Reviewerly/exHarmony huggingface dataset:
Convolutional Neural Network Model Compression Method for Software—Hardware Co-Design

Owing to their high accuracy, deep convolutional neural networks (CNNs) are extensively used. However, they are characterized by high complexity. Real-time performance and acceleration are required in current CNN systems. A graphics processing unit (GPU) is one possible solution to improve real-time performance; however, its power consumption ratio is poor owing to high power consumption. By contrast, field-programmable gate arrays (FPGAs) have lower power consumption and flexible architecture, making them more suitable for CNN implementation. In this study, we propose a method that offers both the speed of CNNs and the power and parallelism of FPGAs. This solution relies on two primary acceleration techniques—parallel processing of layer resources and pipelining within specific layers. Moreover, a new method is introduced for exchanging domain requirements for speed and design time by implementing an automatic parallel hardware–software co-design CNN using the software-defined system-on-chip tool. We evaluated the proposed method using five networks—MobileNetV1, ShuffleNetV2, SqueezeNet, ResNet-50, and VGG-16—and FPGA processors—ZCU102. We experimentally demonstrated that our design has a higher speed-up than the conventional implementation method. The proposed method achieves 2.47×, 1.93×, and 2.16× speed-up on the ZCU102 for MobileNetV1, ShuffleNetV2, and SqueezeNet, respectively.
How Well Do Experts Understand End-Users’ Perceptions of Manipulative Patterns?

How well do experts understand end-users’ perceptions of manipulative patterns? We conducted online surveys with end-users and with experts assessing perceptions of manipulative patterns. Participants saw images of interfaces and evaluated each through a series of semantic scales (e.g., deceitful to honest). After being shown a definition of manipulative patterns, they then decided whether each interface exemplified a manipulative pattern. End-users correctly identified images as manipulative approximately half of the time, and though experts were more often correct, the differences were not statistically significant. However, end-users’ descriptions of the images were significantly more positive than experts assumed, resulting in experts over-estimating end-users’ ability to recognize when they were being manipulated by an interface.
It Can Be More Than Just a Subservient Assistant. Distinct Roles for the Design of Intelligent Personal Assistants

Typically, intelligent personal assistants (IPAs), such as Amazon's Alexa, are presented as anthropomorphized, subservient, and predominantly female. Due to this, IPAs are often perceived as counterparts, which in turn implies that they might not only fulfill practical tasks, but also social needs through the roles they are given. Thus, roles determine the nature of the relationship, expectations, and experiences. Interestingly, the range of roles IPAs can take is poorly understood and there seems a lack of design guidance. To support designers, we gathered 26 roles from cross-domain HRI and categorized them into four role types (confidant, teammate, task performer, expert). We created a card set and applied it in a student seminar and a research project. It provided a valuable way to explicitly explore the implications of different roles – either as an inspiration or to ensure that roles are selected, which match the envisioned IPA.
User-Defined Gesture and Voice Control in Human-Drone Interaction for Police Operations

Gesture and voice control are increasingly being used in everyday applications, such as tablets and smartphones, but also for controlling smart home systems or even drones. While several studies exist on how users interact with and issue commands to drones, studies using drones in very specific and highly specialized use cases are rare. In a user-centered approach with twelve German police officers, we examined how police forces would trigger drone functions through self-defined gestures and voice commands. For the study, we considered two deployment scenarios with a total of 21 functions that were developed together with the police. The focus here is on use in large crowds and the pursuit of suspects. We identify sets of custom gestures and possible voice commands.
Using Virtual Reality to Demonstrate Sustainable Architecture Concepts: Making Passive Systems Interactive

In a collaboration between sustainable architecture and HCI, this demo showcases how VR can further the embodiment of designed architectural solutions and their experience in envisioned scale and interactivity. The prototype is constructed from architectural blueprints and features emission-free, passive systems enabling the Z Free Home concepts to be experienced.
The Troubling Cups: Making Trouble at Work about Inequalities in Pay.

As technology permeates people’s everyday lives, opportunities arise for HCI to design, develop and research technologies that focus on broader societal challenges such as sustainability, race, gender, and power. Toward this end, we present the Troubling Cups, a provocative design that makes trouble about unequal pay in a work environment. The design was produced through a series of workshops in which women discussed, identified and provotyped trouble in their work environments. Through a small, two-day field study, we explored if and how the provotype made trouble about unequal pay in real-world settings, and how the participants stayed with the trouble of unequal pay. We contribute to our research field with the provotype itself, our qualitative findings, and with our reflections and lessons learned on making trouble and staying with the trouble through provotyping.
Effects of Humanlikeness and Conversational Breakdown on Trust in Chatbots for Customer Service

Trust in chatbots can be shaped by various factors such as humanlikeness in terms of visual appearance and conversational content, and conversational performance in terms of the chatbot's ability to avoid conversational breakdown. The literature is inconclusive concerning the effect of humanlikeness and conversational performance on trust, especially their interaction effect. To examine the relations among these variables, we conducted a 2x3 (humanlikeness x conversational performance) factorial experiment with 251 participants, who were asked to perform three tasks with a chatbot for an online bank under one of the six conditions. Participants completed a questionnaire measuring trust and commented on trust factors. Results of between-group analysis showed that for the task with seeded breakdowns there were significant differences in trust across the six groups with the lowest ratings for the two groups experiencing breakdowns without repairs and that humanlikeness did not impact the extent to which the trust level changed. Results of within-group analysis showed significant differences in trust across the tasks but non-significant inter-task correlations on trust for the two groups. These observations challenge the effect of humanlikeness on trust while supporting the notion of trust resilience as the participants did not spill the impaired trust over the subsequent task. Thematic analysis showed that inter-group contrasts could be found for the theme 'underlying functionality' and 'affective responses.' Implications for research, practice and future work were drawn.
Implementation and Evaluation of a Point-Of-Sale Payment System Using Bitcoin Lightning

Cryptocurrencies have the potential to improve financial inclusion. However, the technology is complex to understand and difficult to use. Human-Computer-Interaction (HCI) can play a vital role in improving accessibility by identifying and overcoming challenges that hold users back. However, most HCI studies have focused only on Bitcoin and Ethereum so far. Newer blockchains promise transaction speeds comparable to traditional payment systems, enabling the use of cryptocurrencies as a medium of exchange for everyday transactions. To explore the viability of cryptocurrency-based point-of-sale solutions through a human-centered lens, we used Bitcoin Lightning to implement a payment system and evaluated it in a mixed-methods study. Our results show that Bitcoin Lightning is a usable alternative to traditional solutions and that friction aggregates at the interface to existing payment systems, i.e. when purchasing Bitcoin. We discuss qualitative insights and derive implications for deploying cryptocurrencies as payment solutions.
Intentionally Biasing User Representation?: Investigating the Pros and Cons of Removing Toxic Quotes from Social Media Personas

Algorithmically generated personas can help organizations understand their social media audiences. However, when using algorithms to create personas from social media user data, the resulting personas may contain toxic quotes that negatively affect content creators’ perceptions of the personas. To address this issue, we have implemented toxicity detection in an algorithmic persona generation system capable of using tens of millions of social media interactions and user comments for persona creation. On the system's user interface, we provide a feature for content creators using the personas to turn on or off toxic quotes, depending on their preferences. To investigate the feasibility of this feature, we conducted a study with 50 professionals in the online publishing domain. The results show varied reactions, including hate-filter critics, hate-filter advocates, and those in between. Although personal preferences play a role, the usefulness of toxicity filtering appears primarily driven by the work task – specifically the type and topic of stories the content creator seeks to create. We identify six use cases where a toxicity filter is beneficial. For system development, the results imply that it is beneficial to give content creators the option to view or not view toxic comments, rather than making this decision in their stead. We also discuss the ethical implications of removing toxic quotes in algorithmically generated personas, including potentially biasing the user representation.
An exploratory study of how to design interventions to support informal communication in remote work

Remote work has become widely accepted after COVID-19 but comes with many complaints. This paper considers the lack of informal communication among colleagues in remote and hybrid settings. Former studies have acknowledged the value of informal communication in daily work, so we intend to improve the well-being of employees by supporting and stimulating it in remote settings. This exploratory study aimed to understand the situation from a design perspective, and we adopted the research-through-design approach and created designs derived from the design-for-awareness strategy. The study was conducted using online interviews and comprised two sessions: sensitization to immerse participants in the context and exploration for in-depth feedback on new design concepts. Five themes result from the open coding analysis of the interview data. The results provide insights into next steps of design implications for special aspects of remote work, challenges in information sharing, and the role of social factors.
Requirements and Concepts for Interactive Media Retrieval User Interfaces

Large amounts of multimedia data are constantly digitized and stored in archives. Accurate search and annotation tools are essential for the fast retrieval of archival records by archivists, scientists, and the general public. The complexity of processing and navigating large collections evidence the demand for solutions that are tailored to the needs of diverse target groups. In this paper, we investigate the requirements for multimedia search and annotation tools. After identifying examples of graphical user interfaces and visualization techniques to support navigating and annotating audiovisual content in archives, we performed an iterative user research. Based on expert interviews, focus groups, and surveys, we propose a series of requirements and concept ideas for user interfaces aimed at quality control and AI-assisted search of multimedia data. Results also show that open challenges and needs include the definition of tailored ontologies to describe archival multimedia data.
Understanding Forestry Practices to Support Climate Adaption

Forests and their management practices are under considerable pressure to adapt to a changing climate. This study reports on early results on the adaptation of forests and forestry practices in Europe. Our study confirms the social and situated nature of forestry and climate adaption and found that the absence of appropriate knowledge and the multi-actor nature of the forest are central challenges for the necessary adaptation. These challenges are well known to HCI research and resonate with approaches to knowledge management and participation of multiple actors in design. The forest however also challenges existing approaches in return. This makes the forest a site not just for urgent action to realise its role in climate mitigation, but also for the production of HCI knowledge.
Nebula: Artistic Somaesthetic Appreciation with Biosignals in Virtual Reality

The combination of Virtual Reality and Biosignals is a developing area of research, and a design space with promising possibilities and implications for art and creativity. In this demonstration, we focus on supporting an engaging personal creative experience in Virtual Reality, making use of respiration, heart-rate, and gestures. The interactive modalities afford a new medium for art-making, and are potentially conducive to well-being. Our interactive experience stems from a Research through Design process and informed by Soma Design, interviews with artists, and preliminary user studies. We present Nebula – an immersive VR experience aimed at supporting a user’s somaesthetic appreciation and well-being.
UI for when it is no longer U and I: an online divorce form rethought with rites of passage theory

Imagining a paradigm for public digitization in which the theories of rites of passage are used as guiding principles for designing public user interfaces, this critique discusses our alternative design for seeking divorce online. As a speculative proposition, it discusses what was perhaps lost in the dream of the fully digitized bureaucracy, and how digitization impacts the cultural and individual experience of major life events. Specifically, the design uses symbols and sensory effects to explore how a transformative event like a divorce might happen if designed with a different set of values.
Social Drones for Health and Well-being

Drone activities in our daily lives are on the rise, so is the need to advance research on how to design drones that can interact with human users in an autonomous and socially acceptable way. The focus of this workshop is to discuss this emerging technology in the context of health and well-being applications. In particular, we take an interdisciplinary approach to understand how to empower drones with more autonomous and AI-driven social features, hence leveraging possible methods, behaviors, and solutions for AI driven social drones in the context of health and well-being. The main activities of this workshop will entail hands on activities and discussions in collaborative format. The expected outcomes aim at building up synergies between participants to lead future steps in the domain of autonomous social drones in health care and well-being.
A Speculative Design Approach to Investigate Interactions for an Assistant Robot Cleaner in Food Plants

The possibility to support cleaners in a food plant with an assistant robot cleaner is currently being researched. Owing to the interactive nature of a robot with collaborative applications, it is crucial to design interactions that are adapted to allow cleaners to make the best use of these. In this paper, a speculative design approach is used to pursue possible ways to interact with an assisting robot cleaner in a food plant in the future. We report findings from studies that entail observations at three food plants and eleven interviews with cleaners, which then resulted in creating four speculative design concepts. Thereafter, two focus group discussions on the four concepts revealed further insights on future interactions. The final result contains six design recommendations and a future scenario describing user interactions with an assistant robot cleaner in the context of food plants. Finally, we discuss some of our impressions and future work directions.
The Timeline: A Qualitative Study Exploring Therapeutic Experiences in an Immersive Interactive Virtual Environment (IIVE) for Trauma Mental Healthcare

When facilitating mental health interventions, therapists typically involve clients in discussion within a room containing seating and a table. We argue that digital technologies can be leveraged to encourage physiological, multisensory experiences for users to work through their challenges. In the context of trauma in mental healthcare, where the body's involvement can play a critical role in the recovery journey, such an approach can offer potential in altering the dynamic of how interventions are delivered and received. This infers a client-led process where environment and features become inclusive to a holistic treatment pathway. We developed an intervention called The Timeline, situated in an immersive interactive virtual environment (IIVE). The iterative process was informed by interviews with 12 “Experts by Profession”, as frontline mental health workers with an average engagement of 16 years. We then invited 12 “Experts by Experience”, with lived understanding of a range of trauma, to trial and evaluate the system at a UK-based hospital. We report on data from participants across both studies, evidencing how The Timeline, as bespoke content, could lead to participatory choice and personalized control in the context of digital therapy. Finally, we discuss how IIVEs could become a new platform towards a more integrative therapeutic delivery in mental healthcare.
Designing Smart Plugs for Interactivity and Energy Sustainability via a Survey and Thematic Analysis

This paper continues a trend that looks at smart plugs as a means to promote more sustainable and pro-environmental behaviors via, e.g., just-in-time feedback information delivered at the source of consumption (i.e., the plug). We provided a video of one of those eco-feedback systems (Wattom) to 50 participants via an online survey, and asked them to design plausible scenarios that draw from and improve upon the interactivity, functionality, and ultimately the sustainability effect of smart plugs. The qualitative results were analyzed through thematic analysis and resulted in seven overarching themes: (1) what are participants’ needs and (2) which energy-centered objectives would they like to achieve; (3) what energy-related information and/or functionality would participants wish to access via a smart plug; (4) what strategies would be most effective in supporting participants attain their energy-related objectives over time; (5) what would be the most effective ways to control smart plugs and other connected devices; (6) which would be the most effective triggers to cue energy-related user actions; and (7) how can the previous themes come together to form new behaviors around energy use. With these, we frame our results around a series of insights for future research on the design, adoption, continued use, and effects of smart plugs and smart devices in the context of sustainable HCI.
Designing for Design-after-Design in a Museum Installation

Design-after-design focuses on facilitating the re-purposing and re-design of an artefact by its users. In this article, we explore the challenges of designing for design-after-design through a research-through-design experiment set up in an architecture exhibition for a duration of three months. During those months, we aimed to facilitate the re-purposing of the design artefact by the museum visitors and use that to inform design iterations through which we redesigned the artefact. We gathered in-the-wild data about the novel uses discovered by some of the visitors, but also found that many users were confused by the undetermined nature of the initial artefact. Our research contributes by applying design-after-design in practice and reporting on design implications when developing similar open-ended experiences for museums. Specifically, we discuss implications for balancing openness and constraints in such processes, and suggest further research directions for exploring this challenge.
Transitions in Personal Informatics: Investigating Self-Tracking During Moments of Change

We present findings from a study that investigates how people engage in self-tracking as they experience a major life transition. Using pregnancy as a case study, we inquired 41 pregnant women into how their pregnancies shaped their use and engagement with self-tracking tools as they transitioned into their pregnancies. Our study highlights some of the challenges that transitions place on self-tracking, including misalignments between one's past data and current realities, and ways of realising goals. We discuss these challenges and suggest ways in which self-tracking could better account for realities which consider changing lives, bodies and identities.
Sentiment Analysis of Software Project Code Commits

Sentiment analysis is used to analyze the impact of Git commit on various open-source Java projects. In order to understand the positive, negative, and neutral impact of sentiment on developer community, we have reviewed many research paper based on real-time projects. It is observed that emotion is having a wide impact on software product quality by considering different factors like software requirement, team management, and work distribution which contributes toward negative commit comments. Code commit analysis is either done on daily or weekly basis by considering 8 classifications of emotions. In order to do a detailed survey, different open-source projects like Eclipse, JEdit, ArgoUML, and JUnit are considered for commit analysis based on software refactoring activities. In order to give an exact statistical result on sentiment analysis, different machine learning and deep Learning classifiers can be used. Based on the survey, it is also concluded that code refactoring is highly influenced by positive or negative impact of developer's emotions.