Among creative professionals, Generative Artificial Intelligence (GenAI) has sparked excitement over its capabilities and fear over unanticipated consequences. How does GenAI impact User Experience Design (UXD) practice, and are fears warranted? We interviewed 20 UX Designers, with diverse experience and across companies (startups to large enterprises). We probed them to characterize their practices, and sample their attitudes, concerns, and expectations. We found that experienced designers are confident in their originality, creativity, and empathic skills, and find GenAI’s role as assistive. They emphasized the unique human factors of “enjoyment” and “agency”, where humans remain the arbiters of “AI alignment’’. However, skill degradation, job replacement, and creativity exhaustion can adversely impact junior designers. We discuss implications for human-GenAI collaboration, specifically copyright and ownership, human creativity and agency, and AI literacy and access. Through the lens of responsible and participatory AI, we contribute a deeper understanding of GenAI fears and opportunities for UXD.
2 November 2021 in IEEE Transactions on Multimedia
Watching 360 videos using Virtual Reality (VR) head-mounted displays (HMDs) provides interactive and immersive experiences, where videos can evoke different emotions. Existing emotion self-report techniques within VR however are either retrospective or interrupt the immersive experience. To address this, we introduce the Continuous Physiological and Behavioral Emotion Annotation Dataset for 360 Videos (CEAP-360VR). We conducted a controlled study (N=32) where participants used a Vive Pro Eye HMD to watch eight validated affective 360 video clips, and annotated their valence and arousal (V-A) continuously. We collected (a) behavioral (head and eye movements; pupillometry) signals (b) physiological (heart rate, skin temperature, electrodermal activity) responses (c) momentary emotion self-reports (d) within-VR discrete emotion ratings (e) motion sickness, presence, and workload. We show the consistency of continuous annotation trajectories and verify their mean V-A annotations. We find high consistency between viewed 360 video regions across subjects, with higher consistency for eye than head movements. We furthermore run baseline classification experiments, where Random Forest classifiers with 2s segments show good accuracies for subject-independent models: 66.80% (V) and 64.26% (A) for binary classification; 49.92% (V) and 52.20% (A) for 3-class classification. Our open dataset allows further experiments with continuous emotion self-reports collected in 360 VR environments, which can enable automatic assessment of immersive Quality of Experience (QoE) and momentary affective states.
Recognizing user emotions while they watch short-form videos anytime and anywhere is essential for facilitating video content customization and personalization. However, most works either classify a single emotion per video stimuli, or are restricted to static, desktop environments. To address this, we propose a correlation-based emotion recognition algorithm (CorrNet) to recognize the valence and arousal (V-A) of each instance (fine-grained segment of signals) using only wearable, physiological signals (e.g., electrodermal activity, heart rate). CorrNet takes advantage of features both inside each instance (intra-modality features) and between different instances for the same video stimuli (correlation-based features). We first test our approach on an indoor-desktop affect dataset (CASE), and thereafter on an outdoor-mobile affect dataset (MERCA) which we collected using a smart wristband and wearable eyetracker. Results show that for subject-independent binary classification (high-low), CorrNet yields promising recognition accuracies: and for V-A on CASE, and and for V-A on MERCA. Our findings show: (1) instance segment lengths between 1–4 s result in highest recognition accuracies (2) accuracies between laboratory-grade and wearable sensors are comparable, even under low sampling rates (≤64 Hz) (3) large amounts of neutral V-A labels, an artifact of continuous affect annotation, result in varied recognition performance.
During group interactions, we react and modulate our emotions and behaviour to the group through phenomena including emotion contagion and physiological synchrony. Previous work on emotion recognition through video/image has shown that group context information improves the classification performance. However, when using physiological data, literature mostly focuses on intrapersonal models that leave-out group information, while interpersonal models are unexplored. This paper introduces a new interpersonal Weighted Group Synchrony approach, which relies on Electrodermal Activity (EDA) and Heart-Rate Variability (HRV). We perform an analysis of synchrony metrics applied across diverse data representations (EDA and HRV morphology and features, recurrence plot, spectrogram), to identify which metrics and modalities better characterise physiological synchrony for emotion recognition. We explored two datasets (AMIGOS and K-EmoCon), covering different group sizes (4 vs dyad) and group-based activities (video-watching vs conversation). The experimental results show that integrating group information improves arousal and valence classification, across all datasets, with the exception of K-EmoCon on valence. The proposed method was able to attain mean M-F1 of $\approx$ 72.15% arousal and 81.16% valence for AMIGOS, and M-F1 of $\approx$ 52.63% arousal, 65.09% valence for K-EmoCon, surpassing previous work results for K-EmoCon on arousal, and providing a new baseline on AMIGOS for long-videos.