huashen218/convxai-cia-dataset huggingface dataset:
Title: Evaluating Smartwatch-based Sound Feedback for Deaf and Hard-of-hearing Users Across Contexts
Authors: family: Goodman
given: Steven; family: Kirchner
given: Susanne; family: Guttman
given: Rose; family: Jain
given: Dhruv; family: Froehlich
given: Jon; family: Findlater
given: Leah
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present a qualitative study with 16 deaf and hard of hearing (DHH) participants examining reactions to smartwatch-based visual + haptic sound feedback designs. In Part 1, we conducted a Wizard-of-Oz (WoZ) evaluation of three smartwatch feedback techniques (visual alone, visual + simple vibration, and visual + tacton) and investigated vibrational patterns (tactons) to portray sound loudness, direction, and identity. In Part 2, we visited three public or semi-public locations where we demonstrated sound feedback on the smartwatch in situ to examine contextual influences and explore sound filtering options. Our findings characterize uses for vibration in multimodal sound awareness, both for push notification and for immediately actionable sound information displayed through vibrational patterns (tactons). In situ experiences caused participants to request sound filtering - particularly to limit haptic feedback - as a method for managing soundscape complexity. Additional concerns arose related to learnability, possibility of distraction, and system trust. Our findings have implications for future portable sound awareness systems.
Title: Play-Based Design: Giving 3- to 4-Year-Old Children a Voice in the Design Process
Authors: family: Superti Pantoja
given: Luiza; family: Diederich
given: Kyle; family: Crawford
given: Liam; family: Corbett
given: Megan; family: Klemm
given: Samantha; family: Peterman
given: Kerry; family: Currin
given: Flannery; family: Hourcade
given: Juan Pablo
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: There has been a dramatic growth in interactive technology use by children under the age of 5 during the past decade. Despite this growth, children under the age of 5 typically participate only as users or testers in the design process in the overwhelming majority of projects targeting this population presented in key child-computer interaction venues. In this paper we introduce play-based design, an age-appropriate design method to give 3-4-year-old children a voice in the design process. More specifically, we contribute a thorough analysis of the use of existing methods to design technologies for children under the age of 5, a summary of the process that resulted in the development of play-based design, a detailed description of play-based design, a qualitative analysis of our experience implementing play-based design with two groups of children, and a discussion of play-based design's place among other methods, its advantages, and limitations.
Title: ElastOscillation: 3D Multilevel Force Feedback for Damped Oscillation on VR Controllers
Authors: family: Tsai
given: Hsin-Ruey; family: Hung
given: Ching-Wen; family: Wu
given: Tzu-Chun; family: Chen
given: Bing-Yu
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Force feedback from damped oscillation is a common effect in our daily lives, especially when shaking an elastic object, an object hanging or containing other stuff, or a container with liquid, e.g., casting with a fishing pole or wine-swirling. Such a force, affected by complex physical variations and collisions, is difficult to properly simulate using current force feedback methods. Therefore, we propose ElastOscillation on a virtual reality (VR) controller to provide 3D multilevel force feedback for damped oscillation to enhance VR experiences. ElastOscillation consists of a proxy, six elastic bands and DC motors. It leverages the motors to control the bands' elasticity to restrain the movement of the proxy, which is connected with the bands. Therefore, when users shake the ElastOscillation device, the proxy shakes or moves in corresponding ranges of movement. The users then perceive the force from oscillation at different levels. In addition, elastic force from the bands further reinforces the oscillation force feedback. We conducted a force perception study to understand users' distinguishability for perceiving oscillation forces in 1D and 2D movement, respectively. Based on the results, we performed a VR experience study to show that the force feedback provided by ElastOscillation enhances VR realism.
Title: Levitation Simulator: Prototyping Ultrasonic Levitation Interfaces in Virtual Reality
Authors: family: Paneva
given: Viktorija; family: Bachynskyi
given: Myroslav; family: Müller
given: Jörg
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present the Levitation Simulator, a system that enables researchers and designers to iteratively develop and prototype levitation interface ideas in Virtual Reality. This includes user tests and formal experiments. We derive a model of the movement of a levitating particle in such an interface. Based on this, we develop an interactive simulation of the levitation interface in VR, which exhibits the dynamical properties of the real interface. The results of a Fitts' Law pointing study show that the Levitation Simulator enables performance, comparable to the real prototype. We developed the first two interactive games, dedicated for levitation interfaces: LeviShooter and BeadBounce, in the Levitation Simulator, and then implemented them on the real interface. Our results indicate that participants experienced similar levels of user engagement when playing the games, in the two environments. We share our Levitation Simulator as Open Source, thereby democratizing levitation research, without the need for a levitation apparatus.
Title: Crafting Personal Information - Resistance, Imperfection, and Self-Creation in Bullet Journaling
Authors: family: Tholander
given: Jakob; family: Normark
given: Maria
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Bullet journals are hand-written and self-created combinations of calendar, journal and planner. Central to this practice is how personal information is managed through a craft-based process. Based on a qualitative study, we discuss a set of themes that emerged in our analysis of this practice. We discuss how open-ended use of various materials for crafting of personal information engages in: 1) deliberate and strategic boundary work of what information to include and how combinations of data provide holistic and novel views of practitioner's life situations; 2) processes of self-creation and reflection on personal life trajectories; 3) appreciation of ourselves and the world around us as imperfect; and 4) ways of resisting the "business-like efficiency" that come with the large quantities of information that permeate contemporary life. We propose that this opens up new directions for thinking about how technologies of personal information may come into play in people's lives.
Title: GPkit: A Human-Centered Approach to Convex Optimization in Engineering Design
Authors: family: Burnell
given: Edward; family: Damen
given: Nicole B.; family: Hoburg
given: Warren
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present GPkit, a Python toolkit for Geometric and Signomial Programming that prioritizes explainability and incremental complexity. GPkit was designed through an ethnographic approach in the firms, classrooms, and research labs where it became part of the fabric of daily engineering work. Organizations have approached GPkit both in ways which centralize and in ways which distribute design work, usecases which emerged from and inspired new toolkit features. This two-way flow between mathematical structure and practitioner knowledge resulted in several novel contributions to the formulation and interpretation of convex programs and to our understanding of early-stage engineering design. For example, dual solutions (often considered incidental) can be more valuable to a design process than the "optimal design" itself, and we present novel algorithms and design methods based on this insight.
Title: Designing Games for Healthy Sleep
Authors: family: Pusateri
given: Juliet; family: Leng
given: Judith; family: Wang
given: Qian; family: Chen
given: Xiangzhu; family: Hammer
given: Jessica
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: A sleep deficit has far-reaching consequences, but for many people, healthy sleep is not a priority or a possibility. We explore the potential for "sleepy games" as a genre of transformational games. To explore this design space, we prototyped nine games through an iterative design process. Based on analysis of design decisions and the games as artifacts, we identify seven design challenges for sleepy games: agency and control; physiological and mental arousal; intervention timing; social embeddedness; multisensory experience; vulnerability; and identity and values. We expand on three games with playtesting to show how these design challenges unfold for players in practice, show the impact on players' lives, and discuss sleepy games as creative, social, and situated practices.
Title: Learning Through Exploration: How Children, Adults, and Older Adults Interact with a New Feature-Rich Application
Authors: family: Mahmud
given: Shareen; family: Alvina
given: Jessalyn; family: Chilana
given: Parmit K.; family: Bunt
given: Andrea; family: McGrenere
given: Joanna
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Feature-rich applications such as word processors and spreadsheets are not only being used by adults but increasingly by children and older adults as well. Learning these applications is challenging as they offer hundreds of commands throughout the interface. We investigate how newcomers from different age groups explore the user interface of a feature-rich application to determine, locate, and use relevant features. We conducted an in-lab observational study with 10 children (10-12), 10 adults (20-35) and 10 older adults (60-75) who were first-time users of Microsoft OneNote. Our results illustrate key exploration differences across age groups, including that children were careful and performed as efficiently as the adults, whereas older adults spent a longer time and repeated sequences of failed selections. Further, their exploration style was negatively influenced by their past knowledge of similar applications. We discuss design interventions to accommodate these exploration differences and to improve software onboarding for newcomers.
Title: Taking Data Out of Context to Hyper-Personalize Ads: Crowdworkers' Privacy Perceptions and Decisions to Disclose Private Information
Authors: family: Hanson
given: Julia; family: Wei
given: Miranda; family: Veys
given: Sophie; family: Kugler
given: Matthew; family: Strahilevitz
given: Lior; family: Ur
given: Blase
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Data brokers and advertisers increasingly collect data in one context and use it in another. When users encounter a misuse of their data, do they subsequently disclose less information? We report on human-subjects experiments with 25 in-person and 280 online participants. First, participants provided personal information amidst distractor questions. A week later, while participants completed another survey, they received either a robotext or online banner ad seemingly unrelated to the study. Half of the participants received an ad containing their name, partner's name, preferred cuisine, and location; others received a generic ad. We measured how many of 43 potentially invasive questions participants subsequently chose to answer. Participants reacted negatively to the personalized ad, yet answered nearly all invasive questions accurately. We unpack our results relative to the privacy paradox, contextual integrity, and power dynamics in crowdworker platforms.
Title: What Are You Talking To?: Understanding Children's Perceptions of Conversational Agents
Authors: family: Xu
given: Ying; family: Warschauer
given: Mark
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Conversational agents (CAs) available in smart phones or smart speakers play an increasingly important role in young children's technological landscapes and life worlds. While a handful of studies have documented children's natural interactions with CAs, little is known about children's perceptions of CAs. To fill this gap, we examined three- to six-year-olds' perceptions of CAs' animate/artifact domain membership and properties, as well as their justifications for these perceptions. We found that children sometimes take a more nuanced position and spontaneously attribute both artifact and animate properties to CAs or view them as neither artifacts nor animate objects. This study extends current research on children's perceptions of intelligent artifacts by adding CAs as a new genre of study and provides some underlying knowledge that may guide the development of CAs to support young children's cognitive and social development.
Title: Moving Toward an Ecologically Valid Data Collection Protocol for 2D Gestures In Video Games
Authors: family: Taranta
given: Eugene M.; family: Pittman
given: Corey R.; family: Oakley
given: Jack P.; family: Maslych
given: Mykola; family: Maghoumi
given: Mehran; family: LaViola
given: Joseph J.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Those who design gesture recognizers and user interfaces often use data collection applications that enable users to comfortably produce gesture training samples. In contrast, games present unique contexts that impact cognitive load and have the potential to elicit rapid gesticulations as players react to dynamic conditions, which can result in high gesture form variability. However, the extent to which these gestures differ is presently unknown. To this end, we developed two games with unique mechanics, Follow the Leader (FTL) and Sleepy Town, as well as a standard data collection application. We collected gesture samples from 18 participants across all conditions for gestures of varying complexity, and through an analysis using relative, global, and distribution coverage measures, we confirm significant differences between conditions. We discuss the implications of our findings, and show that our FTL design is closer to being an ecologically valid data collection protocol with low implementation complexity.
Title: Toward Automated Feedback on Teacher Discourse to Enhance Teacher Learning
Authors: family: Jensen
given: Emily; family: Dale
given: Meghan; family: Donnelly
given: Patrick J.; family: Stone
given: Cathlyn; family: Kelly
given: Sean; family: Godley
given: Amanda; family: D'Mello
given: Sidney K.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Like anyone, teachers need feedback to improve. Due to the high cost of human classroom observation, teachers receive infrequent feedback which is often more focused on evaluating performance than on improving practice. To address this critical barrier to teacher learning, we aim to provide teachers with detailed and actionable automated feedback. Towards this end, we developed an approach that enables teachers to easily record high-quality audio from their classes. Using this approach, teachers recorded 142 classroom sessions, of which 127 (89%) were usable. Next, we used speech recognition and machine learning to develop teacher-generalizable computer-scored estimates of key dimensions of teacher discourse. We found that automated models were moderately accurate when compared to human coders and that speech recognition errors did not influence performance. We conclude that authentic teacher discourse can be recorded and analyzed for automatic feedback. Our next step is to incorporate the automatic models into an interactive visualization tool that will provide teachers with objective feedback on the quality of their discourse.
Title: Inducing and Mitigating Stereotype Threat Through Gendered Virtual Body-Swap Illusions
Authors: family: Peck
given: Tabitha C.; family: Good
given: Jessica J.; family: Bourne
given: Kimberly A.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: A psychological phenomenon termed "stereotype threat" has been shown to contribute to women's underperformance and underrepresentation in math and science fields. Within the virtual reality literature, a recent study utilized gendered body-swap illusions (i.e., women in male virtual bodies) to mitigate the effects of stereotype threat among a sample of female participants. The present research provides a much needed replication of this intervention, as well as a critical extension of virtual reality research on the Proteus Effect to test whether stereotype threat can be induced among male participants immersed in a female virtual body. Results supported both the replication and extension hypotheses; female participants embodied in male avatars were buffered from stereotype threat whereas male participants embodied in female avatars suffered from stereotype threat. Avatar gender also influenced participants' math confidence and awareness of the negative societal stereotype regarding women's math ability.
Title: Surfacing Visualization Mirages
Authors: family: McNutt
given: Andrew; family: Kindlmann
given: Gordon; family: Correll
given: Michael
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Dirty data and deceptive design practices can undermine, invert, or invalidate the purported messages of charts and graphs. These failures can arise silently: a conclusion derived from a particular visualization may look plausible unless the analyst looks closer and discovers an issue with the backing data, visual specification, or their own assumptions. We term such silent but significant failures . We describe a conceptual model of mirages and show how they can be generated at every stage of the visual analytics process. We adapt a methodology from software testing, , as a way of automatically surfacing potential mirages at the visual encoding stage of analysis through modifications to the underlying data and chart specification. We show that metamorphic testing can reliably identify mirages across a variety of chart types with relatively little prior knowledge of the data or the domain.
Title: FoodFab: Creating Food Perception Illusions using Food 3D Printing
Authors: family: Lin
given: Ying-Ju; family: Punpongsanon
given: Parinya; family: Wen
given: Xin; family: Iwai
given: Daisuke; family: Sato
given: Kosuke; family: Obrist
given: Marianna; family: Mueller
given: Stefanie
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Personalization of eating such that everyone consumes only what they need allows improving our management of food waste. In this paper, we explore the use of food 3D printing to create perceptual illusions for controlling the level of perceived satiety given a defined amount of calories. We present FoodFab, a system that allows users to control their food intake through modifying a food's internal structure via two 3D printing parameters: infill pattern and infill density. In two experiments with a total of 30 participants, we studied the effect of these parameters on users' chewing time that is known to affect people's feeling of satiety. Our results show that we can indeed modify the chewing time by varying infill pattern and density, and thus control perceived satiety. Based on the results, we propose two computational models and integrate them into a user interface that simplifies the creation of personalized food structures.
Title: Collaborative Writing Across Multiple Artifact Ecologies
Authors: family: Larsen-Ledet
given: Ida; family: Korsgaard
given: Henrik; family: Bødker
given: Susanne
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Research focusing on how collaborative writing takes place across multiple applications and devices and over longer projects is sparse. We respond to this gap by presenting the results of a qualitative study of longer-term academic writing projects, showing how co-writers employ multiple tools when working on a common text. We identify three patterns of multi-application collaboration as well as four common types of motivations for transitions between applications. We also extend existing taxonomies of collaborative writing by proposing a categorization of the functions served by the text as object and backbone of the collaboration. Together, these contributions offer a framing for understanding transitions within and across artifact ecologies in work around a common object. Our findings highlight ways in which features like concurrent editing may in fact challenge the collaborative writing process, and we point to opportunities for alternative application models.
Title: Enemy Within: Long-term Motivation Effects of Deep Player Behavior Models for Dynamic Difficulty Adjustment
Authors: family: Pfau
given: Johannes; family: Smeddinck
given: Jan David; family: Malaka
given: Rainer
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Balancing games and producing content that remains interesting and challenging is a main cost factor in the design and maintenance of games. Dynamic difficulty adjustments (DDA) can successfully tune challenge levels to player abilities, but when implemented with classic heuristic parameter tuning (HPT) often turns out to be very noticeable, e.g. as "rubber-banding". Deep learning techniques can be employed for deep player behavior modeling (DPBM), enabling more complex adaptivity, but effects over frequent and longer-lasting game engagements, as well as how it compares to HPT has not been empirically investigated. We present a situated study of the effects of DDA via DPBM as compared to HPT on intrinsic motivation, perceived challenge and player motivation in a real-world MMORPG. The results indicate that DPBM can lead to significant improvements in intrinsic motivation and players prefer game experience episodes featuring DPBM over experience episodes with classic difficulty management.
Title: Random, Messy, Funny, Raw: Finstas as Intimate Reconfigurations of Social Media
Authors: family: Xiao
given: Sijia; family: Metaxa
given: Danaë; family: Park
given: Joon Sung; family: Karahalios
given: Karrie; family: Salehi
given: Niloufar
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Among many young people, the creation of a finsta-a portmanteau of "fake" and "Instagram" which describes secondary Instagram accounts-provides an outlet to share emotional, low-quality, or indecorous content with their close friends. To study why people create and maintain finstas, we conducted a qualitative study through interviews with finsta users and content analysis of video bloggers exposing their finsta on YouTube. We found that one way that young people deal with mounting social pressures is by reconfiguring online platforms and changing their purposes, norms, expectations, and currencies. Carving out smaller spaces accessible only to close friends allows users the opportunity for a more unguarded, vulnerable, and unserious performance. Drawing on feminist theory, we term this process intimate reconfiguration. Through this reconfiguration finsta users repurpose an existing and widely-used social platform to create opportunities for more meaningful and reciprocal forms of social support.