Abstract:We present a Research through Design project that explores how whispering influences the ways people experience and interact with voice assistants. The research project includes a co-speculation workshop and the use of a design probe, which culminated in the production of a design fiction short film. Our design-led inquiry contributes with experiential qualities of whispering with voice assistants: creepiness, trust, and intimacy. Furthermore, we present how whispering opens up new dimensions of how and when v… Show more
“…Other opportunities can be imagined when using the voice-body continuums vHAI framework as a starting point. Non-human animal voices and biological voices, as well as musical voices; whispering to but also the whispers of a vocal agent [142]. We can again turn to popular culture for inspiration.…”
Section: Explorations Within and Beyond The Voice-body Continuumsmentioning
Social robots, conversational agents, voice assistants, and other embodied AI are increasingly a feature of everyday life. What connects these various types of intelligent agents is their ability to interact with people through voice. Voice is becoming an essential modality of embodiment, communication, and interaction between computer-based agents and end-users. This survey presents a meta-synthesis on agent voice in the design and experience of agents from a human-centered perspective: voice-based human--agent interaction (vHAI). Findings emphasize the social role of voice in HAI as well as circumscribe a relationship between agent voice and body, corresponding to human models of social psychology and cognition. Additionally, changes in perceptions of and reactions to agent voice over time reveals a generational shift coinciding with the commercial proliferation of mobile voice assistants. The main contributions of this work are a vHAI classification framework for voice across various agent forms, contexts, and user groups, a critical analysis grounded in key theories, and an identification of future directions for the oncoming wave of vocal machines.
“…Other opportunities can be imagined when using the voice-body continuums vHAI framework as a starting point. Non-human animal voices and biological voices, as well as musical voices; whispering to but also the whispers of a vocal agent [142]. We can again turn to popular culture for inspiration.…”
Section: Explorations Within and Beyond The Voice-body Continuumsmentioning
Social robots, conversational agents, voice assistants, and other embodied AI are increasingly a feature of everyday life. What connects these various types of intelligent agents is their ability to interact with people through voice. Voice is becoming an essential modality of embodiment, communication, and interaction between computer-based agents and end-users. This survey presents a meta-synthesis on agent voice in the design and experience of agents from a human-centered perspective: voice-based human--agent interaction (vHAI). Findings emphasize the social role of voice in HAI as well as circumscribe a relationship between agent voice and body, corresponding to human models of social psychology and cognition. Additionally, changes in perceptions of and reactions to agent voice over time reveals a generational shift coinciding with the commercial proliferation of mobile voice assistants. The main contributions of this work are a vHAI classification framework for voice across various agent forms, contexts, and user groups, a critical analysis grounded in key theories, and an identification of future directions for the oncoming wave of vocal machines.
“…Rogers et al [35] use props in flms to speculate on the nature of internet health of VAs. In a similar approach, Parviainen and Søndergaard [34] use short flms to expose trust in terms of our willingness to share and show vulnerabilities with machines. Seymour and Van Kleek [36] ask us to question our trust of VAs by using design fction to exaggerate our relationship with non-human machines, but that behave as if they are, in order to establish that VAs are clearly "not our friends".…”
Section: Speculation and Immaterials Voicesmentioning
Voice assistants (VAs), typically promoted as omniscient conversational butlers, still remain below users' expectations. Interaction designers seem to struggle bringing in user perspectives necessary to develop more meaningful VA applications beyond simple use cases such as playing music. One of the reasons might be the immateriality of cloud-based VA technology making it difcult to comprehend such complex and ever-evolving systems. In this paper, we investigate provotyping as a design tool for 'materialising the immaterial'. In our case study, teams of multidisciplinary experts devised twelve provotypes to explore intangible VA technology. We present and discuss three generalisations in respect to the role of provotypes for the exploration of VAs. Our fndings show provotypes can serve as the necessary props by which we can bring in missing perspectives around this technology and generate material which enables designers to speculate, debate, and sketch out ideas for meaningful futures of VA applications.
CCS CONCEPTS• Human-centered computing; • Interaction design; • Interaction design process and methods; • User centered design;
“…Earlier research has noted how interacting with technologies that could be assigned agency was also a source of creepiness. Studies describing interactions with voice assistants [59,69] and with autonomous cars [14,49,50] found that both were perceived as creepy. These examples show that creepiness can be experienced where artefacts take an assumed social presence and possibly violate norms related to this presence.…”
Interactive technologies are getting closer to our bodies and permeate the infrastructure of our homes. While such technologies offer many benefits, they can also cause an initial feeling of unease in users. It is important for Human-Computer Interaction to manage first impressions and avoid designing technologies that appear creepy. To that end, we developed the Perceived Creepiness of Technology Scale (PCTS), which measures how creepy a technology appears to a user in an initial encounter with a new artefact. The scale was developed based on past work on creepiness and a set of ten focus groups conducted with users from diverse backgrounds. We followed a structured process of analytically developing and validating the scale. The PCTS is designed to enable designers and researchers to quickly compare interactive technologies and ensure that they do not design technologies that produce initial feelings of creepiness in users.
CCS CONCEPTS• Human-centered computing → HCI design and evaluation methods.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.