Hostname: page-component-586b7cd67f-2plfb Total loading time: 0 Render date: 2024-11-25T21:23:43.186Z Has data issue: false hasContentIssue false

PROTOTYPING IN SOCIAL VR: ANTICIPATE THE UNANTICIPATED OUTCOMES OF INTERACTIONS BETWEEN AI-POWERED SOLUTIONS AND USERS

Published online by Cambridge University Press:  27 July 2021

Elena Mariani
Affiliation:
Politecnico di Milano
Finn Søren Casper Kooijman*
Affiliation:
Delft University of Technology;
Priyanka Shah
Affiliation:
Delft University of Technology;
Niya Stoimenova
Affiliation:
Delft University of Technology;
*
Kooijman, Finn Søren Casper, Delft University of Technology, Industrial Design Engineering, Netherlands, The [email protected]

Abstract

Core share and HTML view are not available for this content. However, as you have access to this content, a full PDF is available via the ‘Save PDF’ action button.

Interactions of users with AI powered solutions (AIPS) have the potential to affect collective behaviours and amplify unanticipated outcomes. Product developers, organisations, and companies are increasingly being expected to take responsibility for the unanticipated outcomes of their products. In this paper we explore a proactive approach to prototyping AIPS-user interactions using Social Virtual Reality (SVR) environments that allows for the anticipation of potential outcomes. We contend that doing so would limit the detrimental effect outcomes could have on product developers' resources and reputation

Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
The Author(s), 2021. Published by Cambridge University Press

References

Bjoerkli, L. E.,2015, “A Review of Virtual Prototyping Approaches for User Testing of Design Solutions”.Google Scholar
Bruseberg, A. & McDonagh-Philp, D., 2020, “Focus groups to support the industrial/product designer: a review based on current literature and designers’ feedback”, Applied Ergonomics, Vol. 33 No. 1, pp. 27-38.CrossRefGoogle Scholar
Cipresso, P., Giglioli, A. C. I., Raya, A. M. & Riva, G., 2018, “The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature”, Frontiers in Psychology. https://doi.org/10.1016/S0003-6870(01)00053-9.CrossRefGoogle ScholarPubMed
Cook, R., 2002, “How complex systems fail”, [online] Available at: https://www.researchgate.net/publication/228797158_How_complex_systems_fail (accessed 7 December 2020).Google Scholar
Davenport, T., Guha, A., Grewal, D., & Bressgott, T., 2019, “How artificial intelligence will change the future of marketing”, Journal of the Academy of Marketing Science, Vol. 48, pp. 24-42. https://dx.doi.org/10.1007/s11747-019-00696-0CrossRefGoogle Scholar
Deininger, M., Daly, R. S., Sienko, H. K. & Lee, C. J., 2017, “Novice designers’ use of prototypes in engineering design”, Design Studies, Volume 51, pp. 25-65. https://doi.org/10.1016/j.destud.2017.04.002.Google Scholar
Duboff, R., 2020, “Virtual reality in the time of COVID-19”, [online] Accenture. Available at: (https://www.accenture.com/us-en/blogs/interactive-insights-blog/virtual-reality-in-the-time-of-covid-19) (accessed 7 December 2020).Google Scholar
Ferrise, F., Bordegoni, M. & Cugini, U., 2013, “Interactive Virtual Prototypes for Testing the Interaction with new Products”, Computer-Aided Design and Applications, Vol. 10 No. 3, pp. 515-525. http://doi.org/10.3722/cadaps.2013.461-474.CrossRefGoogle Scholar
Ferrise, F., Bordegoni, M. & Graziosi, S., 2013b, “A Method for Designing Users’ Experience with Industrial Products based on a Multimodal Environment and Mixed Prototypes”, Computer-Aided Design and Applications, Vol. 10 No. 3, pp. 461-474. http://10.3722/cadaps.2013.515-525.CrossRefGoogle Scholar
Ferrise, F., Graziosi, S. & Bordegoni, M., 2017, “Prototyping strategies for multisensory product experience engineering”, Journal of Intelligent Manufacturing volume, No. 28, p. 16951707. https://doi.org/10.1007/s10845-015-1163-0.CrossRefGoogle Scholar
Füller, J., Bartl, M., Ernst, H. & Muhlbacher, H., 2004, “Community based innovation: a method to utilize the innovative potential of online communities”, 37th Annual Hawaii International Conference on System Sciences, Big Island, 2004. http://doi.org/10.1109/HICSS.2004.1265464.Google Scholar
Füller, J. & Matzler, K., 2007, “Virtual product experience and customer participation - A chance for customer-centred, really new products”, Technovation, Vol. 27 No. 6, pp. 378-387. https://doi.org/10.1016/j.technovation.2006.09.005.CrossRefGoogle Scholar
Giaccardi, E. & Stappers, J. P., 2017, “Research through Design”, In: Interaction Design Foundation, The Encyclopedia of Human-Computer Interaction, 2nd Ed.Google Scholar
Gunkel, N. B. S., Stokking, H., De Koninck, T. & Niamut, O., 2019, “Everyday photo-realistic social VR: communicate and collaborate with an enhanced co-presence and immersion”, International Broadcast Conference (IBC 2019) Amsterdam, 2019. https://doi.org/10.5281/zenodo.4040503.CrossRefGoogle Scholar
Guszcza, J. et al. ., 2018, Why we need to audit algorithms. [online] Harvard Business School. Available at: https://hbr.org/2018/11/why-we-need-to-audit-algorithmsv (accessed 5 December 2020).Google Scholar
Hackl, C., 2020, Social VR, Facebook Horizon And The Future Of Social Media Marketing. [online] Forbes. Available at: https://www.forbes.com/sites/cathyhackl/2020/08/30/social-vr-facebook-horizon--the-future-of-social-media-marketing/?sh=31f479ca5b19 (accessed 7 December 2020).Google Scholar
Ihde, D., 2008, “The Designer Fallacy and Technological Imagination”, Philosophy and Design, pp. 51-59. https://dx.doi.org/10.1007/978-1-4020-6591-0_4CrossRefGoogle Scholar
Jensen, B. M., Elverum, W. C. & Steinert, M., 2017, “Eliciting unknown unknowns with prototypes: Introducing prototrials and prototrial-driven cultures”, Design Studies, Vol. 49, pp. 1-31. https://doi.org/10.1016/j.destud.2016.12.002.CrossRefGoogle Scholar
Jobst, B. & Meinel, C., 2013, “How Prototyping Helps to Solve Wicked Problems”, In: Plattner, H., Meinel, C. & Leifer, L., (Ed.), Design Thinking Research, Springer, pp. 105-113. https://dx.doi.org/10.1007/978-3-319-01303-9.Google Scholar
Jonas, M., Said, S., Yu, D., Aiello, C., Furlo, N., & Zytko, D., 2019, “Towards a Taxonomy of Social VR Application Design”, (CHI PLAY ’19 Extended Abstracts) Association for Computing Machinery, pp. 437444). New York, NY, USA,: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. https://dx.doi.org/10.1145/3341215.3356271CrossRefGoogle Scholar
Kohler, T., Matzler, K. & Füller, J., 2009, “Avatar-based innovation: Using virtual worlds for real-world innovation”, Technovation, Vol. 29 No. 6-7, pp. 395-407. https://doi.org/10.1016/j.technovation.2008.11.004.CrossRefGoogle Scholar
Lim, Y.-K., Stolterman, E. & Tenenberg, J., 2008, “The anatomy of prototypes”, ACM Transactions on Computer-Human Interaction, Vol. 15 No. 2, pp. 1-27. https://doi.org/10.1145/1375761.1375762.CrossRefGoogle Scholar
Maybury, T. M., 1990, “The mind matters: artificial intelligence and its societal implications”, IEEE Technology and Society Magazine, Vol. 9 No. 2, pp. 7-15. https://doi.org/10.1109/44.56350.CrossRefGoogle Scholar
McVeigh-Schultz, J. et al. ., 2018, “Immersive Design Fiction: Using VR to Prototype Speculative Interfaces and Interaction Rituals within a Virtual Storyworld”, DIS ’ 18, 2018, Association for Computing Machinery, p. 817829. https://doi.org/10.1145/3196709.3196793.Google Scholar
Nascimento, M. A. et al. ., 2019, “The Role of Virtual Reality in Autonomous Vehicles’ Safety”, IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR), San Diego, 2019, IEEE, pp. 50-507. http://doi.org/10.1109/AIVR46125.2019.00017.Google Scholar
Novak-Marcincin, J., Janak, M., Barna, J. & Novakova-Marcincinova, L., 2014, “Application of Virtual and Augmented Reality Technology in Education of Manufacturing Engineers”, New Perspectives in Information Systems and Technologies, Springer, Cham, pp. 439-446. https://doi.org/10.1007/978-3-319-05948-8_42.Google Scholar
Pan, X. & Hamilton, F. d. C. A., 2018, “Why and how to use virtual reality to study human social interaction: The challenges of exploring a new research landscape”, British Journal of Psychology, Vol. 109 No.3, pp. 395-417. https://doi.org/10.1111/bjop.12290.CrossRefGoogle ScholarPubMed
Rahwan, I. et al. ., 2019, “Machine Behaviour”, Nature, Vol. 568, pp. 477486. doi.org/10.1038/s41586-019-1138-y.CrossRefGoogle ScholarPubMed
Ravitch, M. S. & Mittenfeller N, C., 2015, “Validity: Processes, strategies and considerations”, In: SAGE, Qualitative research: Bridging the conceptual, theoretical, and methodologica, pp. 185-213.Google Scholar
Razek, A. R. M. A., van Husen, C., Pallot, M. & Richir, S., 2018, “A Comparative Study on Conventional versus Immersive Service Prototyping (VR, AR, MR)”, The Virtual Reality International Conference - Laval Virtual, 2018. https://doi.org/10.1145/3234253.3234296.CrossRefGoogle Scholar
Stoimenova, N. & Kleinsmann, M., 2020, “Identifying and addressing unintended values when designing (with) Artificial Intelligence”, Synergy - DRS International Conference 2020. https://doi.org/10.21606/drs.2020.222.CrossRefGoogle Scholar
Stoimenova, N. & Price, R., 2020, “Exploring the Nuances of Designing (with/for) Artificial Intelligence”, Design Issues, Vol. 36 No. 4, pp. 45-55. https://doi.org/10.1162/desi_a_00613.CrossRefGoogle Scholar
Vinuesa, R. et al. ., 2020, “The role of artificial intelligence in achieving the Sustainable Development Goals”, Nature Communications, Vol. 11 No. 233. https://doi.org/10.1038/s41467-019-14108-y.CrossRefGoogle ScholarPubMed
Winkler, P., Stiens, P., Rauh, N., Franke, T., & Krems, J., 2019, “How latency, action modality and display modality influence the sense of agency: a virtual reality study”, Virtual Reality Vol. 24, pp. 411-422. https://dx.doi.org/10.1007/s10055-019-00403-y.CrossRefGoogle Scholar