Jodi Forlizzi

Jodi Forlizzi


Research Focus & Metrics

Academic Career Length

26Years (2001-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 December 2006
Verified
Conference Paper
Closed access
BMBilge Mutlu
Bilge Mutlu
JFJodi Forlizzi
Jodi Forlizzi
JHJessica Hodgins
Jessica Hodgins
Engaging storytelling is a necessary skill for humanoid robots if they are to be used in education and entertainment applications. Storytelling requires that the humanoid robot be aware of its audience and able to direct its gaze in a natural way. In this paper, we explore how human gaze can be modeled and implemented on a humanoid robot to create a natural, human-like behavior for storytelling. Our gaze model integrates data collected from a human storyteller and a discourse structure model developed by Cassell and her colleagues for human-like conversational agents (1994). We used this model to direct the gaze of a humanoid robot, Honda's ASIMO, as he recited a Japanese fairy tale using a pre-recorded human voice. We assessed the efficacy of this gaze algorithm by manipulating the frequency of ASIMO's gaze between two participants and used pre and post questionnaires to assess whether participants evaluated the robot more positively and did better on a recall task when ASIMO looked at them more. We found that participants performed significantly better in recalling ASIMO's story when the robot looked at them more. Our results also showed significant differences in how men and women evaluated ASIMO based on the frequency of gaze they received from the robot. Our study adds to the growing evidence that there are many commonalities between human-human communication and human-robot communication

1 February 2018 in Informatics
Verified
Journal Article
Open access
PDF file
Kristina HöökKristina Höök
Kristina Höök
BCBaptiste Caramiaux
Baptiste Caramiaux
Cumhur ErkutCumhur Erkut
Cumhur Erkut
JFJodi Forlizzi
Jodi Forlizzi
NHNassrin Hajinejad
Nassrin Hajinejad
HTHelena Tobiasson
Helena Tobiasson
A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective—where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others.

14 June 2016 in Psychology of Well-Being
Verified
Journal Article
Open access
PDF file
EKEvangelos Karapanos
Evangelos Karapanos
RGRúben Gouveia
Rúben Gouveia
MHMarc Hassenzahl
Marc Hassenzahl
JFJodi Forlizzi
Jodi Forlizzi
Wearable activity trackers have become a viable business opportunity. Nevertheless, research has raised concerns over their potentially detrimental effects on wellbeing. For example, a recent study found that while counting steps with a pedometer increased steps taken throughout the day, at the same time it decreased the enjoyment people derived from walking. This poses a serious threat to the incorporation of healthy routines into everyday life. Most studies aim at proving the effectiveness of activity trackers. In contrast, a wellbeing-oriented perspective calls for a deeper understanding of how trackers create and mediate meaningful experiences in everyday life. We present a study of real life experiences with three wearable activity trackers: Fitbit, Jawbone Up and Nike + Fuelband. Using need fulfillment as a theoretical lens, we study recent, memorable experiences submitted by 133 users of activity trackers. We reveal a two-dimensional structure of users’ experience driven by the needs of physical thriving or relatedness. Our qualitative findings further show a nuanced picture of the adoption of activity trackers and their impact on wellbeing. For instance, while reflection about own exercising practices lost its relevance over time, users continued to wear the tracker to document and collect their runs. More than just supporting behavioral change, we find trackers to provide multiple psychological benefits. For instance, they enhance feelings of autonomy as people gain more control about their exercising regime. Others experience relatedness, when family members purchase a tracker for relatives and join them in their efforts towards a better, healthier self. The study highlights that activity trackers can be more than “tools” to change behavior. Through incorporation in daily life, they offer new social experiences, new ways of boosting our self-esteem and getting closer to our ideal selves.

11 May 2024
Verified
Conference Paper
Open access
HLHao-Ping (Hank) Lee
Hao-Ping (Hank) Lee
YYYu-Ju Yang
Yu-Ju Yang
TDThomas Serban von Davier
Thomas Serban von Davier
JFJodi Forlizzi
Jodi Forlizzi
SDSauvik Das
Sauvik Das

10 July 2023
Verified
Conference Paper
Open access
NYNur Yildirim
Nur Yildirim
COChanghoon Oh
Changhoon Oh
DSDeniz Sayar
Deniz Sayar
KBKayla Brand
Kayla Brand
SCSupritha Challa
Supritha Challa
JZJohn Zimmerman
John Zimmerman
Advances in artificial intelligence have enabled unprecedented technical capabilities, yet making these advances useful in the real world remains challenging. We engaged in a Research through Design process to improve the ideation of AI products and services. We developed a design resource capturing AI capabilities based on 40 AI features commonly used across various domains. To probe its usefulness, we created a set of slides illustrating AI capabilities and asked designers to ideate AI-enabled user experiences. We also incorporated capabilities into our own design process to brainstorm concepts with domain experts and data scientists. Our research revealed that designers should focus on innovations where moderate AI performance creates value. We reflect on our process and discuss research implications for creating and assessing resources to systematically explore AI’s problem-solution space.

31 October 2018 in ACM Transactions on Human-Robot Interaction
Verified
Journal Article
Open access
PDF file
SNStefanos Nikolaidis
Stefanos Nikolaidis
MKMinae Kwon
Minae Kwon
JFJodi Forlizzi
Jodi Forlizzi
SSSiddhartha Srinivasa
Siddhartha Srinivasa
Human collaborators coordinate effectively their actions through both verbal and non-verbal communication. We believe that the the same should hold for human-robot teams. We propose a formalism that enables a robot to decide optimally between taking a physical action toward task completion and issuing an utterance to the human teammate. We focus on two types of utterances: verbal commands, where the robot asks the human to take a physical action, and state-conveying actions, where the robot informs the human about its internal state, which captures the information that the robot uses in its decision making. Human subject experiments show that enabling the robot to issue verbal commands is the most effective form of communicating objectives, while retaining user trust in the robot. Communicating information about the robot’s state should be done judiciously, since many participants questioned the truthfulness of the robot statements when the robot did not provide sufficient explanation about its actions.