[AISWorld] Announcing the Publication of Volume 16 Issue 3 (September 2024) of AIS Transactions on Human-Computer Interaction (THCI)

Fiona NAH fionanah at smu.edu.sg
Sun Oct 6 05:36:09 EDT 2024


Announcing the Publication of Volume 16 Issue 3 of AIS Transactions on Human-Computer Interaction (THCI)
(http://https://aisel.aisnet.org/thci/)

THCI is ranked "A" in the Australian Business Deans Council (ABDC) Journal Quality List (https://abdc.edu.au/research/abdc-journal-list/)
THCI is ranked "B" in the VHB Journal Quality List (https://www.vhbonline.org/fileadmin/user_upload/VHB_Rating_2024_Area_rating_WI.pdf)
THCI has been accepted in SCOPUS
THCI has passed the initial triage of CLARIVATE in its first application (i.e., final outcome is pending upon full evaluation)

The September 2024 issue of THCI comprises three research papers and one research commentary.

The first paper entitled "Promoting Male Online Gamers' Positive User Experience: A Hierarchical Approach" by Zixiu Guo, Ji-Rong Jeff Peng, Michael Cahalane, and Yuan Li examined the value of online gamining by identifying six psychological needs associated with online gaming: autonomy, competence, personal growth, engagement, pride, and relatedness, as well as the relationships between game attributes, benefits to gamers, and the fundamental value to gamers.

The second paper entitled "Taking a Break from Social Media? A Multi-method Investigation of Social Media Abstinence Duration" by Isaac Vaghefi and Ofir Turel assessed the effect of compulsive social media use, attitude toward abstinence, and mood during abstinence on social media abstinence duration, and identified four user profiles (i.e., challenged strivers, moderate strugglers, successful maintainers, and steadfast controllers) to better explain and understand social media abstinence behavior.

The third paper entitled "Designing Virtual Characters in Digital Health Technologies: A Self-presence Perspective" by Polina Durneva, Cynthia LeRouge, and Christine Lisetti provided principles for designing virtual characters to enhance self-presence in digital health technologies for facilitating self-management of obesity and overweight.

The research commentary entitled "Generative AI for Intelligence Augmentation: Categorization and Evaluation Frameworks for Large Language Model Adaptation" by Jie Tao, Lina Zhou, and Xing Fang presented a categorization framework for Large Language Model (LLM) adaptation that features two human-centered dimensions and staged LLM adaptation with respect to when it interacts with human intelligence. They also presented an evaluation framework for LLM adaptation that incorporates both human centered and machine centered dimensions of evaluation measures. Lastly, they presented empirical investigations into LLM adaptation for different use cases to demonstrate the application of these frameworks and to compare various adaptation strategies, and provided practical recommendations for selecting effective adaptation strategies to improve the efficacy of LLMs for intelligence augmentation.
You can download the papers in this issue from https://aisel.aisnet.org/thci/vol16/iss3/ or the direct links provided below. You can also download the papers published in THCI by visiting the AIS E-Library (http://aisel.aisnet.org/) or the journal website at http://aisel.aisnet.org/thci/.

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In this issue (Volume 16, Issue 3)

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Paper 1 (Research Paper): Promoting Male Online Gamers' Positive User Experience: A Hierarchical Approach

Guo, Z.., Peng, J. J., Cahalane, M., & Li, Y. (2024). Promoting male online gamers' positive user experience: A hierarchical approach. AIS Transactions on Human-Computer Interaction, 16(3), pp. 272-308.  DOI: 10.17705/1thci.00207

Available at: https://aisel.aisnet.org/thci/vol16/iss3/1/

Abstract:

Exploring the intricate online gaming landscape, we employ the means-end chain theory to investigate male players' positive user experience to understand how specific game attributes fulfill male players' psychological needs and lead to positive experiences. We conducted in-depth interviews with 15 male participants with experience in multiplayer online games. We designed these interviews to explore the participants' gaming experiences. In particular, the interviews focused on the game attributes they valued, the psychological needs they sought to fulfill, and the positive experiences they derived from gaming. We analyzed the interview data using a laddering technique, a qualitative research method that identifies the linkages between product attributes, benefits, and values. Our findings reveal that male players in our study primarily sought to fulfill six psychological needs through online gaming: autonomy, competence, personal growth, player engagement, pride, and relatedness. We found a link between specific game attributes and their realization, which leads to positive user experiences characterized by enjoyment, satisfaction, and fulfilment. This study contributes to the literature by explaining male players' positive user experience in a nuanced manner. It offers valuable insights for game designers and companies to create more customized engaging and satisfying gaming experiences.


Paper 2 (Research Paper): Taking a Break from Social Media? A Multi-method Investigation of Social Media Abstinence Duration

Vaghefi, I. A. & Turel, O. (2024). Taking a break from social media? A multi-method investigation of social media abstinence duration, 16(3), pp. 309-338. DOI: 10.17705/1thci.00208

Available at: https://aisel.aisnet.org/thci/vol16/iss3/2/

Abstract:

The rise in compulsive media use has led to adverse outcomes for individuals, such as reduced life satisfaction and deteriorated performance. As a result, many people have chosen to abstain (take breaks) from social media use to mitigate these negative effects. While prior research has examined drivers of decisions to abstain versus not, we still need to understand what happens after people make abstinence decisions (e.g., to address how long people can abstain or what makes some people abstain longer than others). To address this need, we first propose a research model that includes compulsive use, attitude toward abstinence, and mood during abstinence as predictors for how long people will abstain from social media. We conducted two studies. In the first study, we conducted a variable-centered analysis to examine data from volunteers who agreed to take up to a one-week break from social media. In the second study, we conducted a person-centered analysis along with the validated factors and a new dataset to develop a typology that delineates four user profiles: challenged strivers, moderate strugglers, successful maintainers, and steadfast controllers. Each profile exhibits unique characteristics and experiences distinct outcomes with regard to social media abstinence. Findings from the second study complement the first and contribute to explaining social media abstinence in a more nuanced way.


Paper 3 (Research Paper): Designing Virtual Characters in Digital Health Technologies: A Self-presence Perspective

Durneva, P., LeRouge, C., & Lisetti, C. (2024). Designing virtual characters in digital health technologies: A self-presence perspective. AIS Transactions on Human-Computer Interaction, 16(3), pp. 339-363. DOI: 10.17705/1thci.00209

Available at: https://aisel.aisnet.org/thci/vol16/iss3/3/

Abstract:

Overweight and obesity represent major public health issues that affect more than 12.7 million children and adolescents. Health behavior change plays a critical role in self-managing obesity and overweight and can set the foundation for lifelong health for children and adolescents. Despite the potential of digital health technologies (DHTs) to help children and adolescents self-manage obesity and overweight, user engagement with DHTs, which plays a critical role in driving health behavior changes and improving health outcomes, remains low. One way to enhance user engagement with DHTs involves leveraging virtual characters through inducing self-presence among users. However, it is unclear how one can design virtual characters to achieve self-presence in DHTs to help children and adolescents self-manage obesity and overweight. The current study draws relevant data from a larger user-centered design science project to design a DHT that targets obese and overweight adolescents. We first derived relevant affordances pertinent to designing virtual characters through the self-presence perspective and then constructed design guidelines based on our findings. Further, we reviewed existing studies to determine potential support to further generalize our design guidelines. Based on our evidence, we propose design principles that can inform future efforts to design and assess virtual characters in DHTs.  Developers and researchers who want to make DHTs more impactful in fostering healthier lifestyles among the youth should find our results useful.


Paper 4 (Research Commentary): Generative AI for Intelligence Augmentation: Categorization and Evaluation Frameworks for Large Language Model Adaptation

Tao, J., Zhou, L., & Fang, X. (2024). Generative AI for intelligence augmentation: Categorization and evaluation frameworks for large language model adaptation. AIS Transactions on Human-Computer Interaction, 16(3), pp. 364-387. DOI: 10.17705/1thci.00210

Available at: https://aisel.aisnet.org/thci/vol16/iss3/4/

Abstract:

Generative AI (GenAI) has transformed how businesses operate and innovate and how individuals learn, live, and work. Large language models (LLMs), a specific type of GenAI, focus on generating human-like text based on user instructions. Like other types of GenAI, LLMs have received wide recognition for their potential to augment human intelligence, but several challenges hinder efforts to realize their full potential in practice. Some notable challenges include not adequately exploring LLM applications beyond chatbots and/or text generation, the difficulty in categorizing various LLM adaptation strategies (particularly regarding human interactions), and the lack of a reference framework for evaluating and selecting LLM adaptation strategies from a human-centered perspective. To address these challenges, we propose a categorization framework for LLM adaptation that features two human-centered dimensions and stage LLM adaptation with respect to when it interacts with human intelligence. Additionally, we introduce an evaluation framework that incorporates a human-centered perspective that goes beyond the common machine-centered measures. Our empirical investigations, in which we use text classification as use cases, not only demonstrate the application of these frameworks but also compare various adaptation strategies. These artifacts and findings provide fresh insights and practical recommendations for selecting effective adaptation strategies to improve the efficacy of LLMs for intelligence augmentation. We further identify future research issues to address current limitations and suggest improvements for the proposed frameworks.

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Call for Papers

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THCI is one of the journals in the AIS (Association for Information Systems) e-library at http://aisel.aisnet.org/thci. THCI is a high-quality peer-reviewed international scholarly journal on Human-Computer Interaction. As an AIS journal, THCI is oriented to the Information Systems community, emphasizing HCI/UX applications in business, managerial, organizational, and cultural contexts. However, it is open to all related communities that share intellectual interests in HCI phenomena and issues. The editorial objective is to enhance and communicate knowledge about the interplay among humans, information, technologies, and tasks in order to guide the development and use of human-centered Information and Communication Technologies (ICT) and services for individuals, groups, organizations, and communities.

To increase awareness and readership, THCI is still freely available to the public, which is beneficial to the authors and the community. You can find information related to all aspects of THCI at its website (http://aisel.aisnet.org/thci), including how to submit manuscripts for publication consideration. We would like to thank the AIS Council (http://www.aisnet.org/) for its continued support of the journal. And, as always, we are happy to announce that we have published the journal on time for every issue, and are building a strong case for a solid impact factor when released by SSCI and Scopus in the near future. The quality of THCI is affirmed by its inclusion as an "A" journal in the Australian Business Deans Council (ABDC) journal quality list.

Topics of interest to THCI include but are not limited to the following:
*   Behavioral, cognitive, motivational, and affective aspects of human and technology interaction
*   User task analysis and modeling; fit between representations and task types
*   Digital documents/genres; human information seeking and web navigation behaviors; human information interaction; information visualization
*   Social media; social computing; virtual communities
*   Behavioral information security and information assurance; privacy and trust in human technology interaction
*   User interface design and evaluation for various applications in business, managerial, organizational, educational, social, cultural, non-work, and other domains
*   Integrated and/or innovative approaches, guidelines, and standards or metrics for human-centered analysis, design, construction, evaluation, and use of interactive devices and information systems
*   Information systems usability engineering; universal usability
*   Impact of interfaces/information technology on people's attitude, behavior, performance, perception, and productivity
*   Implications and consequences of technological change on individuals, groups, society, and socio-technical units
*   Software learning and training issues such as perceptual, cognitive, and motivational aspects of learning
*   Gender and information technology
*   New applications, modalities, and multimedia interaction for the elderly, the young, and special needs populations
*   Issues in HCI education

The language for the journal is English. The audience includes international scholars and practitioners who conduct research on issues related to the objectives of the journal. The publication frequency is quarterly: four issues per year that are published in March, June, September, and December. The AIS Special Interest Group on Human-Computer Interaction (SIGHCI, http://sighci.org/) is the official sponsor of THCI.

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Please check the AIS THCI home page (http://aisel.aisnet.org/thci/) to see what is brewing! If you have an idea for a special issue, please drop us a line.

Sincerely,

Fiona Fui-Hoon Nah, Editor-in-Chief
Gregory D. Moody, Managing Editor
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Fiona Fui-Hoon Nah, Ph.D.
Editor-in-chief, AIS Transactions on Human-Computer Interaction (THCI)
Professor of Information Systems
School of Computing and Information Systems
Singapore Management University
Level 4, 90 Stamford Road
Singapore 178903
Tel: +65-6826-4866
Email: fionanah at smu.edu.sg<mailto:fionanah at smu.edu.sg>
Home Page: https://computing.smu.edu.sg/faculty/profile/7861/nah-fiona-fui-hoon


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