Reviewerly/exHarmony huggingface dataset:
A Sensory Autoethnography of Energy Practices in the Home

Energy providers and government institutions encourage residents to adopt (retrofit) smart solutions. This creates a form of smart-paternalism that shifts agency over everyday decisions from residents to algorithms, deciding what is good for them based on averages. The aim of this paper is to formulate design guidelines for future research that takes inclusion of marginalized groups as a starting point for a just energy transition. Based on the observation that quantitative energy data misses important information to understand what energy is used for, while ethnographic approaches tend to brush over relevant technological details, we performed a sensory auto-ethnography that links sensorial and situated accounts of what energy is (not) for to smart meter data. We use the findings to argue for enabling residents' situated understanding of how their everyday practices relate to their actual consumption and formulate guidelines on what both residents and designers need to do so.
SAM: Interface Design of a Mobile Application for Women in Risk Situations

The following paper presents a design proposal of a mobile application aimed to support women in risk situations in the City of Huajuapan de León, Oaxaca, Mexico. Our proposal, Assistance System for Women (or SAM), is a design for women in a situation of risk. Based on an user-centered design approach, our proposal features functionalities like Help buttons, Simulate Telephone Calls and Follow-up, as well as Location in real time. Gender violence and violence against women is a factor of enormous concern in Mexican society nowadays. By creating this interface prototype, we intend to offer our users security to be able to carry out their daily activities without fear. We are trying to be part of positive social development, an essential element to achieve the maintenance of peace and security.
The Joy of Sketch: A Hands-on Introductory Course on Sketching in HCI and UX within Research, Practice, and Education

Sketching is a powerful tool for communication, expression, and interrogation – and yet it is also a joyful method that connects people and makes research and education more engaging. Whether hands-on with pen and paper or on a tablet, the manual action of creating an image to tell the story of research is a valuable addition to any student or professional's skill set in Human-Computer Interaction and User Experience Design. We will take you on a complete journey in sketching, from the basics of mark-making right through to objects, interfaces, and interactions with people.
Accessible Text Tools: Where They Are Needed &amp; What They Should Look Like

Many people have problems with reading, which limits their ability to participate in society. This paper explores tools that make text more accessible. For this, we interviewed experts who proposed scenarios and tools. Frequently mentioned scenarios are public administration, the medical domain, and everyday life. The accessible text tools proposed by experts support readers by improving how text is compressed, expanded, reviewed, and experienced. We provide the Accessible Text Framework to help researchers understand how the different software tools can be combined and discuss how individual tools can be implemented.
Exploring the Use of Electromagnets to Influence Key Targeting on Physical Keyboards

In this work, we explore the use of force induced through electromagnets to influence finger movement while using a keyboard. To achieve this we generate a magnetic field below a keyboard and place a permanent magnet on the user's finger as a minimally invasive approach to dynamically induce variable force. Contrary to other approaches our setup can thus generate forces even at a distance from the keyboard. We explore this concept by building a prototype and analyzing different configurations of electromagnets (i.e., attraction and repulsion) and placements of a permanent magnet on the user's fingers in a preliminary study (N=4). Our force measurements show that we can induce 3.56 N at a distance of 10 mm. Placing the magnet on the index finger allowed for influencing key press times and was perceived as comfortable. Finally, we discuss implications and potential application areas like mid-air feedback and guidance.
Balancing Power Relations in Participatory Design: The Importance of Initiative and External Factors

Power imbalances between users and designers impede the intent to equal contributions in a participatory process. Recent years have shown that unforeseen external factors pose a risk of exacerbating this power imbalance by limiting in-person meetings and communication in general. This study evaluated a projects' power relations using a three-part reflection-on-action approach. Results show, that external factors can act as an actor in the power relationship model and that the change of initiative can change the power relations. Thus, we propose a power relation triangle for Participatory Design processes, including participants, designers and external conditions as actors and the decision-making at the center based on the combination of the actor's relations. This framework can help to better understand and address power imbalances in Participatory Design.
Interactive Visual Exploration of Knowledge Graphs with Embedding-based Guidance

Knowledge graphs have been commonly used to represent relationships between entities and utilized in the industry to enhance service qualities. As knowledge graphs integrate data from a variety of sources, they can also be useful references for human users. However, there is a lack of effective tools for data analysts to make the most of the rich information in knowledge graphs. Existing knowledge graph exploration systems are ineffective because they didn't consider various users' needs and the characteristics of knowledge graphs. Exploratory approaches specifically designed for uncovering and summarizing insights in knowledge graphs have not been well studied yet. In this paper, we propose KGScope that supports interactive visual explorations and provides embedding-based guidance to derive insights from knowledge graphs. We demonstrate KGScope with a usage scenario and assess its efficacy in supporting knowledge graph exploration with a user study. The results show that KGScope supports knowledge graph exploration effectively by providing useful information and aiding comprehensive exploration.
The Aachen Lab Demo: From Fundamental Perception to Design Tools

This year, the Media Computing Group at RWTH Aachen University turns 20. We celebrate this anniversary with a Lab Interactivity Demo at CHI that showcases not past achievements, but the range of currently ongoing research at the lab. It features hands-on interactive demos ranging from fundamental research in perception and cognition with traditional devices, such as experiencing input latency and Dark Patterns, to new input and output techniques beyond the desktop, such as user-perspective rendering in handheld AR and interaction with time-based media through conducting, to physical interfaces and the tools and processes for their design and fabrication, such as textile icons and sliders, soft robotics, and 3D printing fabric-covered objects.
Providing a Social-Messaging-Based Research Help Service with No Funding at Sichuan University Library

This column shares the experience of using QQ, a Chinese social messaging tool, by Sichuan University Library in China, to provide an alternative informal reference service in addition to more traditional and formal methods of reference desk, telephone, online message/comment, and instruction, without additional funding.
Dimensional alt text: Enhancing Spatial Understanding through Dimensional Layering of Image Descriptions for Screen Reader Users

Over the past decade, there has been a significant improvement in the quality of images we see on the web, and image processing technologies such as monocular depth estimation are opening up new possibilities for various applications. However, despite these developments, how we utilize image descriptions for image accessibility has remained stagnant since alt text was introduced with HTML 2.0 in 1995. This paper presents the concept of Dimensional alt text, which enables users to navigate image descriptions through three-dimensional layers: the foreground, middle ground, and background. Our research findings suggest that providing space for image descriptions on each dimensional layer can assist users in building a mental image of the photo, resulting in better spatial understanding. Our discussion for future work is to extend the use case of the prototype to a broader range of users and investigate a hybrid authoring model that combines human authorship with AI assistance.
A Technology for Seismogenic Process Monitoring and Systematic Earthquake Forecasting

Earthquakes are a severe natural phenomenon that require continuous monitoring, analysis, and forecasting to mitigate their risks. Seismological data have long been used for this purpose, but geodynamic data from remote sensing of surface displacements have become available in recent decades. In this paper, we present a novel information technology for monitoring, analyzing seismogenic fields, and predicting earthquakes using Earth remote sensing data presented as a time series of surface displacement points for systematic regional earthquake prediction. We demonstrate, for the first time, the successful application of this technology and discuss the method of the minimum area of alarm, which was developed for machine learning and systematic earthquake prediction, as well as the architecture and tools of the GIS platform. Our technology is implemented as a network platform consisting of two GISs. The first GIS automatically loads earthquake catalog data and GPS time series, calculates spatiotemporal fields, performs systematic earthquake prediction in multiple seismically active regions, and provides intuitive mapping tools to analyze seismic processes. The second GIS is designed for scientific research of spatiotemporal processes, including those related to earthquake forecasting. We demonstrate the effectiveness of platform analysis tools that are intuitive and accessible to a wide range of users in solving problems of systematic earthquake prediction. Additionally, we provide examples of scientific research on earthquake prediction using the second GIS, including the effectiveness of using GPS data for forecasting earthquakes in California, estimating the density fields of earthquake epicenters using the adaptive weighted smoothing (AWS) method for predicting earthquakes in Kamchatka, and studying earthquake forecasts in the island part of the territory of Japan using the earthquake catalog and GPS. Our examples demonstrate that the method of the minimum area of alarm used for machine learning is effective for forecasting both catalog and remote sensing data.
Quality-Aware Autonomous Navigation with Dynamic Path Cost for Vision-Based Mapping toward Drone Landing

This article presents a novel autonomous navigation approach that is capable of increasing map exploration and accuracy while minimizing the distance traveled for autonomous drone landings. For terrain mapping, a probabilistic sparse elevation map is proposed to represent measurement accuracy and enable the increasing of map quality by continuously applying new measurements with Bayes inference. For exploration, the Quality-Aware Best View (QABV) planner is proposed for autonomous navigation with a dual focus: map exploration and quality. Generated paths allow for visiting viewpoints that provide new measurements for exploring the proposed map and increasing its quality. To reduce the distance traveled, we handle the path-cost information in the framework of control theory to dynamically adjust the path cost of visiting a viewpoint. The proposed methods handle the QABV planner as a system to be controlled and regulate the information contribution of the generated paths. As a result, the path cost is increased to reduce the distance traveled or decreased to escape from a low-information area and avoid getting stuck. The usefulness of the proposed mapping and exploration approach is evaluated in detailed simulation studies including a real-world scenario for a packet delivery drone.
A Parametric 3D Knitting Workflow for Punchcard Knitting Machines

Punchcard knitting machines allow automatic needle selection based on a punched pattern. The machine reads the card and translates a punched hole to specific knitting actions. Punchcards are usually purchased ready to use or manually punched by the user. Current tools allow the digital fabrication of punchcards, however those tools focus on two-dimensional graphic patterns. This work introduces a parametric workflow for designing and fabricating custom-made punchcards that enable 3D knitting and shaping. We demonstrate our workflow using two case studies that implement short-row knitting to obtain 3D surfaces and non-rectangular shapes. In the first, we generate parametric spike 3D textures, and in the second, we demonstrate long curved shapes and 3D cones. A DXF file is saved and used for cutting the punchcard using a digital desktop cutting machine. Our workflow broadens the design opportunities when using punchcard-driven domestic knitting machines.
Re-articulating North-South Collaborations in HCI

Research connecting the 'Global South' and 'Global North' is not new to HCI. However, over the last few years we have seen a prominent shift in the ways we understand, represent and engage in North-South collaborations. Central to these discussions is the need to re-frame the nature of collaboration between and across geographies in which power dynamics, coloniality and the handling of differences are at the fore. In this panel, we will discuss experiences of HCI collaboration across the 'Global South' and 'Global North'. The panel will unpack the joys, fluidity and tensions within such collaborations from various geographical perspectives, in an effort to de-homogenize the Global South, and provide ways forward for an HCI flavored re-articulation of collaboration across geo-politically established and epistemic borders.
Print Your Money: Cash-Like Experiences with Digital Money

The use of digital money has become increasingly popular, but it comes with certain drawbacks. For instance, it can be challenging to make payments during power outages or internet failures. Additionally, some groups may find it difficult to use digital money. To address these concerns, we propose a design for a central bank digital currency (CBDC) similar to physical cash but also integrates with digital payment systems. This would enable users to access digital money without needing a third party. Our design also addresses technical and security concerns by implementing a trust-level model and ensuring that the system meets users' security needs. Ultimately, our design has the potential to replace physical banknotes and coins.
CodeML: A Machine Learning-Assisted User Interface for Code Identification and Labeling

Labeling short, unstructured texts is generally performed by sequentially identifying codes and assigning them to segments of text based on viewing a small sample of data. In this greedy approach, coders risk overlooking important code ideas and must perform the tedious task of iteratively revising the initial code set, and sometimes response code assignments, as new themes emerge. To address this, we propose CodeML, a machine learning-assisted (ML) coding interface that identifies multiple ideas in a response, which are displayed to support interactive data exploration, code identification, and refinement of snippet code assignments. By surfacing themes and snippets early, coders can consider a broader range of potential codes to reduce chances of omitting codes that surface later. A comparative study against search-style coding shows the potential for CodeML to facilitate initial exploration and discovery of finer-grained code sets while not adding significant cognitive load to organize codes and underlying text snippets.
Demonstration of transPAF: Rendering Omnidirectional Impact Feedback with Dynamic Point of Application of Force All Round a Controller

Impact force is common haptic feedback on virtual reality (VR) controllers, such as hitting objects with weapons or rackets. It applies to different points of application of force (PAFs) and directions in varied scenarios. Therefore, we propose a controller, transPAF, to render omnidirectional impact feedback with dynamic PAF all round the controller for versatile VR scenarios. transPAF consists of a controller, a semicircular track, a linear track, and an impactor, which are all rotatable. The impactor can move to any position in a sphere, which means the whole 3D space all round the controller, and rotate in any direction. In the demonstration, users can use four weapons, including a sword, a pickaxe, a hook, a dagger, and a tennis racket in the VR scene to attack monsters and hit balls, so that they can feel the sensation of the impact force applied to different PAFs and directions.
“How Can I Help You?”: User Perceptions of Privacy in Retail Chat Agents

Chatbots that request user data are proliferating in the retail industry. There are studies showing that increase in perceived privacy risks can decrease their adoption rate. In this study, we interview eight participants about their reasons behind these perceived privacy risks so that developers can make retail chatbots more privacy-preserving and respectful of user choices. This short thematic analysis highlights some of the privacy concerns in such bots and some of the recommendations that will be helpful for future work to build on.
Transparent Practices for Quantitative Empirical Research

Transparent research practices enable the research design, materials, analytic methods, and data to be thoroughly evaluated and potentially reproduced. The HCI community has recognized research transparency as one quality aspect of paper submission and review since CHI 2021. This course presents current best practices and tools that increase research transparency for HCI researchers and students. The course will be three online lectures and one in-person lab session. The lectures will cover the most relevant concepts, guidelines, and practices in Open Science, frequentist statistics, Bayesian statistics, and uncertainty visualization. In the lab session, the course participants will interactively explore implications of analytical choices using RStudio in pairs or small group and receive tailored feedback from instructors. For any participants cannot come to Hamburg, we will provide a parallel online session.
Virtual Trackball on VR Controller: Evaluation of 3D Rotation Methods in Virtual Reality

Rotating 3D objects is an essential operation in virtual reality (VR). However, efficient rotation methods with the current VR controllers have not been considered extensively yet. Users must repeatedly move their arms and wrists to rotate an object with the current VR controller. We considered utilizing the trackpad available in most VR controllers as a virtual trackball for an efficient rotation method and implemented two types of virtual trackballs (Arcball and Two-axis Valuator) to enable additional rotation using the thumb while holding an object with a VR controller. In this study, we investigated whether a controller with a virtual trackball would be effective for 3D manipulation tasks. The results showed that participants could perform the tasks faster with Arcball but not faster with Two-axis Valuator than with the regular VR controller. Also, most participants preferred Arcball to Two-axis Valuator and felt Arcball more natural than Two-axis Valuator.
Behind the Scenes of Automation: Ghostly Care-Work, Maintenance, and Interferences

Industry and media have long represented automation as a harbinger of development and convenience in different areas of life. An anxious prospect to some, automation systems promise "progress" and profitability to others by conjuring corporate computational futures. What remains behind the scenes of these predictions and imaginaries of automation is the invisible human labor of global ghost workers caring for, maintaining, and repairing technologies. Invisible but irreplaceable, computation performed by humans in precarious conditions fills gaps that computer technologies lack skills and sensibility for. In this hybrid workshop, we ask who the "ghosts" are in the machines. The workshop will address the ghostly presence of humans and human labor in automation and its challenges to HCI research and design.
VRisbee: How Hand Visibility Impacts Throwing Accuracy and Experience in Virtual Reality

Hand interaction plays a key role in virtual reality (VR) sports. While in reality, athletes mostly rely on haptic perception when holding and throwing objects, these sensational cues can be missing or differ in virtual environments. In this work, we investigated how the visibility of a virtual hand can support players when throwing and what impact it has on the overall experience. We developed a Frisbee simulation in VR and asked 29 study participants to hit a target. We measured the throwing accuracy and self-reports of presence, disc control, and body ownership. The results show a subtle advantage of hand visibility in terms of accuracy. Visible hands further improved the subjective impression of realism, body ownership and subjective control over the disc.
Cognitive Modelling: From GOMS to Deep Reinforcement Learning

This course introduces computational cognitive modeling for researchers and practitioners in the field of HCI. Cognitive models use computer programs to model how users perceive, think, and act in human–computer interaction. They offer a powerful approach for understanding interactive tasks and improving user interfaces. This course starts with a review of classic architecture based models such as GOMS and ACT-R. It then rapidly progresses to introducing modern modelling approaches powered by machine learning methods, in particular deep learning, reinforcement learning (RL), and deep RL. The course is built around hands-on Python programming using notebooks.
Impact of User Mobility on Attentional Tunneling in Handheld AR

Attentional tunneling in augmented reality (AR) refers to a phenomenon where users pay disproportionately high attention to virtual content while ignoring events in the real world. Although many handheld AR applications are deployed in public places where users are expected to be attentive to their surroundings while walking freely, the effect of user mobility on attentional tunneling is not yet ascertained. To investigate the effects of user mobility, we designed a 2x3 study comparing two postures (stationary and walking) with three AR tasks (a non-cognitive baseline task, a working memory task, and a perceptual monitoring task). The results suggest that walking significantly magnifies the tunneling effect, provided the user is engaged with a task that is associated with the virtual content being viewed. We demonstrate the significance of considering user mobility when evaluating AR application usage and provide guidelines for designers to evaluate the application in such scenarios.