Reviewerly/exHarmony huggingface dataset:
A deep multi-view imbalanced learning approach for identifying informative COVID-19 tweets from social media

Social media platforms such as Twitter are home ground for rapid COVID-19-related information sharing over the Internet, thereby becoming the favorable data resource for many downstream applications. Due to the massive pile of COVID-19 tweets generated every day, it is significant that the machine-learning-supported downstream applications can effectively skip the uninformative tweets and only pick up the informative tweets for their further use. However, existing solutions do not specifically consider the negative effect caused by the imbalanced ratios between informative and uninformative tweets in training data. In particular, most of the existing solutions are dominated by single-view learning, neglecting the rich information from different views to facilitate learning. In this study, a novel deep imbalanced multi-view learning approach called D-SVM-2K is proposed to identify the informative COVID-19 tweets from social media. This approach is built upon the well-known multiview learning method SVM-2K to incorporate different views generated from different feature extraction techniques. To battle against the class imbalance problem and enhance its learning ability, D-SVM-2K stacks multiple SVM-2K base classifiers in a stacked deep structure where its base classifiers can learn from either the original training dataset or the shifted critical regions identified using the well-known k-nearest neighboring algorithm. D-SVM-2K also realises a global and local deep ensemble learning on the multiple views' data. Our empirical experiments on a real-world labeled tweet dataset demonstrate the effectiveness of D-SVM-2K in dealing with the real-world multi-view class imbalance issues.
Designing for Digital Environmental Stewardship in Waste Management

Waste management in urban areas is a complex process, encompassing a variety of activities (e.g., acquiring, sorting, disposing), actors (e.g., single individuals, waste collectors, condominium associations), and capacities (e.g., from household recycling stations to physical infrastructures such as recycling and sorting facilities). Whereas previous HCI design research has tackled problems with waste management from an individual, behavioral change perspective, we approach this design space through a feminist ecological design perspective of Digital Environmental Stewardship. Through a combination of qualitative empirical data and materials generated at design workshops, we outline challenges related to waste management in a complex of five multi-apartment buildings. We propose a number of design explorations addressing such challenges, and reflect on the generative role of the DES framework in framing design from a collective and ecological perspective.
Nature Fictions: Designing for a Sustainable Future through Nature Relations

This paper presents nature fictions, a co-design approach that seeks to highlight relations between people and nonhuman stakeholders in the process of imagining sustainable futures. The work was situated in gardens, to explore nature relations in gardener's immediate surroundings and to imagine ways of combating the adverse effects human activities have on the Earth's natural systems. Our study involved design workshops with 15 gardeners, who engaged with different prompts (phenology wheel, nature cards, and paper prototypes) to provoke relational thought for creating nature fictions. Through this process, we identified three design spaces that illustrate the relevance of the nature fictions approach: 1) Community building through awareness and collaboration around nature, 2) Multispecies care in the garden, and 3) Creating balance in public spaces – From the garden to society. We discuss key tensions and anxieties, and opportunities for each design space, and we reflect on working with nature fictions and more-than-human thought.
Improving and Analyzing Sketchy High-Fidelity Free-Eye Drawing

Some people with a motor disability that limits hand movements use technology to draw via their eyes. Free-eye drawing has been re-investigated recently and yielded state-of-the-art results via unimodal gaze control. However, limitations remain, including limited functions, conflicts between observation and drawing, and the brush tailing issue. We introduce a professional unimodal gaze control free-eye drawing application and improve upon free-eye drawing by extended gaze-based user interface functions, improved brush dynamics, and a double-blink gaze gesture. An experiment and a field study were conducted to assess the system’s usability compared to the mainstream gaze-control drawing method and hand drawing and the accessibility among users with motor disabilities. The results showed that the application provides efficient interaction and the ability to create hand-sketch-level graphics for people with motor disabilities. Herein, we contribute a robust and professional free-eye drawing application, detailing valuable design considerations for future developments in gaze interaction.
Investigating How Users Design Everyday Intelligent Systems in Use

Intelligent systems learn and evolve depending on what kinds of input are given and how people actually use them after deployment. While such a characteristic may be a troubling property for AI user experience designers, it also imbues an intelligent system with an open-ended quality, empowering end-users to ‘design’ their own system in use to achieve more desired experiences. In light of this, we conducted in-depth interviews with 16 users of various AI-based everyday recommender systems, investigating how people design their AI user experiences in actual use contexts. Exploring people’s current experiences of adopting and adapting those systems to achieve their own desired experiences, we discovered three styles of end-user design of their experiences: teaching, resisting, and repurposing. We end with a discussion of the implications of our findings, recognizing end-users’ motivation to challenge a prescribed experience of an intelligent system.
SoundTraveller: Exploring Abstraction and Entanglement in Timbre Creation Interfaces for Synthesizers

Timbre exploration and creation are key tasks in electronic music composition. Modern synthesizers can produce thousands of unique timbres, but this complexity hinders musicians’ ability to explore these timbres effectively. We contribute SoundTraveller, an interactive timbre exploration system aimed at fostering electronic musicians’ creative processes. SoundTraveller allows the user to explore the timbral space using two modes: evolutionary and morphing, with which they can generate hundreds of unique timbres without the need to edit individual parameters. Our user study confirmed that SoundTraveller supported participants’ exploration, decreased their cognitive load, and increased their perceived creativity. Through analysis of our interview study, we contribute design considerations for timbre exploration systems, and for exploring large aesthetic parameter spaces more generally. Finally, we discuss how systems like SoundTraveller can fit into the existing workflows of electronic music composers, and how shared agency with creative technologies can impact the creative process.
Design Values in Action: Toward a Theory of Value Dilution

Designing for values has been a focus of human-computer interaction research, but what happens when value-laden design artifacts are put into practice? Do they exercise their commitment to stated design values? We present four case studies that suggest a gap between the values that technologies set out to support and their performance toward supporting these values in practice. By critically analyzing these case studies, we theorize the phenomenon of value dilution—technical artifacts moving away from values they committed to embody. We hypothesize two significant methodological gaps contributing to value dilution—the static framing of stakeholders and a lack of engagement with politics of values. We argue that addressing value dilution needs to be a long-term and ongoing task in the design and use of technology as values in design are not only embodied, but also they are dynamic, subject to change in how they are enacted.
“I left my legacy, told my story”: Understanding Older Adults’ Tracking Practices to Promote Active Aging

Research on aging technologies typically has explored health condition management and physical activity, while other aspects of active aging (e.g., psychological and social well-being) receive less attention. To better support active aging, we focus on the context of tracking technologies because half of the U.S. aging population engaged in keeping records of health and non-health information using manual and digital mediums. We interviewed 18 older adults to investigate their holistic tracking practices. We found participants were motivated to manage their everyday life tasks, preserve sentimental values, generate knowledge for broader audiences, and support relationships and caregiving. These motivations can help older adults age actively by supporting multi-dimensions of well-being besides physical health. Reflecting on findings, we discuss design considerations for tracking technologies to support active aging by expanding the current focus on supporting physical health to broader psychological and social well-being.
Everyday Space as an Interface for Health Data Engagement: Designing Tangible Displays of Stress Data

Health data user engagement, particularly with stress data, remains a challenge despite the widespread use of self-tracking products, like smartwatches and smart bracelets. Stress data engagement is crucial to the early detection and intervention of long-term stress which could cause harmful health effects. This paper explores the design of tangible displays to enhance engagement with self-tracked stress data. We conducted two co-design workshops in which participants were invited to design and draw sketches of stress displays for three different contexts. The workshops revealed many innovative ideas for using everyday spaces and materials as an interface to structure user interactions with the data, aimed at increasing awareness of stress data and management strategies while addressing various concerns associated with how the data is displayed. By focusing on stress data, this study highlights important opportunities to use everyday spaces as an interface for health data engagement.
ARECA: A Design Speculation on Everyday Products Having Minds

An increasing number of everyday products are being designed to possess qualities such as intelligence, consciousness, and emotion. However, there is a need for more understanding on how to design for these properties of mind. To address this, we present the design of Areca, an air purifier that keeps a diary. This paper outlines our design process, focusing on how the diary generation process gives Areca properties of mind and how its appearance and interaction design support this concept. Through exhibiting Areca in a design exhibition, we gathered people's initial reactions and perceptions to further evaluate the effectiveness of our design intentions. Finally, based on these experiences, we engage in discussions on the design of products having minds.
Transmediating Sky Blanket: tensions with a digital jacquard loom

This pictorial presents an ongoing collaboration between a Haida/Kwakwaka'wakw/Irish artist and a multi-disciplinary team of settler researchers around Sky Blanket, a hybrid Yeil Koowu (Raven's Tail) and Naaxiin (Chilkat) style woven robe. We elaborate on our collaborative commitments that include a focus on materiality and particular team dynamics. We report on three frictions we experienced while working on a TC2 jacquard loom: the translation of weaving patterns from one production technique to another, working within the material limitations of the loom, and the design of a woven box that allowed us to articulate differing perspectives on failures. In our discussion, we argue that these material encounters are a way for design and creation research to work through tensions at play between digital technologies, artistic practices, and cultural continuities.
Designing an Interaction Concept for Assisted Cooking in Smart Kitchens: Focus on Human Agency, Proactivity, and Multimodality

Connected homes and smart assistants shape the future practices of humans, but they do not yet perfectly fit their needs and processes. Our research explores how smart assistants can effectively support users during cooking. First, we completed an observational study with ten participants to understand their needs for competence and autonomy in relation to their individual cooking. Following the empirical results, we prototyped a multimodal assistant that interactively provides stepwise guidance for a multi-part recipe. We evaluated the prototype in a Wizard-of-Oz approach with ten participants. The classification according to cooking competence and need for autonomy turned out to be an efficient way to understand the different user perspectives on the prototype. We could observe under which conditions users prefer graphical or voice interaction and how proactivity of the assistant affects human agency and derived general insights for the design and co-performance of smart assistants in other domains.
Thermoplastic Kilnforms: Extending Glass Kilnforming Techniques to Thermoplastic Materials using Ontology-Driven Design

The ecology of thermoplastic materials is rapidly evolving, enabling an exciting landscape of functional, aesthetic, and interactive forms. Despite their utility in fused filament fabrication (FFF), an even larger and untapped design space exists for thermoplastics. In this work, we introduce a design method that leverages similarities with a more mature medium (glass) to guide a material-centered exploration of a new medium (thermoplastics). Through a collaboration between domain experts in thermoplastics and glass, we synthesized an ontology of kilnforming techniques and developed an annotated portfolio of thermoplastic kilnforms that capture generative design directions for altering the phenomenological qualities of plastic, prototyping metamaterials, and composite forms, and engaging with other material practices. We discuss how material parallels can continue to expand the role of thermoplastics as a design material and how ontology-driven design can serve as a means of localizing, questioning, and generating material knowledge.
Provotyping Accountability: Exploring Smartphone Use in the Home through Design

In response to research concerns that smartphone usage negatively impacts intimate relationships, this paper presents a study exploring how design can encourage smartphone accountability in family home settings. We developed and deployed three provotypes with seven families via a Research through Design study intended to encourage reflections on ubiquitous and routinised smartphone usage. The provotypes progressively explore ways of making smartphone use visible by facilitating individualised accountability, competitive accountability, and collective accountability. We present insights into how these provotypes shaped family practices based on a qualitative study with 26 participants. We found that, by emphasising different forms of shared accountability, the provotypes reduced smartphone use, which in turn fostered family intimacy and togetherness, rooted in meanings of caring and sharing. Finally, we discuss our study’s implications for how provotypes can help explore forms of accountability in practices involving sustainable technology use within the home.
Robust image watermarking in DCT domain using optimal inter‐block difference

Summary Robust watermarking provides valuable solutions to protect the copyright and secure digital images. In this paper, a robust and transparent watermarking scheme in the discrete cosine transform (DCT) domain is presented. The watermark is embedded into the difference of two adjacent DCT coefficients located at the same frequency. The embedding process involves optimal selection of adjacent blocks and DCT coefficients positions. For a given DCT block, the optimal selection is to find the coefficient with the lowest DCT frequency that requires the minimal variation to represent the target watermark bit. To insert the watermark, a new quantization index modulation (QIM) based method with irregular distance between continuous quantizers is employed. The performance of the proposed scheme was extensively evaluated using 12 benchmark images and a total of more than 90 attacks per image grouped into nine attack types including JPEG compression, filtering and noise contamination. Furthermore, robustness comparison with state‐of‐the‐art works was conducted, and the results demonstrate the superiority of the proposed scheme in terms of imperceptibility and robustness.
Rewriting the Script: Adapting Text Instructions for Voice Interaction

Voice assistants have sharply risen in popularity in recent years, but their use has been limited mostly to simple applications like music, hands-free search, or control of internet-of-things devices. What would it take for voice assistants to guide people through more complex tasks? In our work, we study the limitations of the dominant approach voice assistants take to complex task guidance: reading aloud written instructions. Using recipes as an example, we observe twelve participants cook at home with a state-of-the-art voice assistant. We learn that the current approach leads to nine challenges, including obscuring the bigger picture, overwhelming users with too much information, and failing to communicate affordances. Instructions delivered by a voice assistant are especially difficult because they cannot be skimmed as easily as written instructions. Alexa in particular did not surface crucial details to the user or answer questions well. We draw on our observations to propose eight ways in which voice assistants can “rewrite the script”—summarizing, signposting, splitting, elaborating, volunteering, reordering, redistributing, and visualizing—to transform written sources into forms that are readily communicated through spoken conversation. We conclude with a vision of how modern advancements in natural language processing can be leveraged for intelligent agents to guide users effectively through complex tasks.
A Workshop-Based Method for Navigating Value Tensions in Collectively Speculated Worlds

The rapid pace of technological progress carries with it a heightened risk of ethics and privacy violations, creating an urgent need for mechanisms to address this risk. We approach this problem from the perspective of designers and technologists aiming to design technology that better accounts for ethical implications. We iteratively developed a workshop-based method (N=113, seven workshops) for probing ethical implications of emerging ubiquitous computing technologies. We contribute a method that enables people with varying levels and areas of domain expertise and with a variety of lived experiences to collectively speculate about the ethical implications of emerging technologies, navigate value tensions, and prototype artifacts as a way to grapple with those tensions. We introduce implication design as a means for participants with and without design experience to communicate how a technology might change to better serve them. Lastly, we share our learnings from and reflections on our design process.
TikTok as a Stage: Performing Rural #farmqueer Utopias on TikTok

In this paper, we examine how an under-studied group in HCI, rural queer farmers, use the social media platform TikTok to perform rural queer utopias. Queer utopia, coined by queer theorist Jose Muñoz, is a way of using queer aesthetics and performance to expose heterosexual norms and imagine worlds of hopeful queer alternatives. Through close reading and interpretation of TikTok, we examine content made by rural queer farmers on TikTok and ask how it enacts queer utopias. We show these farmers perform queer identity in rural farming spaces which subverts stereotypes of both who is queer and who can farm, and their videos also enact queer political utopias by connecting farming to social justice and radical sustainability. We explore how TikTok offers a sociotechnical stage where queer rural farmers can perform queer utopias in ways that celebrate creative and generative uses of platforms by queer folks.
A robust video stabilization method for camera shoot in mobile devices using GMM-based motion estimator

The application of video stabilization methods to mobile devices with low computing power is an important issue. In this study, we aim to provide a robust video stabilization solution for such mobile devices with limited computing resources. We first propose a fast feature extraction method based on a block-wise gradient. Then, we extract motion information through feature point pairs and rebuild the camera path. Finally, the data were smoothed and the corresponding compensation matrix was calculated to obtain a stable video. However, large foreground objects may lead to incorrect motion estimation. Thus, we propose a fast foreground segmentation method based on GMM for jitter scenes to eliminate foreground features and obtain a more accurate camera trajectory. The experimental results show that the proposed method is robust against large foreground objects and exhibits good real-time performance.
Why do people take Screenshots on their Smartphones?

Screenshots are ubiquitous in mobile computing, yet poorly understood. This paper advances our understanding of reasons for capturing, storing, and sharing screenshots. A crowdsourced user study was conducted where 52 participants shared personal screenshots from their phones, alongside textual reasons for why they were captured. Using mixed methods analyses we uncover common and uncommon screenshot practices that have not previously been documented. By analyzing the language used to describe reasons for taking screenshots, we document a variety of motivations for screenshot captures that provide opportunities for design. We furthermore report nine overarching themes in contemporary mobile screenshot use, considerably extending the currently held view of screenshots as a type of social computing. To inform design, we propose novel screenshot-centered interaction concepts that bridge the empirical findings. Last, we position screenshotting as a style of mobile interaction, which we argue is an undeveloped opportunity for advancing interactivity for mobile computing.
Art Critique by Other Means

HCI projects bringing digital and interactive technologies into art museums are affected by a conception of the relation between art and design that narrows the available design space. This is often done by positioning such technologies either as presenting information about artworks, as artworks themselves, or by taking a ’hands-off’ approach. Aiming to re-investigate this conceptual space, we draw on an enactive approach to art developed by Alva Noë and, by means of a design example (an installation in the MUNCH museum), discuss how this approach redirected the design process. Specifically, how it affected the way the design team related to the original artworks and their history, and how they approached evaluating their work. We show by example how understanding such technologies in terms of how they educate visitors’ attention, similarly to art critique, allows designers to participate in correspondence with artworks using unique material, aesthetic, and embodied means.