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cs.HC updates on arXiv.org

From Prompt to Service: An SLM-Based Agent Orchestration Gateway for AI-Driven Virtual Worlds What LLMs Must Forget to Teach Effectively: A DIY Approach to Premodern Japanese Language Pedagogy Quantitative Movement Testing: Measuring Patient Movements from a Single Smartphone Video Vision-Language Models Suppress Female Representations Under Ambiguous Input The New Social Image: How AI Competency and AI Proactivity Influence Self- and Peer-Perceptions in the Workplace TUX: Measuring Human--AI Tacit Understanding LLUMI: Improving LLM Writing Assistance for Mental Health Support with Online Community Feedback VideoFDB: Evaluating Full-Duplex Vision-Speech Capabilities in Conversational Agents Label Over Logic? How Source Cues Bias Human Fallacy Judgments More Than LLMs Inform, Coach, Relate, Listen: Auditing LLM Caregiving Support Roles How Coding Agents Fail Their Users: A Large-Scale Analysis of Developer-Agent Misalignment in 20,574 Real-World Sessions MetaRanker: Human-in-the-loop Active Ranking for Metalens Image Quality Analyzing Persona Effects in Generated Explanations from Multimodal LLM Agents in Urban Perception First head-to-head comparison of agentic AI applied to the analysis of simulated data of the Einstein Telescope Granuscore: A Reference-Free Measure of Granularity for Text Analysis and Question Answering The Timing Dependencies of Trust: Speed, Accuracy, and cBCI Neuro-Decoupling in Human-AI Teams Bayesian Distributional Models of Executive Functioning Visual Matters: Connecting Aesthetic Appeal and Production Quality of Photos, Infographics and Data Visualizations to Credibility of Social Media Posts Data-driven Head Motion Generation through Natural Gaze-Head Coordination Agreement Metrics for LLM-as-Judge Evaluation: What to Report and Why Perceptually Lossless Tactile Texture Synthesis with Compact Spectral Envelope Models MambaGaze: Bidirectional Mamba with Explicit Missing Data Modeling for Cognitive Load Assessment from Eye-Gaze Tracking Data CogAdapt: Transferring Clinical ECG Foundation Models to Wearable Cognitive Load Assessment via Lead Adaptation Augmented Analytics and Decision Quality: The Role of Trust among Non-Technical BI Users Faster Completion, Less Learning: Generative AI Reduced Study Time on Math Problems and the Knowledge They Build PaintCopilot: Modeling Painting as Autonomous Artistic Continuation Personality Engineering with AI Agents: A New Methodology for Negotiation Research PULSE: Agentic Investigation with Passive Sensing for Proactive Intervention in Cancer Survivorship Access Timing as Scaffolding: A Reinforcement Learning Approach to GenAI in Education MAPLE: Self-Supervised Learning-Enhanced Nonlinear Dimensionality Reduction for Visual Analysis
Understanding the Needs of Nonhuman Stakeholders in Desig...
Berre Su Yanlic, Aykut Coskun · 2024-07-20 · via cs.HC updates on arXiv.org

Design practice traditionally focused on human concerns, either overseeing the various effects of climate issues on nonhuman stakeholders or considering them as resources to address these problems. The climate crisis's urgency demands a design shift towards sustainability and inclusivity. This shift was happening through an emerging theme in design, More-Than-Human (MTH), which expands the notion of the user to animals, things, nature, and microbes. Such an expansion creates a requirement for designers to consider nonhuman perspectives during the design process. This paper investigates the methods used in MTH Design studies to explore and synthesize the perspectives of nonhuman users. Reviewing 30 papers, it highlights a predominant focus on animals and things over plants and microbes in MTH studies, along with a scarcity of synthesis methods. It identifies the necessity of tools that represent nonhumans with their relationships within larger ecosystems, and calls for increased attention to plants and microbes, emphasizing their vital role in sustainable environments and urging researchers to develop methods for understanding these species. By highlighting method strengths and weaknesses, it aims to guide designers and design researchers who plan to work with nonhuman users in selecting appropriate methods.