the effect of demographics. We find that opinions towards a specific tool can be conflicting. We show how increasing the number of respondents improves the reliability of the estimates measured with ICC. Our results indicate that on average, opinions from seven experts provide a moderate level of reliability. From demographics, we find that technical seniority leads to more negative evaluations. To improve the understanding, robustness, and impact of the findings, we need to conduct further studies by utilizing diverse sources and complementary methods.
Päivi Raulamo-Jurvanen, Simo Hosio, Mika Mäntylä
EASE2
2019 Effect of Cognitive Abilities on Crowdsourcing Task Performance
Danula Hettiachchi, Niels van Berkel, Simo Hosio, Vassilis Kostakos, Jorge Gonçalves 0001
INTERACT (1)3
2019 Search Support for Exploratory Writing
Jonas Oppenlaender, Elina Kuosmanen, Jorge Gonçalves 0001, Simo Hosio
INTERACT (3)4
2019 VR ethnography: a pilot study on the use of virtual reality 'go-along' interviews in Google street view
abstract
Go-along interviewing is an emerging qualitative research method for eliciting contextualised perspectives in which informants and observers conduct mobile interviews while navigating in real or imagined sites. This paper describes results of a pilot study that use virtual reality (VR) go-along interviews to explore university community members' (N=6) contextualized perceptions of urban habitat fragmentation due to new transportation infrastructure. Participants were immersed into the popular Google Street View and asked to navigate from the University campus to the city center. Along that route, construction sites featured in 360° images acted as prompts for discussing ecological change. Preliminary results indicate that VR go-along interviews are able to evoke emotions and inform a broad range of research questions with regards to both verbal and non-verbal feedback received from the informants.
Panos Kostakos 0001, Paula Alavesa, Jonas Oppenlaender, Simo Hosio
MUM4
2019 Design recommendations for augmenting creative tasks with computational priming
abstract
Supporting creativity is a grand challenge in HCI. A critical component of creativity is the ability for divergent thinking, and divergent thinking can be fostered through looking at the problem through the lens of a different person, by assuming a role. Prior work found that assuming a role and affective stimulation with images may lead individuals to be more creative. In this work, we investigate the use of roles in stimulating the creativity of individuals in two complementary studies. In the first study, we implemented an online instrument for augmenting creativity with roles and images, and recruited crowd workers (n = 60) to complete a divergent thinking task while assuming a role. Interestingly, and in contrast to earlier findings, our analysis could not confirm the computational priming having an effect on the outcome of a small batch of creative tasks. In the second study, we observed the effect of roles on the ideation process of individuals when they reach an impasse in the flow of ideas. Our complementary studies highlight that adopting roles can help when one runs out of ideas, but this is not a silver bullet for improving divergent thinking, especially in online crowd-sourcing environments that are increasingly being used for experiments and data collection in behavioural science. Our work informs the design of future crowd-powered creativity support tools and contributes a timely case study to the body of literature in the growing field of creativity support online.
Jonas Oppenlaender, Simo Hosio
MUM2
2019 Applying Surveys and Interviews in Software Test Tool Evaluation
Päivi Raulamo-Jurvanen, Simo Hosio, Mika Mäntylä
PROFES2
2019 Effect of experience sampling schedules on response rate and recall accuracy of objective self-reports
Niels van Berkel, Jorge Gonçalves 0001, Lauri Lovén, Denzil Ferreira, Simo Hosio, Vassilis Kostakos
Int. J. Hum. Comput. Stud.5
2018 Crowdsourcing Treatments for Low Back Pain
abstract
Low back pain (LBP) is a globally common condition with no silver bullet solutions. Further, the lack of therapeutic consensus causes challenges in choosing suitable solutions to try. In this work, we crowdsourced knowledge bases on LBP treatments. The knowledge bases were used to rank and offer best-matching LBP treatments to end users. We collected two knowledge bases: one from clinical professionals and one from non-professionals. Our quantitative analysis revealed that non-professional end users perceived the best treatments by both groups as equally good. However, the worst treatments by non-professionals were clearly seen as inferior to the lowest ranking treatments by professionals. Certain treatments by professionals were also perceived significantly differently by non-professionals and professionals themselves. Professionals found our system handy for self-reflection and for educating new patients, while non-professionals appreciated the reliable decision support that also respected the non-professional opinion.
Simo Hosio, Jaro Karppinen, Esa-Pekka Takala, Jani Takatalo, Jorge Gonçalves 0001, Niels van Berkel, Shin'ichi Konomi, Vassilis Kostakos
CHI1
2018 Facilitating Collocated Crowdsourcing on Situated Displays
abstract
Online crowdsourcing enables the distribution of work to a global labor force as small and often repetitive tasks. Recently, situated crowdsourcing has emerged as a complementary enabler to elicit labor in specific locations and from specific crowds. Teamwork in online crowdsourcing has been recently shown to increase the quality of output, but teamwork in situated crowdsourcing remains unexplored. We set out to fill this gap. We present a generic crowdsourcing platform that supports situated teamwork and provide experiences from a laboratory study that focused on comparing traditional online crowdsourcing to situated team-based crowdsourcing. We built a crowdsourcing desk that hosts three networked terminal displays. The displays run our custom team-driven crowdsourcing platform that was used to investigate collocated crowdsourcing in small teams. In addition to analyzing quantitative data, we provide findings based on questionnaires, interviews, and observations. We highlight 1) emerging differences between traditional and collocated crowdsourcing, 2) the collaboration strategies that teams exhibited in collocated crowdsourcing, and 3) that a priori team familiarity does not significantly affect collocated interaction in crowdsourcing. The approach we introduce is a novel multi-display crowdsourcing setup that supports collocated labor teams and along with the reported study makes specific contributions to situated crowdsourcing research.
Simo Hosio, Jorge Gonçalves 0001, Niels van Berkel, Simon Klakegg, Shin'ichi Konomi, Vassilis Kostakos
Hum. Comput. Interact.1
2018 Kinship verification from facial images and videos: human versus machine
Miguel Bordallo López, Abdenour Hadid, Elhocine Boutellaa, Jorge Gonçalves 0001, Vassilis Kostakos, Simo Hosio
Mach. Vis. Appl.6
2017 Towards Commoditised Near Infrared Spectroscopy
abstract
Near Infrared Spectroscopy (NIRS) is a sensing technique in which near infrared light is transmitted into a sample, followed by light absorbance measurements at various wavelengths. This technique enables the inference of the inner chemical composition of the scanned sample, and therefore can be used to identify or classify objects. In this paper, we describe how to facilitate the use of NIRS by non- expert users in everyday settings. Our work highlights the key challenges of placing NIRS devices in the hands of non-experts. We develop a system to mitigate these challenges, and evaluate it in a user study. We show how NIRS technology can be successfully utilised by untrained users in an unsupervised manner through a special enclosure and an accompanying smartphone app. Finally, we discuss potential future developments of commoditised NIRS.
Simon Klakegg, Jorge Gonçalves 0001, Niels van Berkel, Chu Luo, Simo Hosio, Vassilis Kostakos
Conference on Designing Interactive Systems5
2017 Exploring mobile ad formats to increase brand recollection and enhance user experience
abstract
Digital marketing is increasingly moving from desktop (e.g., browser) to mobile environments (e.g., within mobile applications). The means for delivering ads however, remains largely unchanged: banners and videos. In this work, we explore transforming ad delivery methods to the mobile environment while mitigating issues causing frustration and distractions to the users, evident in both web and mobile marketing. We demonstrate that softly enforcing interaction with the ad - with minimal usable screen space reduction - can improve user's attitude towards mobile advertising. Brand recollection is also influenced via increased interactions with the ad delivery method.
Aku Visuri, Simo Hosio, Denzil Ferreira
MUM2
2017 Mobile and situated crowdsourcing
Jorge Gonçalves 0001, Simo Hosio, Maja Vukovic, Shin'ichi Konomi
Int. J. Hum. Comput. Stud.2
2017 Tapping Task Performance on Smartphones in Cold Temperature
abstract
We present a study that quantifies the effect of cold temperature on smartphone input performance, particularly on tapping tasks. Our results show that smartphone input performance decreases when completing tapping tasks in cold temperatures. We show that colder temperature is associated with lower throughput and less accurate performance when using the phone in both one-handed and two-handed operations. We also demonstrate that colder temperature is related to higher error rate when using the phone in one-handed operation only, but not two-handed. Finally, we identify a number of design recommendations from the literature that can be considered as a countermeasure to poorer smartphone input performance in completing tapping tasks in cold temperature.
Jorge Gonçalves 0001, Zhanna Sarsenbayeva, Niels van Berkel, Chu Luo, Simo Hosio, Sirkka Rissanen, Hannu Rintamäki, Vassilis Kostakos
Interact. Comput.5
2017 Donating Context Data to Science: The Effects of Social Signals and Perceptions on Action-Taking
abstract
It is becoming increasingly easy for researchers to develop context-aware applications for smartphones. A perennial challenge, however, is to convince a large number of people to install them and donate contextual data for scientific purposes. Our empirical study seeks to address this challenge by investigating how people's perception and attitude affect their willingness to donate context data to researchers and quantifies the effects of social signals on donation action-taking. Our findings indicate that the perceived need for donation and perceived organization reputation are key determinants in deciding whether to donate: people with altruistic personality do not necessarily donate if they cannot see the need to take an action. Furthermore, we provide evidence that even if people indicate a willingness to donate, they are hesitant to take action towards donating data unless catalysts like social signals (hints about the actions of others) are present.
Yong Liu 0010, Denzil Ferreira, Jorge Gonçalves 0001, Simo Hosio, Pratyush Pandab, Vassilis Kostakos
Interact. Comput.4
2017 Environmental exposure assessment using indoor/outdoor detection on smartphones
Theodoros Anagnostopoulos, Juan Camilo Garcia, Jorge Gonçalves 0001, Denzil Ferreira, Simo Hosio, Vassilis Kostakos
Pers. Ubiquitous Comput.5
2017 Eliciting Structured Knowledge from Situated Crowd Markets
abstract
We present a crowdsourcing methodology to elicit highly structured knowledge for arbitrary questions. The method elicits potential answers (“options”), criteria against which those options should be evaluated, and a ranking of the top “options.” Our study shows that situated crowdsourcing markets can reliably elicit/moderate knowledge to generate a ranking of options based on different criteria that correlate with established online platforms. Our evaluation also shows that local crowds can generate knowledge that is missing from online platforms and on how a local crowd perceives a certain issue. Finally, we discuss the benefits and challenges of eliciting structured knowledge from local crowds.
Jorge Gonçalves 0001, Simo Hosio, Vassilis Kostakos
ACM Trans. Internet Techn.2
2016 A Systematic Assessment of Smartphone Usage Gaps
abstract
Researchers who analyse smartphone usage logs often make the assumption that users who lock and unlock their phone for brief periods of time (e.g., less than a minute) are continuing the same "session" of interaction. However, this assumption is not empirically validated, and in fact different studies apply different arbitrary thresholds in their analysis. To validate this assumption, we conducted a field study where we collected user-labelled activity data through ESM and sensor logging. Our results indicate that for the majority of instances where users return to their smartphone, i.e., unlock their device, they in fact begin a new session as opposed to continuing a previous one. Our findings suggest that the commonly used approach of ignoring brief standby periods is not reliable, but optimisation is possible. We therefore propose various metrics related to usage sessions and evaluate various machine learning approaches to classify gaps in usage.
Niels van Berkel, Chu Luo, Theodoros Anagnostopoulos, Denzil Ferreira, Jorge Gonçalves 0001, Simo Hosio, Vassilis Kostakos
CHI6
2016 Monetary Assessment of Battery Life on Smartphones
abstract
Research claims that users value the battery life of their smartphones, but no study to date has attempted to quantify battery value and how this value changes according to users' current context and needs. Previous work has quantified the monetary value that smartphone users place on their data (e.g., location), but not on battery life. Here we present a field study and methodology for systematically measuring the monetary value of smartphone battery life, using a reverse second-price sealed-bid auction protocol. Our results show that the prices for the first and last 10% battery segments differ substantially. Our findings also quantify the tradeoffs that users consider in relation to battery, and provide a monetary model that can be used to measure the value of apps and enable fair ad-hoc sharing of smartphone resources.
Simo Hosio, Denzil Ferreira, Jorge Gonçalves 0001, Niels van Berkel, Chu Luo, Muzamil Ahmed, Huber Flores, Vassilis Kostakos
CHI1
2016 Modelling smartphone usage: a markov state transition model
abstract
We develop a Markov state transition model of smartphone screen use. We collected use traces from real-world users during a 3-month naturalistic deployment via an app-store. These traces were used to develop an analytical model which can be used to probabilistically model or predict, at runtime, how a user interacts with their mobile phone, and for how long. Unlike classification-driven machine learning approaches, our analytical model can be interrogated under unlimited conditions, making it suitable for a wide range of applications including more realistic automated testing and improving operating system management of resources.
Vassilis Kostakos, Denzil Ferreira, Jorge Gonçalves 0001, Simo Hosio
UbiComp4
2016 Worker Performance in a Situated Crowdsourcing Market
abstract
We present an empirical study that investigates crowdsourcing performance in a situated market. Unlike online markets, situated crowdsourcing markets consist of workers who become serendipitously available for work in a particular location and context. So far, the literature has lacked a systematic study of task performance and uptake in such markets under varying incentives. In a 3-week field study, we demonstrate that in a situated crowdsourcing market, task uptake and accuracy are generally comparable with online markets. We also show that increasing task rewards in situated crowdsourcing leads to increased task uptake but not accuracy, while decreasing task rewards leads to decreases in both task uptake and accuracy.
Jorge Gonçalves 0001, Simo Hosio, Yong Liu 0010, Vassilis Kostakos
Interact. Comput.2
2015 Revisitation analysis of smartphone app use
abstract
We present a revisitation analysis of smartphone use to investigate the question: do smartphones induce usage habits? We analysed three months of application launch logs from 165 users in naturalistic settings. Our analysis reveals distinct clusters of applications and users which share similar revisitation patterns. However, we show that much of smartphone usage on a macro-level is very similar to web browsing on desktops, and thus argue that smartphone usage is driven by innate service needs rather than technology characteristics. On the other hand, on a micro-level we identify unique characteristics in smartphone usage, and we present a rudimentary model that accounts for 92% in the variability of our smartphone use.
Simon L. Jones, Denzil Ferreira, Simo Hosio, Jorge Gonçalves 0001, Vassilis Kostakos
UbiComp3
2015 Motivating participation and improving quality of contribution in ubiquitous crowdsourcing
Jorge Gonçalves 0001, Simo Hosio, Jakob Rogstadius, Evangelos Karapanos, Vassilis Kostakos
Comput. Networks2
2014 Game of words: tagging places through crowdsourcing on public displays
abstract
In this paper we present Game of Words, a crowdsourcing game for public displays that allows the creation of a keyword dictionary to describe locations. It relies on crowdsourcing and gamification to identify, filter, and rank keywords based on their relevance to the location of the public display itself. We demonstrate that crowdsourcing on public displays can leverage users' knowledge of their environment, can work with a generic gaming task, and can be deployed on displays with multiple concurrent services. Our analysis shows that our approach has important benefits, such as the ability to identify undesired input, provide words of high semantic relevance, as well as a broader scope of keywords. Finally, our analysis also demonstrates that the chosen game design coped well with the challenges of this complex setting (i.e. public urban space) by disincentivising incorrect use of the system.
Jorge Gonçalves 0001, Simo Hosio, Denzil Ferreira, Vassilis Kostakos
Conference on Designing Interactive Systems2
2014 CHI 1994-2013: mapping two decades of intellectual progress through co-word analysis
abstract
This study employs hierarchical cluster analysis, strategic diagrams and network analysis to map and visualize the intellectual landscape of the CHI conference on Human Computer Interaction through the use of co-word analysis. The study quantifies and describes the thematic evolution of the field based on a total of 3152 CHI articles and their associated 16035 keywords published between 1994 and 2013. The analysis is conducted for two time periods (1994-2003, 2004-2013) and a comparison between them highlights the underlying trends in our community. More significantly, this study identifies the evolution of major themes in the discipline, and highlights individual topics as popular, core, or backbone research topics within HCI.
Yong Liu 0010, Jorge Gonçalves 0001, Denzil Ferreira, Bei Xiao, Simo Hosio, Vassilis Kostakos
CHI5
2014 Identity crisis of ubicomp?: mapping 15 years of the field's development and paradigm change
abstract
The rapid growth of the Ubicomp field has recently raised concerns regarding its identity. These concerns have been compounded by the fact that there exists a lack of empirical evidence on how the field has evolved until today. In this study we applied co-word analysis to examine the status of Ubicomp research. We constructed the intellectual map of the field as reflected by 6858 keywords extracted from 1636 papers published in the HUC, UbiComp and Pervasive conferences during 1999--2013. Based on the results of a correspondence analysis we identify two major periods in the whole corpus: 1999--2007 and 2008--2013. We then examine the evolution of the field by applying graph theory and social network analysis methods to each period. We found that Ubicomp is increasingly focusing on mobile devices, and has in fact become more cohesive in the past 15 years. Our findings refute the assertion that Ubicomp research is now suffering an identity crisis.
Yong Liu 0010, Jorge Gonçalves 0001, Denzil Ferreira, Simo Hosio, Vassilis Kostakos
UbiComp4
2014 Situated crowdsourcing using a market model
abstract
Research is increasingly highlighting the potential for situated crowdsourcing to overcome some crucial limitations of online crowdsourcing. However, it remains unclear whether a situated crowdsourcing market can be sustained, and whether worker supply responds to price-setting in such a market. Our work is the first to systematically investigate workers' behaviour and response to economic incentives in a situated crowdsourcing market. We show that the market-based model is a sustainable approach to recruiting workers and obtaining situated crowdsourcing contributions. We also show that the price mechanism is a very effective tool for adjusting the supply of labour in a situated crowdsourcing market. Our work advances the body of work investigating situated crowdsourcing.
Simo Hosio, Jorge Gonçalves 0001, Vili Lehdonvirta, Denzil Ferreira, Vassilis Kostakos
UIST1
2013 IncluCity: using contextual cues to raise awareness on environmental accessibility
abstract
Awareness campaigns aiming to highlight the accessibility challenges affecting people with disabilities face an important challenge. They often describe the environmental features that pose accessibility barriers out of context, and as a result public cannot relate to the problems at hand. In this paper we demonstrate that contextual cues can enhance people's perception and understanding of accessibility. We describe a two-week study where our participants submitted reports of inaccessible spots all over the city through a web application. Using a 2x2 factorial design we contrast the impact of two types of contextual cues, visual cues (i.e., displaying a picture of the inaccessible spot) and location cues (i.e., ability to zoom-in the exact location). We measure participants' perceptions of accessibility and how they are challenged to consider their own limitations and barriers that may also affect themselves in certain circumstances. Our results suggest that visual cues led to a bigger sense of urgency while also improving participants' attitude towards disability.
Jorge Gonçalves 0001, Vassilis Kostakos, Simo Hosio, Evangelos Karapanos, Olga Lyra
ASSETS3
2013 Crowdsourcing on the spot: altruistic use of public displays, feasibility, performance, and behaviours
abstract
This study is the first attempt to investigate altruistic use of interactive public displays in natural usage settings as a crowdsourcing mechanism. We test a non-paid crowdsourcing service on public displays with eight different motivation settings and analyse users' behavioural patterns and crowdsourcing performance (e.g., accuracy, time spent, tasks completed). The results show that altruistic use, such as for crowdsourcing, is feasible on public displays, and through the controlled use of motivational design and validation check mechanisms, performance can be improved. The results shed insights on three research challenges in the field: i) how does crowdsourcing performance on public displays compare to that of online crowdsourcing, ii) how to improve the quality of feedback collected from public displays which tends to be noisy, and iii) identify users' behavioural patterns towards crowdsourcing on public displays in natural usage settings.
Jorge Gonçalves 0001, Denzil Ferreira, Simo Hosio, Yong Liu 0010, Jakob Rogstadius, Hannu Kukka, Vassilis Kostakos
UbiComp3
2013 This is not classified: everyday information seeking and encountering in smart urban spaces
Hannu Kukka, Vassilis Kostakos, Timo Ojala, Johanna Ylipulli, Tiina Suopajärvi, Marko Jurmu, Simo Hosio
Pers. Ubiquitous Comput.7
2011 Leasing Service for Networks of Interactive Public Displays in Urban Spaces
Marko Jurmu, Hannu Kukka, Simo Hosio, Jukka Riekki, Sasu Tarkoma
GPC3
2010 UBI-hotspots: sustainable ecosystem infrastructure for real world urban computing research and business
abstract
We report a novel deployment of so-called UBI-hotspots in a city center to establish an ecosystem infrastructure for conducting diverse urban computing research and business in authentic urban setting. We focus on the value network of the hotspots where the commercial use of the hotspots generates revenue for covering their operational expenses. The value network has been validated by a 12-month long operation, during which the hotspots and their services have been available to the general public on 24/7 basis.
Timo Ojala, Ville Valkama, Hannu Kukka, Tommi Heikkinen, Tomas Lindén, Marko Jurmu, Fabio Kruger, Simo Hosio
MEDES8
2010 Enhancing interactive public displays with social networking services
abstract
In this paper, we suggest utilizing modern social networking services for building versatile applications for interactive public displays. We demonstrate the functionality and potential of this approach by presenting a set of services deployed on top of a network of public displays, utilized in a longitudinal study in an authentic city setting. We further propose utilizing users' personal online profiles for building personalized and appealing public social services, and suggest that this may enhance the attractiveness of interactive public displays. Results of this study indicate that using interactive public displays is inherently a social event, and that services supporting group use and sociality succeed in urban smart spaces.
Simo Hosio, Hannu Kukka, Marko Jurmu, Timo Ojala, Jukka Riekki
MUM1
2008 Leveraging social networking services to encourage interaction in public spaces
abstract
The breakthrough of web 2.0 and sudden uprising of hundreds of different social networking sites have modified the way we communicate and share our experiences and lives with other people. Despite the undeniable networking advantages this digital world offers, it cannot be seen as purely positive development. Due to a prospering online "hang around" culture, we have lost genuine rich human social experiences to some degree. This paper proposes how to utilize the digital identities and content people have created within these services to improve and encourage natural communication and lower the social barrier of natural interaction in public settings. We propose a system that combines the content in the virtual world with the presence in real world settings. SocS (Social Surroundings) brings out digital information and media content of users to the current physical space, thus attempting to make individuals more approachable by other participants. The requirements, design principles and design of the proposed application are presented. We also discuss the usage and current state of social networking sites as a motivator for new genre of intelligent services.
Simo Hosio, Hannu Kukka, Jukka Riekki
MUM1
2006 Agent Based Adaptive Management of Non-Homogeneous Connectivity Resources
abstract
In this paper, a middleware architecture that enables transparent inter-operability between two different wireless networks is presented. In particular, access to the communication channel is maintained by adaptively switching between GPRS (General Packet Radio Service) and Bluetooth interfaces, both established automatically with the assistance of an RFID tag. The access channels are continuously monitored, allowing the device to switch to the Bluetooth interface, whenever this lower-cost alternative is available. A preliminary field trial has been set up, which has demonstrated the effectiveness of the approach in supporting seamless handover procedures within a heterogeneous network as envisioned for future wireless communications systems.
Flavio Esposito, Francesco Chiti, Romano Fantacci, Simo Hosio, Jun-Zhao Sun
ICC4
2006 Enhancing Bluetooth Connectivity with RFID
abstract
One of the challenges in pervasive computing is communication between a mobile user's terminal and the continuously changing local environment. Bluetooth is one potential option for providing connectivity, but its usage is hindered by the time consuming device discovery and service discovery processes. We propose using RFID technology to enhance the Bluetooth connection establishment procedure. We present quantitative evaluation and qualitative user evaluation of our system compared to the standard Bluetooth mechanism. Measurements show that our approach dramatically increases the performance when establishing a Bluetooth connection between two devices. Also users prefer our approach because it is faster to use, there is no need for menu selections, and it is considered easier and more pleasant to use than the standard approach
Timo Salminen, Simo Hosio, Jukka Riekki
PerCom2
2005 Non-homogeneous connectivity management for GPRS and bluetooth enabled networks
abstract
In this paper, a middleware architecture allowing the transparent mobility among two different wireless networks is presented. The proposed scheme is basically based on adaptively maintaining the access to the communication channel for a mobile client enabled with GPRS (General Packet Radio Service) and Bluetooth interfaces. In particular, both the GPRS and the Bluetooth connections are automatically established by means of an RFID tag. To validate this architecture, a preliminary field trial have been set up pointing out the effectiveness of the proposed approach in supporting seamless handover procedures within a heterogeneous network.
Flavio Esposito, Francesco Chiti, Romano Fantacci, Simo Hosio, Jun-Zhao Sun
MUM4