Thunberg, S., Gamboa, M., Loerakker, M. B., Alves-Oliveira, P., & Pelikan, H. R. M. (2026). Unpacking Lived Experiences of Wizards of Oz. In L. Baillie, W. D. Smart, M. De Graaf, M. Gombolay, & I. Torre (Eds.), HRI Companion ’26: Companion Proceedings of the 21st ACM/IEEE International Conference on Human-Robot Interaction (pp. 1399–1401). Association for Computing Machinery. https://doi.org/10.1145/3776734.3788834
E193-05 - Forschungsbereich Human Computer Interaction
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Published in:
HRI Companion '26: Companion Proceedings of the 21st ACM/IEEE International Conference on Human-Robot Interaction
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ISBN:
979-8-4007-2321-6
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Date (published):
16-Mar-2026
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Event name:
HRI '26: 21st ACM/IEEE International Conference on Human-Robot Interaction
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Event date:
16-Mar-2026 - 19-Mar-2026
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Event place:
Edinburgh, Scotland, United Kingdom of Great Britain and Northern Ireland (the)
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Number of Pages:
3
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Publisher:
Association for Computing Machinery, New York, NY, United States
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Peer reviewed:
Yes
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Keywords:
first-person methods; human-robot interaction; lived experiences; wizard of oz; HRI
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Abstract:
In the Human-Robot Interaction community, Wizard of Oz (WoZ) is a commonly employed method where researchers aim to study user perceptions of robot technologies regardless of technical limitations. Despite the continued usage of WoZ, questions concerning ethical tensions and effects on the wizard remain. For instance, how do wizards experience interacting through technology, given the different roles and characters to enact, and the different environments to situate themselves in. In addition, the wizard’s experiences and affects on results, continues to be under-explored. The goal of this workshop is to surface ethical, practical, methodological, personal, and philosophical tensions in the WoZ method. Though a collaborative session, we seek to develop a deeper understanding of what it means to be a wizard through eliciting first-person experiences of researchers. As a result, we hope to formulate guidelines for future wizards.
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Research Areas:
Visual Computing and Human-Centered Technology: 100%