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Designing for Curiosity: an Interdisciplinary Workshop Edith Law School of Computer Science University of Waterloo Waterloo, ON, Canada [email protected] Mike Schaekermann School of Computer Science University of Waterloo Waterloo, ON, Canada [email protected] Pierre-Yves Oudeyer Flowers Lab Inria and Ensta ParisTech Paris, France [email protected] Alex C. Williams School of Computer Science University of Waterloo Waterloo, ON, Canada [email protected] Ming Yin SEAS Harvard University Cambridge, MA [email protected] Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. Copyright is held by the owner/author(s). CHI’17 Extended Abstracts, May 06-11, 2017, Denver, CO, USA ACM 978-1-4503-4656-6/17/05. http://dx.doi.org/10.1145/3027063.3027064 Abstract Curiosity is a ubiquitous characteristic of humans and a central mechanism for motivating learning, information seeking behaviors, and sustained engagements with ev- eryday artifacts, such as artistic creations, commercial products, interactive displays and persuasive health tech- nologies, etc. Researchers from a variety of disciplines, e.g., psychology, education, economics, have studied the concept of curiosity, yet the question of how we can sys- tematically design curiosity-inducing behaviors into user in- terfaces and interactions remains unexplored. In this work- shop, our goal is to (i) bring together researchers from a va- riety of disciplines (e.g., psychology, AI/robotics, HCI, mar- keting) who study curiosity, as well as practitioners (e.g., ar- chitects, designers) who employ the concept of curiosity in their artistic creations, (ii) discuss the idea of curiosity from these diverse perspectives, and (iii) form a multidisciplinary community to build synergies for further collaboration. Author Keywords Curiosity; Design; Interdisciplinary ACM Classification Keywords H.5.m [Information interfaces and presentation (e.g., HCI)]: Miscellaneous Workshop CHI 2017, May 6–11, 2017, Denver, CO, USA 586

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Page 1: Designing for Curiosity: an Interdisciplinary Workshop

Designing for Curiosity: anInterdisciplinary Workshop

Edith LawSchool of Computer ScienceUniversity of WaterlooWaterloo, ON, [email protected]

Mike SchaekermannSchool of Computer ScienceUniversity of WaterlooWaterloo, ON, [email protected]

Pierre-Yves OudeyerFlowers LabInria and Ensta ParisTechParis, [email protected]

Alex C. WilliamsSchool of Computer ScienceUniversity of WaterlooWaterloo, ON, [email protected]

Ming YinSEASHarvard UniversityCambridge, [email protected]

Permission to make digital or hard copies of part or all of this work for personal orclassroom use is granted without fee provided that copies are not made or distributedfor profit or commercial advantage and that copies bear this notice and the full citationon the first page. Copyrights for third-party components of this work must be honored.For all other uses, contact the Owner/Author.Copyright is held by the owner/author(s).CHI’17 Extended Abstracts, May 06-11, 2017, Denver, CO, USA ACM978-1-4503-4656-6/17/05. http://dx.doi.org/10.1145/3027063.3027064

AbstractCuriosity is a ubiquitous characteristic of humans and acentral mechanism for motivating learning, informationseeking behaviors, and sustained engagements with ev-eryday artifacts, such as artistic creations, commercialproducts, interactive displays and persuasive health tech-nologies, etc. Researchers from a variety of disciplines,e.g., psychology, education, economics, have studied theconcept of curiosity, yet the question of how we can sys-tematically design curiosity-inducing behaviors into user in-terfaces and interactions remains unexplored. In this work-shop, our goal is to (i) bring together researchers from a va-riety of disciplines (e.g., psychology, AI/robotics, HCI, mar-keting) who study curiosity, as well as practitioners (e.g., ar-chitects, designers) who employ the concept of curiosity intheir artistic creations, (ii) discuss the idea of curiosity fromthese diverse perspectives, and (iii) form a multidisciplinarycommunity to build synergies for further collaboration.

Author KeywordsCuriosity; Design; Interdisciplinary

ACM Classification KeywordsH.5.m [Information interfaces and presentation (e.g., HCI)]:Miscellaneous

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IntroductionCuriosity — the desire to know, to see, or to experiencethat motivates exploratory behavior directed towards theacquisition of information [2, 5] — is an extensively-studiedphenomenon that has broad implications for design. For ex-ample, designers (e.g., software or application developers)can potentially leverage curiosity to focus or redirect users’attention, to sustain interactions, and to encourage explo-ration. Curiosity-inducing designs are relevant in a widearray of end user tools, including educational software andMOOC platforms, video games, crowdsourcing platforms,information seeking tools (e.g., web search engines), per-suasive health and quantified self technologies (e.g., fitbit),as well as commercial products (e.g., Hot Wheels Mysterytoy car, Kinder Surprise Egg), artistic creations, and interac-tive museum displays.

Researchers from a variety of disciplines have studied theconcept of curiosity. Psychologists and neuroscientists havestudied the origin and mechanism of curiosity and how theymanifest in human and animal behavior and development[4]. Robotics and AI researchers have studied how to modelcurious agents that explore their environments in an ef-ficient way [6]. Education researchers have studied howcuriosity can be fostered in the classroom to enhance learn-ing, retention and academic achievements [7, 5]. Finally,marketing researchers have studied the role of curiosity inconsumer behavior. Yet, these various areas of researchremain largely disconnected from the world of design andHCI research, and many questions of how we can system-atically incorporate curiosity-inducing designs into user in-terfaces remain unexplored. In this workshop, our goal is to(i) bring together researchers from a variety of disciplinesboth within and outside of computer science who study cu-riosity in their research, as well as practitioners (e.g., ar-chitects, designers) who employ the concept of curiosity in

their artistic creations, (ii) discuss the idea of curiosity fromthese diverse perspectives, and (iii) form a multidisciplinarycommunity to build synergies for further collaboration.

Workshop Goals, Outcomes and DeliverablesThrough this workshop, we aim to build a community ofacademic researchers, such as computer scientists (inhuman-computer interaction, artificial intelligence, robotics),developmental psychologists, behavioral economists, neu-roscientists, education and marketing researchers, as wellas practitioners, such as painters, architects, game design-ers, screenwriters who have engaged with the term curios-ity in their work. This session will enable networking, newcollaborations and potentially novel ways of exploiting suchresearch from the perspective of different domains. Re-searchers will share knowledge and insights into methodsand tools by discussing questions of interest, such as:

1. Understanding Curiosity: What do we mean by theterm curiosity? How is curiosity defined and under-stood across different areas and disciplines?

2. Modeling Curiosity: What can be considered as curi-ous behavior? How can we model curious behavior inagents? How can we model curiosity in users? Howcan we borrow/appropriate approaches from eachother?

3. Designing for Curiosity: What are the opportunitiesand challenges for curiosity-driven design? What arepotential issues that arise when doing such research(i.e. curiosity-driven vs. clarity-driven)? What kindand level of support needs to be in place?

We will discuss these topics in an interactive format throughprovocative panels, short talks by experts from diverse ar-eas, poster sessions, and breakout groups.

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OrganizersThe workshop is primarily organized by Edith Law (assis-tant professor at University of Waterloo, co-director of theHCI Lab) and Pierre-Yves Oudeyer (Research Director atINRIA, Flowers Lab).

Edith Law is an assistant professor at the David R. Cheri-ton School of Computer Science at University of Waterlooand co-director of the Human Computer Interaction Lab.Her research focuses on studying incentive mechanisms incrowdsourcing systems and developing new ways to com-bine humans and machines to address problems in scienceand medicine. Previously, she was a CRCS postdoctoralfellow at the School of Engineering and Applied Sciencesat Harvard University. She graduated from Carnegie MellonUniversity in 2012 with Ph.D. in Machine Learning, M.Sc. inComputer Science at McGill University, and B.Sc. in Com-puter Science at University of British Columbia. She was aMicrosoft Graduate Research Fellow, co-authored the book“Human Computation" in the Morgan & Claypool SynthesisLectures on Artificial Intelligence and Machine Learning,co-organized the Human Computation Workshop (HCOMP)Series at KDD and AAAI from 2009 to 2012, and helpedcreate the first AAAI Conference on Human Computationand Crowdsourcing. Her work on curiosity-inducing designsin crowdsourcing tasks received a best paper honorablemention in CHI 2016.

Dr. Pierre-Yves Oudeyer is Research Director at Inria andhead of the Inria and Ensta-ParisTech FLOWERS team(France). Before, he has been a permanent researcherin Sony Computer Science Laboratory for 8 years (1999-2007). He studied theoretical computer science at EcoleNormale Supérieure in Lyon, and received his Ph.D. de-gree in artificial intelligence from the University Paris VI,France. After working on computational models of language

evolution, he is now working on developmental and socialrobotics, focusing on sensorimotor development, languageacquisition and life-long learning in robots. Strongly inspiredby infant development, the mechanisms he studies includeartificial curiosity, intrinsic motivation, the role of morphol-ogy in learning motor control, human-robot interfaces, andsocial learning. Together with his team, he developed thefirst worldwide open-source humanoid platform, now widelyused in education and artistic contexts. He has publishedtwo books, more than 100 papers in international journalsand conferences, holds 11 international patents, gave sev-eral invited keynote lectures in international conferences.He is laureate of the ERC Starting Grant EXPLORERS, andof the Lifelong Achievement Award from the EvolutionaryLinguistics Association. He is chair of the IEEE CIS Tech-nical Committee on Cognitive and Developmental Systems(CDS), editor of the IEEE CIS Newsletter on CDS, and as-sociate editor of IEEE Transactions on CDS, Frontiers inNeurorobotics, and of the International Journal of SocialRobotics. He is also working actively for the diffusion ofscience towards the general public, through the writing ofpopular science articles and participation to radio and TVprograms as well as science exhibitions.

Ming Yin is a computer science Ph.D. student at HarvardUniversity, supervised by Professor Yiling Chen. Her re-search interests lie in the emerging area of human com-putation and crowdsourcing, and her goal is to better un-derstand crowdsourcing as both a new form of productionand an exciting opportunity for online experimentation. Herwork is published in top venues like AAAI, IJCAI and WWW,and she has received Best Paper Honorable Mention at theACM Conference on Human Factors in Computing Systems(CHI 2016). Before graduate school, Ming obtained a bach-elor degree from Tsinghua University, Beijing, China.

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Mike Schaekermann is a computer science Ph.D. student,advised by Edith Law, at the University of Waterloo. His cur-rent research focus is at the intersection of machine learn-ing and human-computer interaction. His work in this spacerevolves around the analysis of medical time series datausing the power of the crowd. Prior to this, Mike received aB.Sc.E. from Salzburg University of Applied Sciences anda medical degree from the University of Marburg where heworked in a brain imaging group.

Alex C. Williams is a Ph.D. student, advised by Edith Law,in the David R. Cheriton School of Computer Science at theUniversity of Waterloo. His research examines topics at theintersection of curiosity, citizen science, and instructionalagents. Alex is the lead architect of CrowdCurio, a general-purpose crowdsourcing platform for people-powered sci-ence and research. Before coming to Waterloo, he wasa research scientist at the University of Oxford where heworked on the Zooniverse’s Ancient Lives project and stud-ied how every-day citizens can help unravel the history ofancient Egypt. He holds an MS and BS in computer sci-ence from Middle Tennessee State University.

The organizers represent a multi-disciplinary and interna-tional team, with conference and workshop organizationexperiences as well as extensive publication histories inHCI related venues.

Potential AttendeesInvited Speakers and PanelistsThe organizers of this workshop have already solicitedexpressions of interest from a number of researchers toserve as invited speakers and panelists, as well as encour-age their colleagues and graduate students to attend andpresent during the poster session. We believe that this willprovide a solid foundation for a successful workshop meet-

ing. Furthermore, we will advertise the workshop broadlyto the CHI audience; anyone interested in the link betweencuriosity and their HCI research are welcome to attend.

A number of invitees have already confirmed their interestto participate in the workshop, including:

• Justine Cassell (Human-Computer Interaction, CMU)

• Kenneth Stanley (AI, University of Central Floria)

• George Loewenstein (Behavioral Economics, CMU)

• Jessica Hammer (Human-Computer Interaction, CMU)

• Russell Golman (Behavioral Economics, CMU)

• Tamar Kushnir (Developmental Psychology, Cornell)

• Luc Steels (AI, University of Barcelona)

• Laura Schulz (Developmental Psychology, MIT)

• Dana Kulic (Robotics, University of Waterloo)

• Philip Beesley (Architecture, University of Waterloo)

• Yukie Nagai (Robotics, Osaka University)

• Celeste Kidd (Cognitive Science, University of Rochester)

• Rob Saunders (Design Computing, University of Sydney)

• Vittorio Loreto (Physics, University of Rome)

• Simon Colton (Design, UCL)

• Jessica Hammer (Game Design, CMU)

AudienceBeyond the multidisciplinary group of invited speakers andpanelists, we envision that the audience will comprise ofresearchers and students whose work have close relevanceto the concept of curiosity. The goal of the workshop is tobuild bridges between theory and practice and to make theconcept of curiosity realizable in the design of everydaytools and applications.

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Within the CHI community, the primary audience for thisworkshop is HCI researchers and students who are inter-ested in how the concept of curiosity can be realized intechnologies to achieve many ends, e.g., to create morehuman-like agents, to design more engaging games andend-user applications, or to persuade patients to reporthealth data more consistently. We welcome the partici-pation of researchers, designers and practitioners from awide range of areas, including but not limited to games, ed-ucational technology, crowdsourcing and citizen science,ubiquitous computing, interactive design, social computing,human-robot interaction, health informatics, and informa-tion retrieval. Attendees are expected to have knowledge,expertise and/or interest in curiosity.

The aim of this workshop is to form a multidisciplinary com-munity to build synergies for further development and ad-vances at the intersection of curiosity and design. Partici-pants will benefit from networking, exchanging ideas, poten-tial collaborations and discussions with researchers doingrelated research in separate areas. Participants will find thetechnology presentations and expert sessions interestingand informative for their work. They will engage with HCIresearchers from different areas to discuss tools, methodsand frameworks and future directions for the community.

WebsiteOur workshop website is hosted at:https://www.crowdcurio.com/research/workshops/chi2017/

The website will be updated with the workshop goals, agenda,topics, and invited experts. We will disseminate informationabout the workshop and its website through various emaillists associated with CHI and our institutions. Additionally,we will advertise the workshop via social media channelssuch as Facebook and Twitter.

Workshop StructureThe SIG will be a facilitated session, guided by the detailedactivity plan described below:

• Introduction (15 min): Organizers discuss workshop back-ground and goals

• Minute madness (30 min): Prior to the workshop we willinvite key people to give 1-minute provocative statementsor intriguing research demonstrations. Presentations willcover a range of examples and areas relevant to the com-munity with novel connections to curiosity in different con-texts. To encourage engagement attendees will vote forthe best minute madness.

• Interactive panel (3 panels, 1.5 hr each): Short presen-tations by invited speakers and panelists, followed by alively moderated panel discussion (35 minutes),

• Wrap-up breakout session (1 hr): Wrap up of the work-shop summarizing the identified challenges and futuredirections. Attendees will discuss plans for joint actions,such as the establishment of a mailing list and/or socialmedia group for organizing further events and discus-sions.

We will describe the three panels, probing at the theoreti-cal, engineering and design aspect of curiosity in human-computer interaction:

Panel 1. Theoretical—Understanding CuriosityThere is a set of closely related concepts with curiosity,e.g., serendipity [1], interest [3], intrinsic motivation andgoal-setting [5], creativity. What are the links between theseclosely related concepts? What are the most relevant the-ories connecting these related concepts to curiosity? Bydrawing together theory and practice, we can get a betterunderstanding of what curiosity means, and how theoretical

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concepts of curiosity can be leveraged in designing sys-tems of human-computer interaction in the real world.

Panel 2. Engineering—Modeling CuriosityFrom robots to embodied agents, what are the various waysto model systems that exhibit artificial curious behavior?How do users typically respond to artificial intelligent sys-tems that act curiously? How do we model curiosity in end-users of everyday application? What observable actions orcharacteristics do we use as proxies of curiosity (e.g., in-formation seeking behavior, engagement) and what are theadvantages and pitfalls of each of those proxies?

Panel 3. Design—Designing for CuriosityFrom art, literature, film, architecture, game design, to ed-ucation, how do practitioners use the concept of curiosityto draw their audience in? How do we transfer these tech-niques to design curiosity into end-user applications?

Workshop PlanningPre-Workshop PlanningBefore the workshop, we will solicit 1-2 page position pa-pers for the poster session, review and notify participants.In order to reach a wide variety of participants from differentdisciplines, we will recruit participants via snowball sam-pling. We will also broadly advertise the workshop on socialmedia (Facebook, Twitter) to HCI researchers who are in-terested in learning more about curiosity and how they canstudy or leverage the concept in their work.

Post-Workshop PlanningWe plan to summarize the discussions and wide rangeof research presented at the workshop in a report to bepublished in an HCI journal or a magazine article (e.g.,ACM Interaction) that has high probability of reaching abroad audience. We will also solicit interest during theworkshop to co-organize a week-long Dagstuhl Seminar

(http://www.dagstuhl.de/programm/dagstuhl-seminare/), to fur-ther the discussion and build the research community.

SponsorshipThe workshop will be sponsored by the Microsoft Research-Inria Joint Center (http://www.msr-inria.fr), supporting severalstudent travel awards.

Call for ParticipationCuriosity — the desire to know, to see, or to experiencethat motivates exploratory behavior directed towards theacquisition of information [2, 5] — is an extensively-studiedphenomenon that has broad implications for design. For ex-ample, designers (e.g., software or application developers)can potentially leverage curiosity to focus or redirect users’attention, to sustain interactions, and to encourage explo-ration. Curiosity-inducing designs are relevant in a widearray of end user tools, including educational software andMOOC platforms, video games, crowdsourcing platforms,information seeking tools (e.g., web search engines), per-suasive health and quantified self technologies (e.g., Fitbit),as well as commercial products (e.g., Hot Wheels Mysterytoy car, Kinder Surprise Egg), artistic creations, and interac-tive museum displays.

Through this workshop, we aim to build a community ofacademic researchers—such as computer scientists (inhuman-computer interaction, artificial intelligence, robotics),developmental psychologists, behavioral economists, neu-roscientists, education and marketing researchers—as wellas practitioners—such as painters, architects, game de-signers, screenwriters who have engaged with the term

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curiosity in their work. This session will enable networking,new collaborations and potentially novel ways of exploitingsuch research from the perspective of different domains.The workshop will consist of a poster session as well asthree interactive panels—Understanding Curiosity, Mod-eling Curiosity, and Designing for Curiosity—covering thetheoretical, computational and design aspects of curiosityrespectively, with panelists coming from diverse disciplines.

SubmissionsWe invite submissions of position papers, at most 2 pagesin length in the ACM Extended Abstract format, that ad-dress one or more of the above topics. Position papersshould include a brief biography, and an overview of howthe author’s work relates to the space. Accepted submis-sions will be presented as posters during the workshop inorder to facilitate an interactive discussion.

Submissions should be sent directly to [email protected], and will be curated by the workshop orga-nizers. At least one author of each accepted position papermust attend the workshop and all participants must registerfor both the workshop and for at least one day of the confer-ence.

Important Dates- February 24, 2017: Submission deadline- March 3, 2017: Notification- May 7, 2017: Workshop

Interested parties who need to make a decision about at-tending CHI prior to the end of 2016 and will do so basedon workshop participation may submit a position paper byDecember 21, 2016. Those that do will be receive notifi-cation by December 26, 2016, as to whether their positionpaper was accepted, rejected, or deferred for January con-sideration.

AcknowledgementThis workshop is supported by a NSERC Discovery GrantRGPIN-2015-04543.

References[1] Paul André, Jaime Teevan, and Susan T. Dumais.

2009. From X-rays to Silly Putty via Uranus: Serendip-ity and Its Role in Web Search. In Proceedings of theSIGCHI Conference on Human Factors in ComputingSystems (CHI ’09). ACM, New York, NY, USA, 2033–2036. DOI:http://dx.doi.org/10.1145/1518701.1519009

[2] J. Litman. 2005. Curiosity and the pleasures of learn-ing: Wanting and Liking New Information. Cognitionand Emotion 19, 6 (2005), 793–814.

[3] Jordan A. Litman. 2008. Interest and deprivationfactors of epistemic curiosity. Personality and Indi-vidual Differences 44, 7 (2008), 1585–1595. DOI:http://dx.doi.org/10.1016/j.paid.2008.01.014

[4] George Loewenstein. 1994. The psychology of cu-riosity: A review and reinterpretation. PsychologicalBulletin 116, 1 (1994), 75–98. DOI:http://dx.doi.org/10.1037/0033-2909.116.1.75

[5] Pierre-Yves Oudeyer, Jacqueline Gottlieb, and ManuelLopes. 2016. Intrinsic motivation, curiosity and learn-ing: theory and applications in educational technolo-gies. Progress in Brain Research (2016).

[6] Pierre-Yves Oudeyer, Fredric Kaplan, and Verena VHafner. 2007. Intrinsic motivation systems for au-tonomous mental development. IEEE transactions onevolutionary computation 11, 2 (2007), 265–286.

[7] S. von Stumm, B. Hell, and T. Chamorro-Premuzic.2011. The Hungry Mind: Intellectual Curiosity Is theThird Pillar of Academic Performance. Perspectiveson Psychological Science 6, 6 (2011), 574–588. DOI:http://dx.doi.org/10.1177/1745691611421204

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