Developing A Conversational Interface for an ACT-based Online Program : Understanding Adolescents’ Expectations of Conversational Style
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This is a self-archived version of an original article. This version may differ from the original in pagination and typographic details. Author(s): Title: Year: Version: Copyright: Rights: Rights url: Please cite the original version: CC BY 4.0 https://creativecommons.org/licenses/by/4.0/ Developing A Conversational Interface for an ACT-based Online Program : Understanding Adolescents’ Expectations of Conversational Style © 2023 Copyright held by the owner/author(s). Published version Peltola, Johanna; Kaipainen, Kirsikka; Keinonen, Katariina; Kiuru, Noona; Turunen, Markku Peltola, J., Kaipainen, K., Keinonen, K., Kiuru, N., & Turunen, M. (2023). Developing A Conversational Interface for an ACT-based Online Program : Understanding Adolescents’ Expectations of Conversational Style. In M. Lee, C. Munteanu, M. Porcheron, J. Trippas, & S. T. Völkel (Eds.), CUI '23 : Proceedings of the 5th International Conference on Conversational User Interfaces (Article 1). ACM. https://doi.org/10.1145/3571884.3597142 2023
Developing A Conversational Interface for an ACT-based Online Program: Understanding Adolescents’ Expectations of Conversational Style Johanna Peltola∗Kirsikka Kaipainen Katariina Keinonen Faculty of Information Technology Faculty of Information Technology Department of Psychology, University and Communication Sciences, and Communication Sciences, of Jyväskylä Tampere University Tampere University [email protected] [email protected] [email protected] Noona Kiuru Department of Psychology, University of Jyväskylä [email protected] ABSTRACT A preventative approach is crucial for adolescents’ mental wellbeing, as problems often arise at a young age. Acceptance and Commitment Therapy (ACT) is an evidence-based intervention approach used to enhance psychological fexibility, a central factor in adolescents’ mental well-being. Conversational interfaces are recently being experimented with in mental health promotion. Their conversational style plays a signifcant role in creating meaningful experiences to achieve positive intervention outcomes. In this study, our objective was to understand adolescents’ expectations of the conversational style of a text-based virtual coach being developed as part of an ACT-based online program to support intervention engagement. We evaluated eight conversation scripts by collecting qualitative and quantitative data through an online survey from over 200 adolescents. Our fndings provide insights on preferred conversational interface features regarding conversational style, including language use, artifciality, and empathy in the domain of adolescent mental well-being. CCS CONCEPTS •Human-centered computing;• Human-computer interaction (HCI);• HCI design and evaluation methods;• User studies; KEYWORDS conversational interface, conversational style, user expectations, mental well-being, psychological fexibility, acceptance and commitment therapy ∗Corresponding author. This work is licensed under a Creative Commons Attribution International 4.0 License. CUI ’23, July 19–21, 2023, Eindhoven, Netherlands © 2023 Copyright held by the owner/author(s). ACM ISBN 979-8-4007-0014-9/23/07. https://doi.org/10.1145/3571884.3597142 Markku Turunen Faculty of Information Technology and Communication Sciences, Tampere University [email protected] ACM Reference Format: Johanna Peltola, Kirsikka Kaipainen, Katariina Keinonen, Noona Kiuru, and Markku Turunen. 2023. Developing A Conversational Interface for an ACT-based Online Program: Understanding Adolescents’ Expectations of Conversational Style. In ACM conference on Conversational User Interfaces (CUI ’23), July 19–21, 2023, Eindhoven, Netherlands. ACM, New York, NY, USA, 16 pages. https://doi.org/10.1145/3571884.3597142 1 INTRODUCTION Adolescence can be a challenging period in life, with substantial developments in personal identity, emotional experiences, and social life [ 10 ]. Research has shown that the peak age for the onset of any mental health disorder is 14.5 years, and approximately 14% of adolescents between 10-19 years of age experience a mental health problem [ 47 , 55 ]. The availability and accessibility of counseling services often do not meet the increasing need: a preventative approach is a vital part of the solution. To complement traditional one-on-one counseling services or to provide self-guided preventative support for mental health, digital technology applications in the domain of adolescent mental health and well-being have become more widespread, including web-based interventions, mobile applications, serious games, and virtual reality applications [ 20 , 32 ]. Web-based interventions to promote adolescents’ mental health show promise, but self-guided interventions with no human support often sufer from low adherence and high dropout [20, 32, 52]. Text-based conversational interfaces, also called chatbots or conversational agents, have a long history in human-computer interaction. Conversational interface refers to a text-based or voice-based user interface that allows interaction in natural language based on conversational turns, as in human-human communication [ 35 ]. While conversational interfaces and chatbots have been studied as a stand-alone support for adolescents [e.g., 18, 50] with promising adherence rates [ 52 ], they have been proposed as one possible solution to also increase user engagement in web-based mental health interventions [ 43 , 44 ]. However, to our knowledge, the role of conversational style used in conversational interfaces to promote intervention engagement has been less studied in the context of
CUI ’23, July 19–21, 2023, Eindhoven, Netherlands Johanna Peltola et al. adolescent mental health promotion. A preventative approach also appears less studied in the research about conversational agents in health context [7]. In this paper, we report a study conducted during the development phase of a conversational interface, i.e. “a virtual coach”, as a component for a guided online psychological intervention. Youth Compass is a structured and interactive web-based intervention program developed to support adolescent psychological fexibility and well-being by taking the participants through exercises and activities over fve weeks. The content is based on Acceptance and Commitment Therapy (ACT), an evidence-based psychological approach stemming from Cognitive Behavioral Therapy (CBT), where acceptance and mindfulness-based techniques are used together with commitment and behavior change strategies [ 25 , 26 ]. The aim of the program is to promote psychological fexibility by teaching life skills to young people and helping them deal with various challenges and demands of everyday life. Psychological fexibility refers to the ability to commit to values-based actions and to accept inner experiences, that research has shown to be crucial factors in preventing and alleviating mental health issues and supporting psychological well-being among children and adolescents [15]. The present study addresses the following research question: “How do adolescents evaluate the conversational style related features of a conversational interface aimed at supporting intervention engagement?” In addressing this question, we provide a deepened understanding of adolescents’ expectations of conversational interfaces in mental health promotion and prevention. The fndings can beneft both designers and researchers who wish to enhance the quality of human-computer interaction in the context of promoting adolescent mental well-being. 2 RELATED WORK In this section, we present an overview of research on conversational interfaces for mental health and well-being, including ACTbased approaches, and cover related work about conversational style in conversational interfaces. 2.1 Conversational interfaces for mental health Most psychological web-based interventions worldwide, including many of the conversational agents for mental health such as Woebot [ 57 ] and Wysa [ 56 ], are based on Cognitive Behavioral Therapy (CBT) [ 22 , 27 ]. Acceptance and Commitment Therapy (ACT) is a “new wave” of CBT and has also been recently used in conversational agents, such as Kai.ai [ 50 ]. Some conversational agents use several diferent treatment modalities. Research in conversational agents for mental health has shown promising fndings, but mechanisms of action are unclear [ 19 ] and robust evaluation studies are scarce [ 7 ]. A recent review [ 19 ] identifed 13 studies in which conversational agents had been used in the context of treatment of mental health problems, with most studies reporting reductions in psychological distress. However, the infuence of a conversational agent’s design on participant engagement or intervention outcomes was not assessed in the reviewed studies, and the therapeutic basis for the agents varied [ 19 ]. Studies were also heterogeneous in terms of problems addressed, including depression, anxiety, phobia, loneliness, psychological distress, and generally improving mental well-being. Similarly, two other reviews [ 1 , 49 ] have noted that while chatbots show potential in the delivery of mental health care, their change-promoting mechanisms are not well understood. Moreover, most of the studies covered by these reviews were conducted with adult populations. Few studies have focused on examining user experience and engagement with conversational agents for mental health. Dosovitsky et al. analyzed interactions with a text-based mental health chatbot called Tess that is composed of 12 modules that utilize multiple treatment modalities such as CBT, ACT and psychoeducation to support users emotionally [ 12 ]. Tess was perceived as useful and supportive in a feasibility study conducted with 23 adolescents [ 48 ]. In the study, the analysis of module use showed that the ACT-based values module had the highest time spent by the users, although the module was used only by 11% of the users [ 12 ]. However, the study could not infer reasons for utilization of diferent modules of Tess, and the demographics of participants were not collected. User experience data collected from 13 adolescents in a one-session study of Beth Bot, a CBT-based chatbot for depression, suggests that some adolescents fnd mental health chatbots acceptable but that chatbots should be able to give personalized responses [ 11 ]. Kai.ai is a chatbot that has been designed with the broader aim of mental health promotion, utilizing ACT as well as adapting tools from positive psychology [ 38 , 50 ]. A longitudinal study over a period of four months indicated an increase in the well-being of participants, but the study did not provide insights into how or why the increase took place, and the disengagement from the use of Kai.ai was high [ 50 ]. Thus, more in-depth research in user experiences and expectations of conversational interfaces in the domain of mental well-being is warranted. In the context of promotion of mental health and well-being, only some studies have investigated the experiences of emotional support from a chatbot among adolescents. A two-week study of the CBT-based Woebot used by 16 participants (16-21 years old) focused specifcally on how young people experienced diferent types of social support [4], categorized into appraisal, emotional, informational and instrumental support according to House et al. [ 29 ]. In ACT context, a particularly relevant form of social support is appraisal support that manifests e.g., as feedback, social comparisons and afrmations that are relevant for a person’s self-evaluation. The fndings of the Woebot study suggest that emotional support requires designing a conversational interface to communicate in a more humanlike manner than informational or appraisal support [4]. KIT is a text-based chatbot that has been designed to support positive body image among people with eating issues, and its content is based on psychoeducation, CBT, ACT, and mindfulness [ 5 ]. In a qualitative online focus group study, it was found that adolescents appreciated KIT’s non-gendered, non-human and cheerful appearance, but criticized its lengthy content chunks and formal language style [ 5 ]. The study also indicated that inserting pictures of the chatbot character into the conversation made participants feel they were having a conversation with a real ‘someone’, even though they were aware that the ‘someone’ was a programmed entity.
Developing A Conversational Interface for an ACT-based Online Program: Understanding Adolescents’ Expectations of Conversational Style 2.2 Conversational style in conversational interfaces An experimental study by Mariamo et al. [ 34 ] addressed specifcally the communication style of a mental health chatbot for adolescents: the fndings were inconclusive regarding the tone of voice, with some participants appreciating the friendly tone that made the chatbot more relatable, but some criticizing an ‘overly friendly’ chatbot as ‘trying too hard’ [ 34 ]. Conferring to the fndings of the KIT chatbot study [ 5 ], adolescents appear to prefer a conversational interface with an informal and friendly tone. In another study about a mental health chatbot for young people, it was found that adolescents wanted the chatbot to use adolescent slang [ 23 ]. Fadhil et al. discovered that using emojis instead of plain text made the study participants, mainly young adults, more confdent in sharing information about their mental well-being, but the result was inverted when discussing physical well-being [ 14 ]. The fndings regarding the use of emojis by chatbots for adolescents are mixed, as emojis were preferred by adolescents in a study about chatbot co-development [ 23 ], but negatively perceived in a more recent study about chatbot user testing [11]. In the domain of adolescent sexual and reproductive health, Rahman et al. [ 40 ] evaluated a chatbot prototype with adolescents, university frst-year students and medical personnel. In terms of communication style, adolescents seemed to appreciate the chatbot providing authentic information, asking counter-questions from them, and giving concise answers. Pragmatic attributes of conversational agents, such as how useful the content is perceived by the user, are important factors in conversation design [ 17 ]. However, the quality of information is not everything: hedonic aspects of experience, such as fun and pleasure, are essential to consider when designing for user engagement [ 51 ]. Interestingly, younger people highlighted hedonic aspects more often than older participants in a questionnaire study of users’ experiences with chatbots by Følstad & Brandtzaeg [17]. It is well established that people tend to apply humane characteristics and social rules to computers as with other people in real-life social situations, known as the CASA (Computers as social actors) paradigm [ 39 , 41 ]. More humanlike is not necessarily better when it comes to conversational interfaces: in a study regarding emotional needs of teenagers, the agent’s lack of emotion was perceived as benefcial for being a good, non-judgmental listener the user could confde in [ 30 ]. A study on Vivibot, a chatbot for promoting psychological well-being after cancer treatment, had similar results among young people in terms of having the bot as a non-judgmental listener [21]. In a study by Lucas et al. [33] concerning health screenings, adult participants were more willing to self-disclose to a virtual interlocutor: their fear of being evaluated was lower than with a human interlocutor. Humanlike features may also backfre due to a phenomenon known as the uncanny valley where an artifcial agent causes an unpleasant emotional reaction due to being very humanlike, but not quite there [ 36 ]. However, Skjuve et al. [ 45 ] found no support that text-based conversational agents would likely cause an uncanny valley efect. Moreover, prior research indicates that conversational agents that disclose information about themselves are better received by users, increasing engagement and self-disclosure [ 6 , 31 , 33 ]. In a study by Bickmore CUI ’23, July 19–21, 2023, Eindhoven, Netherlands et al. [ 6 ], participants did not perceive a text-based agent as dishonest when it disclosed personal information, even though it could not be true for a virtual entity. Research suggests that empathy and relational behavior displayed by a conversational agent strongly contributes to positive user experience in virtual health assistants, helping to build trust and rapport [ 9 ]. Perception of empathy also contributed to positive user experience among young adults in a study concerning Woebot, a text-based conversational agent delivering CBT [ 16 ]. However, displaying empathy in a text-based interface is more difcult without an avatar displaying nonverbal, empathetic behaviors, and must rely only on verbal content [ 9 ]. In the present study, we investigate how adolescents perceive the conversational style of a text-based virtual coach in terms of empathy, artifciality, and friendliness, among other features. 3 METHODS We conducted a mixed-method questionnaire study in the context of an online event aimed at adolescents. We selected eight pregenerated conversation scripts between a virtual coach and an interlocutor from the Youth Compass program in development for evaluation. In this section, we describe the participants, study procedure, conversation scripts, survey questions and data analysis. 3.1 Participants The main target group of the program is Finnish-speaking ninthgraders. To reach our target population, we collected the data during an online event targeted at students attending the ninth grade of Finnish secondary schools in Tampere, Finland. Permission to conduct research on adolescent participants was granted by the city of Tampere. The participants’ approximate age was 15 years, and they attended four diferent secondary schools. Age was not collected in the survey as the approximate age of the students was known. Circa 216 students participated in the study. Of all 419 responses, 50.6% were from female participants, and 38.4 % from male participants. The rest were from participants identifed as “other” (2.1%) and those who did not share their gender (8.8%). The number of individual respondents is approximate due to the nature of the data collection: two optional surveys were available for the participants to complete each day over the course of the four-day event. A participant could choose to complete one of the surveys and skip the other, or to complete both surveys. 3.2 Procedure Vaikuta! is an online event that roughly translates to Make an impact! from Finnish. The purpose of the event that was repeated on four separate days was to allow the participants to familiarize themselves with societal activities and to voice their opinions on real-life issues. The event was arranged on a digital education platform Seppo.io where the students participated by playing a game that consisted of completing surveys, creative assignments, and sharing opinions. After each activity, the participants were rewarded with points counting towards a fnal score in the game. The participants had 1.5 hours to play the game, during which they
CUI ’23, July 19–21, 2023, Eindhoven, Netherlands Johanna Peltola et al. Table 1: Logged-in players, completed surveys, and the response rates. Day Logged-in players Responses to Response rate Responses to survey 2 Response rate survey 1 1 14 7 50% 7 50% 2 101 62 61% 57 56% 3 70 53 76% 52 74% 4 117 83 71% 80 68% 302 205 196 Table 2: Youth Compass program module themes, conversation script (CS) topics, their descriptions, and the day of the event when they were assigned to study participants. Module # Module theme CS # CS Topic CS Description Event Day 1 Values and 1A Goal setting Identifying the user’s values-based goals and 2 values-based planning values-based action. actions 1〃 1B Life satisfaction Recognizing what is valuable in daily life 4 and exploring if changes are warranted. 2 Acceptance 2A Unpleasant thoughts Acknowledging that experiencing 3 unpleasant thoughts is a common experience. 3 Defusion: 3A Social media and Social media use and questioning 1 observing and comparison self-critical thoughts that may arise from accepting comparing oneself to others. thoughts 3〃 3B Social media and Recognizing which social media content 4 inspiration evokes emotional responses, and if the user wishes to seek those things in their personal life. 4 Self-compassion 4A Self-talk Exploring and questioning self-critical 3 thoughts and attitudes. 5 Relationships and 5A Academic Noticing perfectionistic strivings and stress 2 prosocial performance and anxiety related to schoolwork. behavior 5〃 5B Self-compassion Contrasting compassion towards others and 1 self-compassion. could freely choose the activities they wanted to complete. They were not required to complete all the activities. According to the event organizer’s guidelines, one activity was allowed to take approximately 5 minutes. We designed two surveys for each event day, both including one conversation script, altogether eight surveys. They were presented on the Seppo.io platform as separate activities: each participant could choose to complete one, both, or neither of the two surveys. Each day was dedicated to one of the four student groups attending diferent schools. The average response rates for the frst and the second survey were 64.5% and 62%, respectively (see Table 1). On the frst day of the event, only one class of students participated in the game instead of four classes planned beforehand. This resulted in a signifcantly smaller number of survey respondents on the frst day afecting two surveys that were assigned on that day (see Table 2). Before the event commenced, the frst survey was completed by 11 respondents, and the second survey by 7 respondents for testing purposes to ensure that the questions were understandable, pictures appeared correctly, and that the online form was working properly. The surveys that were completed before the actual event were counted in the total number of 425 completed surveys. Six were removed as they were deemed to be duplicates, resulting in 419 responses. 3.3 Virtual coach and the conversation scripts The virtual coach (VC) of the Youth Compass program is a chatbot character named Rami, with a static fox avatar. We selected a non-human avatar as a neutrally aligned character was preferred in testing with a pilot group of four adolescents. We assumed that an animal, such as a fox, would be more neutral than a human
Developing A Conversational Interface for an ACT-based Online Program: Understanding Adolescents’ Expectations of Conversational Style CUI ’23, July 19–21, 2023, Eindhoven, Netherlands character, that could potentially alienate some users due to identifable human-like features [cf. 5]. The VC is designed as a rule-based conversational interface that allows the user to respond through predefned responses. It also allows a limited amount of unconstrained input at certain stages of the program. During the data collection, the VC was being developed and the current scripts do not represent the fnal conversation scripts implemented in the online program as the fndings presented in the current paper were used to iterate the conversation designs before their technical implementation. The purpose of the VC is to guide the users through the exercises and encourage them to complete the program while providing appraisal support [cf. 4]. The conversational style of the scripts was designed to refect the content and goals of exercises and other content already implemented in the online program. The script drafts used in the current analyses were developed in an iterative manner and at the time of the event we were focused on the conversational style of the VC. For the purposes of this study, we selected eight hypothetical, noninteractive conversation scripts (presented in Figures 1 to 8 translated from the original language) between the VC and an interlocutor. There was no actual interaction between the VC and an interlocutor as the scripts were pre-generated. The content of the scripts, i.e. the VC responses and the predefned responses for the interlocutor, was designed by a group of psychologists at University of Jyväskylä based on ACT. We selected the script topics to adequately represent the themes of the Youth Compass program in our study. The content of the scripts follows the content of the fve modules in the program (see Table 2). The themes of the modules are typical in ACT-based programs and approaches, which promote values clarifcation, value-based actions, mindfulness, acceptance, and defusion to increase psychological fexibility [ 15 ]. Likewise, the individual scripts follow the typical content of an individual exercise or task in an online ACT-program. The content refects themes that were previously presented in a traditional form in the online program, e.g., in the form of a written exercise, an audio exercise or a behavioral task. 3.3.1 Design rationale of the virtual coach’s conversational style. In all scripts, the VC’s conversational style was designed to feel as natural as possible, as if talking with a real coach. The language was aimed to be kept simple and clear to avoid confusion, and to keep an informal and colloquial tone for easier relatability. The coach sometimes uses emojis to enhance the message. Throughout all scripts, the coach was always designed to seem friendly, empathetic and non-judgmental toward the interlocutor. To keep the conversation interesting, the coach sometimes discloses their own personal experiences and asks the interlocutor specifc questions about their life related to the topic at hand, to make the conversational exchange more personal and allow the interlocutor’s self-refection. The scripts were all 1-2 turns long to keep them concise for the survey. Below, we provide further details of individual conversation scripts and the design rationale behind them. Goal setting (1A). In 1A, VC is designed as encouraging and enthusiastic to support the interlocutor in setting goals and making them excited about it. Figure 1: Goal setting script (1A). Figure 2: Life satisfaction script (1B).
CUI ’23, July 19–21, 2023, Eindhoven, Netherlands Johanna Peltola et al. Figure 4: Social media and comparison script (3A). Figure 3: Unpleasant thoughts script (2A). Life satisfaction (1B). In 1B, the goal of the conversational style is similar as in 1A, and the VC is aiming to guide the interlocutor in exploring their satisfaction with current life situation and to provide encouraging praise when the interlocutor says they are happy with their life. Unpleasant thoughts (2A). In 2A, the VC aims to provide peer support to the interlocutor while sharing its own experience of having unpleasant thoughts. Hence, the VC’s conversational style is designed as slightly moody for the interlocutor to relate to, and perhaps encourage them to open about their unpleasant thoughts too. By providing a comment about everyone having similar thoughts, the VC aims to bring up an important point of how common it is to have such thoughts, possibly providing relief to the interlocutor. Social media and comparison (3A). In 3A, the VC’s conversational style is designed as refective, guiding the interlocutor to consider their social media use and its infuence on them. Social media and inspiration (3B). In 3B, the VC adopts a refective and even slightly inquisitive conversational style as it tries to elicit information from the interlocutor. Self-talk (4A). In 4A, the VC is designed as enthusiastic and giving peer support to the interlocutor. With its comment about not having to believe one’s own thoughts, it aims to introduce the concept of defusion to the interlocutor in a supportive manner. Figure 5: Social media and inspiration script (3B).
Developing A Conversational Interface for an ACT-based Online Program: Understanding Adolescents’ Expectations of Conversational Style CUI ’23, July 19–21, 2023, Eindhoven, Netherlands Figure 6: Self-talk script (4A). Academic performance (5A). In 5A, the VC is ofering peer support by sharing its own experiences, and the approach is rather distressed as the VC expresses its strong feelings related to the topic of academic performance. This is to allow the interlocutor to relate to the shared experience and encourage them to share their genuine feelings on the topic. Self-compassion (5B). Here, the VC aims to provide empathy and understanding to the interlocutor regarding the topic of selfcompassion, while using an example on the notion that it is often easier to be compassionate toward others than oneself. 3.4 Survey questions Each survey contained an image of one conversation script that was evaluated by the participants. Conversation scripts are described and displayed in section 3.3. To evaluate participants’ expectations regarding the conversational style of the virtual coach, we collected quantitative data with semantic diferential and qualitative data with an open-ended question. Semantic diferential is an established and well-validated method for measuring the respondent’s perceptions of things and concepts [ 46 ]. Respondents can indicate their experience of a product or a service on a fve or seven-point scale that consists of bipolar evaluative dimensions. The participants were guided to read the Figure 7: Academic performance script (5A). script and then evaluate the VC’s utterances on a fve-point semantic diferential scale across six dimensions: Interesting – Boring, Empathetic – Indiferent, Clear – Confusing, Encouraging – Discouraging, Friendly – Rude, and Natural – Artifcial. The survey items were selected to refect the desired characteristics of the VC and its conversational content. A higher numerical value was assigned to the positive endpoint of the scale, e.g., 5 = Clear and 1 = Confusing. Cronbach’s Alpha value for the six survey items was � = .882. The participants were also asked to elaborate on their impressions of the virtual coach in an open-ended question with the following prompt: “Please elaborate how Rami sounds to you and what do you think about Rami’s utterances.” All survey content, responses and participant quotations have been translated from Finnish to English. 3.5 Data analysis Responses to the semantic diferential were entered into IBM SPSS Statistics (Version 28.0.1.0) [ 53 ] for descriptive analysis. The frst author also conducted a manual sentiment analysis to the openended qualitative evaluations, applying a label of positive, neutral or negative to each response containing a valid input. The labels and responses were then collated as a list and discussed between three
CUI ’23, July 19–21, 2023, Eindhoven, Netherlands Johanna Peltola et al. Figure 8: Self-compassion script (5B). researchers to reach a common understanding of the expressed sentiments, after which it was decided which label to use for any given response. A positive label was applied if the participant’s response consisted of mostly positive reactions. A neutral label was applied if the reactions were ambiguous or contained only neutrally aligned reactions. Finally, a negative label was applied if the response contained mainly negative reactions. Finally, the frst author conducted a qualitative content analysis of the open-ended responses to refect the participants’ perceptions of the virtual coach’s conversational style. To get acquainted with the data, the frst author repeatedly read all the responses to the open-ended question and then created the initial codes and categories using inductive coding [13]. As the content analysis progressed, the codes and categories were revised as needed. To increase the validity of the analysis, the participant quotations and the codes and categories assigned to them were collated as a list and sent to two other authors for cross verifcation. The codes and categories were discussed between three researchers in various stages of the analysis to fnd a common understanding and select the fnal interpretation. ATLAS.ti Windows (Version 22.1.5.0) [ 54 ] software was used to assist in coding and interpreting the data. 4 RESULTS In this section, we present the results for the quantitative and qualitative conversation script evaluations. A total of N = 419 survey responses were analyzed. We present the results of the semantic diferential, sentiment analysis, and the content analysis. 4.1 Quantitative evaluations of conversation scripts In the overall semantic diferential results (Figure 9), friendliness and artifciality of the VC stood out. Across all conversation scripts, the Natural – Artifcial dimension received the lowest mean rating of 3.09 (SD = 1.14) whereas the Friendly – Rude dimension received the highest rating of 3.89 (SD=1.06). Self-compassion script (5B) was evaluated as the most interesting, encouraging and natural. Social media and comparison (3A) was evaluated as the most friendly and clear. Academic performance (5A) was rated as the least friendly. Unlike in most of the other scripts, female participants found the virtual coach less encouraging than male participants in Academic performance (5A) and Unpleasant thoughts (2A). The coach was considered the most empathetic in Goal seting (1A). Unpleasant thoughts (2A) was rated the least interesting, empathetic, encouraging and natural. The highest mean rating for both male and female participants was in the Friendly – Rude dimension (3.63 and 4.07 respectively), and the lowest rating in the Natural – Artifcial dimension (2.82 and 3.26 respectively). All dimensions were rated higher by female participants. 4.2 Sentiment analysis of qualitative evaluations All participant responses to the open-ended question “Please elaborate how Rami sounds to you and what do you think about Rami’s utterances.” were analyzed in a manual sentiment analysis where a label of positive, neutral or negative was applied to each response (see Table 3). Sentiment analysis revealed diferences in participants’ reactions between various scripts. Also gender diferences were evident. Female participants had more positive sentiments (45.8%) in their qualitative evaluations than male participants (34.8%). Male participants also had more negative sentiments (37.3%) than female participants (30.2%). Conversation scripts Goal seting (1A), Self-talk (4A) and Life satisfaction (1B) divided opinions among the participants: female participants reacted more positively to them whereas Social media and inspiration (3B) was received better by the male participants. Goal seting (1A) had the most positive overall response. In response to Academic performance (5A), female participants gave more negative sentiments (43.5%) than male participants (27.3%). Unpleasant thoughts (2A) received the highest number of negative sentiments (47.2%) as well as the least number of positive sentiments (18.9%) among all scripts. See Table 4 for all the results. 4.3 Content analysis of qualitative evaluations 4.3.1 Most common impressions. The participants’ qualitative evaluations of the virtual coach were coded for further analysis of the data. The most often found positive impression (N = 71) was related to the coach being friendly, nice or approachable, which were all placed under the same coding category. The most often found negative impression (N = 69) was related to the coach being artifcial, unnatural or robotic. We could also see other concurrences with the semantic diferential results, such as natural and empathic (see Table 5).
Developing A Conversational Interface for an ACT-based Online Program: Understanding Adolescents’ Expectations of Conversational Style CUI ’23, July 19–21, 2023, Eindhoven, Netherlands best way forward, as previous research has implicated [ 2 , 42 ]. The results of this study and the proposed directions for future research can be utilized when planning further studies and designing the conversational style of conversational interfaces for adolescents, especially in the context of mental well-being. ACKNOWLEDGMENTS This study was supported by the Academy of Finland (No. 324638). We thank the city of Tampere and the participants of the study. REFERENCES [1] Alaa Ali Abd-Alrazaq, Asma Rababeh, Mohannad Alajlani, Bridgette M. Bewick, and Mowafa Househ. 2020. Efectiveness and Safety of Using Chatbots to Improve Mental Health: Systematic Review and Meta-Analysis. Journal of Medical Internet Research 22, 7 (July 2020), e16021. 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