huashen218/convxai-cia-dataset huggingface dataset:
Title: Evaluating User Satisfaction with Typography Designs via Mining Touch Interaction Data in Mobile Reading
Authors: family: Wang
given: Junxiang; family: Yin
given: Jianwei; family: Deng
given: Shuiguang; family: Li
given: Ying; family: Pu
given: Calton; family: Tang
given: Yan; family: Luo
given: Zhiling
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: implicit feedback, mobile reading, text difficulty, touch interaction data, typography design, user satisfaction

Abstract: Previous work has demonstrated that typography design has a great influence on users' reading experience. However, current typography design guidelines are mainly for general purpose, while the individual needs are nearly ignored. To achieve personalized typography designs, an important and necessary step is accurately evaluating user satisfaction with the typography designs. Current evaluation approaches, e.g., asking for users' opinions directly, however, interrupt the reading and affect users' judgments. In this paper, we propose a novel method to address this challenge by mining users' implicit feedbacks, e.g., touch interaction data. We conduct two mobile reading studies in Chinese to collect the touch interaction data from 91 participants. We propose various features based on our three hypotheses to capture meaningful patterns in the touch behaviors. The experiment results show the effectiveness of our evaluation models with higher accuracy on comparing with the baseline under three text difficulty levels, respectively.
Title: Keeping a Low Profile? Technology, Risk and Privacy among Undocumented Immigrants
Authors: family: Guberek
given: Tamy; family: McDonald
given: Allison; family: Simioni
given: Sylvia; family: Mhaidli
given: Abraham H.; family: Toyama
given: Kentaro; family: Schaub
given: Florian
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: online risk, undocumented immigrants, technology use, surveillance, privacy, integration, immigration

Abstract: Undocumented immigrants in the United States face risks of discrimination, surveillance, and deportation. We investigate their technology use, risk perceptions, and protective strategies relating to their vulnerability. Through semi-structured interviews with Latinx undocumented immigrants, we find that while participants act to address offline threats, this vigilance does not translate to their online activities. Their technology use is shaped by needs and benefits rather than risk perceptions. While our participants are concerned about identity theft and privacy generally, and some raise concerns about online harassment, their understanding of government surveillance risks is vague and met with resignation. We identify tensions among self-expression, group privacy, and self-censorship related to their immigration status, as well as strong trust in service providers. Our findings have implications for digital literacy education, privacy and security interfaces, and technology design in general. Even minor design decisions can substantially affect exposure risks and well-being for such vulnerable communities.
Title: Comparing Computer-Based Drawing Methods for Blind People with Real-Time Tactile Feedback
Authors: family: Bornschein
given: Jens; family: Bornschein
given: Denise; family: Weber
given: Gerhard
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: tactile graphics, two-dimensional pin-matrix device, evaluation, tactile drawing, drawing by blind people

Abstract: In this paper, we present a drawing workstation for blind people using a two-dimensional tactile pin-matrix display for in- and output. Four different input modalities, namely menu-based, gesture-based, freehand-stylus and a Time-of-Flight (ToF) depth segmentation of real-world object silhouettes, are utilized to create graphical shapes. Users can freely manipulate shapes after creation. Twelve blind users evaluated and compared the four image creation modalities. During evaluation, participants had to copy four different images. The results show that all modalities are highly appropriate for non-visual drawing tasks. There is no generally preferred drawing modality, but most participants rated the robust and well-known menu-based interaction as very good. Furthermore, menu was second in performance and the most accurate drawing modality. Our evaluation demonstrated direct manipulation works well for blind users at the position of the reading hand. In general, our drawing tool allows blind users to create appealing images.
Title: Enabling People with Visual Impairments to Navigate Virtual Reality with a Haptic and Auditory Cane Simulation
Authors: family: Zhao
given: Yuhang; family: Bennett
given: Cynthia L.; family: Benko
given: Hrvoje; family: Cutrell
given: Edward; family: Holz
given: Christian; family: Morris
given: Meredith Ringel; family: Sinclair
given: Mike
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: haptic feedback, virtual reality, white cane, mobility, auditory feedback, visual impairments, blindness

Abstract: Traditional virtual reality (VR) mainly focuses on visual feedback, which is not accessible for people with visual impairments. We created Canetroller, a haptic cane controller that simulates white cane interactions, enabling people with visual impairments to navigate a virtual environment by transferring their cane skills into the virtual world. Canetroller provides three types of feedback: (1) physical resistance generated by a wearable programmable brake mechanism that physically impedes the controller when the virtual cane comes in contact with a virtual object; (2) vibrotactile feedback that simulates the vibrations when a cane hits an object or touches and drags across various surfaces; and (3) spatial 3D auditory feedback simulating the sound of real-world cane interactions. We designed indoor and outdoor VR scenes to evaluate the effectiveness of our controller. Our study showed that Canetroller was a promising tool that enabled visually impaired participants to navigate different virtual spaces. We discuss potential applications supported by Canetroller ranging from entertainment to mobility training.
Title: Pulp Nonfiction: Low-Cost Touch Tracking for Paper
Authors: family: Zhang
given: Yang; family: Harrison
given: Chris
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: multi-touch, pen tracking, electric field tomography, interaction techniques, touch tracking, input, paper

Abstract: Paper continues to be a versatile and indispensable material in the 21st century. Of course, paper is a passive medium with no inherent interactivity, precluding us from computationally-enhancing a wide variety of paper-based activities. In this work, we present a new technical approach for bringing the digital and paper worlds closer together, by enabling paper to track finger input and also drawn input with writing implements. Importantly, for paper to still be considered paper, our method had to be very low cost. This necessitated research into materials, fabrication methods and sensing techniques. We describe the outcome of our investigations and show that our method can be sufficiently low-cost and accurate to enable new interactive opportunities with this pervasive and venerable material.
Title: Exploring New Metaphors for a Networked World through the File Biography
Authors: family: Lindley
given: Siân E.; family: Smyth
given: Gavin; family: Corish
given: Robert; family: Loukianov
given: Anastasia; family: Golembewski
given: Michael; family: Luger
given: Ewa A.; family: Sellen
given: Abigail
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: ownership, provenance, control, fork, version control, virtual possession, patina, propagation, grammar of action

Abstract: We present a body of work undertaken in response to the challenge outlined by Harper et al. in their paper, ?'What is a File?' [9]. Through a conceptual and design-led exploration of new file metaphors, we developed the 'file biography', a digital entity that encompasses the provenance of a file and allows the user to keep track of how it propagates. We explored this through prototyping and utilised it in two user studies. In the studies, we (i) asked people to sketch out file biographies for their own content, and (ii) deployed a tool enabling users to build their own simple file biographies across multiple versions of Word documents. We conclude that new file metaphors may need to play different roles for different types of digital content, with a distinction being drawn between content that is 'in production' and virtual possessions that are, in a sense, a 'finished' artefact.
Title: Understanding Older Users' Acceptance of Wearable Interfaces for Sensor-based Fall Risk Assessment
Authors: family: Wu
given: Alan Yusheng; family: Munteanu
given: Cosmin
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: older adults, falls, usability, wearable interfaces

Abstract: Algorithms processing data from wearable sensors promise to more accurately predict risks of falling -- a significant concern for older adults. Substantial engineering work is dedicated to increasing the prediction accuracy of these algorithms; yet fewer efforts are dedicated to better engaging users through interactive visualizations in decision-making using these data. We present an investigation of the acceptance of a sensor-based fall risk assessment wearable device. A participatory design was employed to develop a mobile interface providing visualizations of sensor data and algorithmic assessments of fall risks. We then investigated the acceptance of this interface and its potential to motivate behavioural changes through a field deployment, which suggested that the interface and its belt-mounted wearable sensors are perceived as usable. We also found that providing contextual information for fall risk estimation combined with relevant practical fall prevention instructions may facilitate the acceptance of such technologies, potentially leading to behaviour change.
Title: How People Form Folk Theories of Social Media Feeds and What it Means for How We Study Self-Presentation
Authors: family: DeVito
given: Michael A.; family: Birnholtz
given: Jeremy; family: Hancock
given: Jeffery T.; family: French
given: Megan; family: Liu
given: Sunny
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: social feeds, grounded theory, algorithmic curation, folk theories, algorithm awareness, algorithms, user understandings, theory formation, social media

Abstract: Self-presentation is a process that is significantly complicated by the rise of algorithmic social media feeds, which obscure information about one's audience and environment. User understandings of these systems, and therefore user ability to adapt to them, are limited, and have recently been explored through the lens of folk theories. To date, little is understood of how these theories are formed, and how they tie to the self-presentation process in social media. This paper presents an exploratory look at the folk theory formation process and the interplay between folk theories and self-presentation via a 28-participant interview study. Results suggest that people draw from diverse sources of information when forming folk theories, and that folk theories are more complex, multifaceted and malleable than previously assumed. This highlights the need to integrate folk theories into both social media systems and theories of self-presentation.
Title: Measuring Employment Demand Using Internet Search Data
Authors: family: Chancellor
given: Stevie; family: Counts
given: Scott
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: employment, big data, internet search, job search

Abstract: We are in a transitional economic period emphasizing automation of physical jobs and the shift towards intellectual labor. How can we measure and understand human behaviors of job search, and how communities are adapting to these changes? We use internet search data to estimate employment demand in the United States. Starting with 225 million raw job search queries in 2015 and 2016 from a popular search engine, we classify queries into one of 15 fields of employment with accuracy and F-1 of 97%, and use the resulting query volumes to estimate per-sector employment demand in U.S. counties. We validate against Bureau of Labor Statistics measures, and then demonstrate benefits for communities, showing significant differences in the types of jobs searched for across socio-economic dimensions like poverty and education level. We discuss implications for macroeconomic measurement, as well as how community leaders, policy makers, and the field of HCI can benefit.
Title: Data Illustrator: Augmenting Vector Design Tools with Lazy Data Binding for Expressive Visualization Authoring
Authors: family: Liu
given: Zhicheng; family: Thompson
given: John; family: Wilson
given: Alan; family: Dontcheva
given: Mira; family: Delorey
given: James; family: Grigg
given: Sam; family: Kerr
given: Bernard; family: Stasko
given: John
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: interaction techniques, systems, graphic design, framework, data visualization, authoring

Abstract: Building graphical user interfaces for visualization authoring is challenging as one must reconcile the tension between flexible graphics manipulation and procedural visualization generation based on a graphical grammar or declarative languages. To better support designers' workflows and practices, we propose Data Illustrator, a novel visualization framework. In our approach, all visualizations are initially vector graphics; data binding is applied when necessary and only constrains interactive manipulation to that data bound property. The framework augments graphic design tools with new concepts and operators, and describes the structure and generation of a variety of visualizations. Based on the framework, we design and implement a visualization authoring system. The system extends interaction techniques in modern vector design tools for direct manipulation of visualization configurations and parameters. We demonstrate the expressive power of our approach through a variety of examples. A qualitative study shows that designers can use our framework to compose visualizations.
Title: Safety vs. Surveillance: What Children Have to Say about Mobile Apps for Parental Control
Authors: family: Ghosh
given: Arup Kumar; family: Badillo-Urquiola
given: Karla; family: Guha
given: Shion; family: LaViola Jr
given: Joseph J.; family: Wisniewski
given: Pamela J.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: adolescents, mobile online safety, parental control apps

Abstract: Mobile applications ("apps") developed to promote online safety for children are underutilized and rely heavily on parental control features that monitor and restrict their child's mobile activities. This asymmetry in parental surveillance initiates an interesting research question -- how do children themselves feel about such parental control apps? We conducted a qualitative analysis of 736 reviews of 37 mobile online safety apps from Google Play that were publicly posted and written by children (ages 8-19). Our results indicate that child ratings were significantly lower than that of parents with 76% of the child reviews giving apps a single star. Children felt that the apps were overly restrictive and invasive of their personal privacy, negatively impacting their relationships with their parents. We relate these findings with HCI literature on mobile online safety, including broader literature around privacy and surveillance, and outline design opportunities for online safety apps.
Title: Co-performance: Conceptualizing the Role of Artificial Agency in the Design of Everyday Life
Authors: family: Kuijer
given: Lenneke; family: Giaccardi
given: Elisa
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: smart thermostats, theories of practice, autonomous devices, theoretic foundations, co-performance, artificial agency

Abstract: This paper introduces the notion of co-performance, with the aim to offer Human-Computer Interaction (HCI) researchers and practitioners a new perspective on the role of artificial agency in everyday life, from automated systems to autonomous devices. In contrast to 'smartness,' which focuses on a supposed autonomy of artifacts, co-performance considers artifacts as capable of learning and performing next to people. This shifts the locus of design from matters of distributions of agency at design time, to matters of embodied learning in everyday practice for both human and artificial performers. From this perspective, co-performance acknowledges the dynamic differences in capabilities between humans and artifacts, and highlights the fundamentally recursive relation between professional design and use. Implications for HCI design practice are unpacked through reflections on smart thermostat design in light of historic changes in roles between humans and heating systems, and changing ideas of appropriateness in everyday practices of domestic heating.
Title: Social Influence and Reciprocity in Online Gift Giving
Authors: family: Kizilcec
given: René F.; family: Bakshy
given: Eytan; family: Eckles
given: Dean; family: Burke
given: Moira
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: facebook, cooperation, social learning, social networks, online gifts, peer effects, quasi-experiment, reciprocity

Abstract: Giving gifts is a fundamental part of human relationships that is being affected by technology. The Internet enables people to give at the last minute and over long distances, and to observe friends giving and receiving gifts. How online gift giving spreads in social networks is therefore important to understand. We examine 1.5 million gift exchanges on Facebook and show that receiving a gift causes individuals to be 56% more likely to give a gift in the future. Additional surveys show that online gift giving was more socially acceptable to those who learned about it by observing friends' participation instead of a non-social encouragement. Most receivers pay the gift forward instead of reciprocating directly online, although surveys revealed additional instances of direct reciprocity, where the initial gifting occurred offline. Thus, social influence promotes the spread of online gifting, which both complements and substitutes for offline gifting.
Title: Time for Break: Understanding Information Workers' Sedentary Behavior Through a Break Prompting System
Authors: family: Luo
given: Yuhan; family: Lee
given: Bongshin; family: Wohn
given: Donghee Yvette; family: Rebar
given: Amanda L.; family: Conroy
given: David E.; family: Choe
given: Eun Kyoung
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: sedentary behavior, information workers, personal informatics, break, workplace setting

Abstract: Extended periods of uninterrupted sedentary behavior are detrimental to long-term health. While prolonged sitting is prevalent among information workers, it is difficult for them to break prolonged sedentary behavior due to the nature of their work. This work aims to understand information workers' intentions & practices around standing or moving breaks. We developed Time for Break, a break prompting system that enables people to set their desired work duration and prompts them to stand up or move. We conducted an exploratory field study (N = 25) with Time for Break to collect participants' work & break intentions and behaviors for three weeks, followed by semi-structured interviews. We examined rich contexts affecting participants' receptiveness to standing or moving breaks, and identified how their habit strength and self-regulation are related to their break-taking intentions & practices. We discuss design implications for interventions to break up periods of prolonged sedentary behavior in workplaces.
Title: Breaking the Tracking: Enabling Weight Perception using Perceivable Tracking Offsets
Authors: family: Rietzler
given: Michael; family: Geiselhart
given: Florian; family: Gugenheimer
given: Jan; family: Rukzio
given: Enrico
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, weight perception, pseudo haptics

Abstract: Virtual reality (VR) technology strives to enable a highly immersive experience for the user by including a wide variety of modalities (e.g. visuals, haptics). Current VR hardware however lacks a sufficient way of communicating the perception of weight of an object, resulting in scenarios where users can not distinguish between lifting a bowling ball or a feather. We propose a solely software based approach of simulating weight in VR by deliberately using perceivable tracking offsets. These tracking offsets nudge users to lift their arm higher and result in a visual and haptic perception of weight. We conducted two user studies showing that participants intuitively associated them with the sensation of weight and accept them as part of the virtual world. We further show that compared to no weight simulation, our approach led to significantly higher levels of presence, immersion and enjoyment. Finally, we report perceptional thresholds and offset boundaries as design guidelines for practitioners.
Title: Remixed Reality: Manipulating Space and Time in Augmented Reality
Authors: family: Lindlbauer
given: David; family: Wilson
given: Andy D.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, remixed reality, augmented reality

Abstract: We present Remixed Reality, a novel form of mixed reality. In contrast to classical mixed reality approaches where users see a direct view or video feed of their environment, with Remixed Reality they see a live 3D reconstruction, gathered from multiple external depth cameras. This approach enables changing the environment as easily as geometry can be changed in virtual reality, while allowing users to view and interact with the actual physical world as they would in augmented reality. We characterize a taxonomy of manipulations that are possible with Remixed Reality: spatial changes such as erasing objects; appearance changes such as changing textures; temporal changes such as pausing time; and viewpoint changes that allow users to see the world from different points without changing their physical location. We contribute a method that uses an underlying voxel grid holding information like visibility and transformations, which is applied to live geometry in real time.