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Choice Architecture for Human-Computer Interaction
Author(s): Anthony Jameson;Bettina Berendt;Silvia Gabrielli;Federica Cena;Cristina Gena;Fabiana Vernero;Katharina Reinecke
Source: Journal:Foundations and Trends® in Human-Computer Interaction ISSN Print:1551-3955, ISSN Online:1551-3963 Publisher:Now Publishers Volume 7 Number 1-2, Pages: 241(1-235) DOI: 10.1561/1100000028
Abstract:
People in human–computer interaction have learned a great deal about
how to persuade and influence users of computing technology. They
have much less well-founded knowledge about how to help users choose
for themselves. It’s time to correct this imbalance. A first step is to
organize the vast amount of relevant knowledge that has been built
up in psychology and related fields in terms of two comprehensive but
easy-to-remember models: The ASPECT model answers the question
“How do people make choices?“ by describing six choice patterns that
choosers apply alternately or in combination, based on Attributes, Social
influence, Policies, Experience, Consequences, and Trial and error.
The ARCADE model answers the question “How can we help people
make better choices?“ by describing six general high-level strategies for
supporting choice: Access information and experience, Represent the
choice situation, Combine and compute, Advise about processing, Design
the domain, and Evaluate on behalf of the chooser. These strategies
can be implemented with straightforward interaction design, but
for each one there are also specifically relevant technologies. Combining
these two models, we can understand virtually all existing and possible
approaches to choice support as the application of one or more of the
ARCADE strategies to one or more of the ASPECT choice patterns.
After introducing the idea of choice architecture for human–computer
interaction and the key ideas of the ASPECT and ARCADE
models, we discuss each of the Aspect patterns in detail and show how
the high-level ARCADE strategies can be applied to it to yield specific
tactics. We then apply the two models in the domains of online communities
and privacy. Most of our examples concern choices about the
use of computing technology, but the models are equally applicable to
everyday choices made with the help of computing technology.
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