huashen218/convxai-cia-dataset huggingface dataset:
Title: Understanding Women Modders using the Serious Leisure Perspective
Authors: family: Tancred
given: Nicoletta; family: Turkay
given: Selen; family: Vickery
given: Nicole; family: Wyeth
given: Peta; family: McCoombe
given: Anna
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Modding, the act of custom creation in videogames, is a large enterprise comprising millions of people. Despite the large number of individuals creating mods, our understanding of who modders are and their motivation for modding is limited. This is especially true for minority groups, including women. In prior research with modding communities, women modders were consistently underrepresented. Using a mixed-method survey (N = 68) that incorporates the Serious Leisure Framework, this study begins to unravel women's participation in modding activities. We begin to identify who women modders are, examine what motivates them to mod, and investigate their modding practices. Results show that women modders value the creation of multiple mod types, including cosmetic, environmental and gameplay modification. They are primarily motivated by self-gratification and enjoyment. These findings create new insights into how women interact with gaming environments, as well as identifying those aspects of the experience that motivate women's engagement in modding.
Title: I am Not an Object: Reframing 3D Body Scanning for Co-Design
Authors: family: Mironcika
given: Svetlana; family: Hupfeld
given: Annika; family: Frens
given: Joep; family: Wensveen
given: Stephan
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: 3D scanning technologies provide designers with tools to generate a digital representation of the human body that can be used in the design of ultra-personalized apparel and wearables. However, prior work shows that the body scanning process can be an uncomfortable experience for users. In this work, we take a first-person perspective to identify frictions in the experience of being body scanned compared to having one's body measurements taken by a professional tailor. Based on our findings, we offer a reframing of body scanning as a collaborative process, and discuss implications for the design of tools and processes that shift agency in the generation of body data towards users. Our paper is relevant to design researchers and practitioners interested in taking a co-design approach to ultra-personalization.
Title: Virtual Reality Without Vision: A Haptic and Auditory White Cane to Navigate Complex Virtual Worlds
Authors: family: Siu
given: Alexa F.; family: Sinclair
given: Mike; family: Kovacs
given: Robert; family: Ofek
given: Eyal; family: Holz
given: Christian; family: Cutrell
given: Edward
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Current Virtual Reality (VR) technologies focus on rendering visuospatial effects, and thus are inaccessible for blind or low vision users. We examine the use of a novel white cane controller that enables navigation without vision of large virtual environments with complex architecture, such as winding paths and occluding walls and doors. The cane controller employs a lightweight three-axis brake mechanism to provide large-scale shape of virtual objects. The multiple degrees-of-freedom enables users to adapt the controller to their preferred techniques and grip. In addition, surface textures are rendered with a voice coil actuator based on contact vibrations; and spatialized audio is determined based on the progression of sound through the geometry around the user. We design a scavenger hunt game that demonstrates how our device enables blind users to navigate a complex virtual environment. Seven out of eight users were able to successfully navigate the virtual room (6x6m) to locate targets while avoiding collisions. We conclude with design consideration on creating immersive non-visual VR experiences based on user preferences for cane techniques, and cane material properties.
Title: Clash of Times: Respectful Technology Space for Integrating Community Stories in Intangible Exhibits
Authors: family: Kotut
given: Lindah; family: Bhatti
given: Neelma; family: Saaty
given: Morva; family: Haqq
given: Derek; family: Stelter
given: Timothy L.; family: McCrickard
given: D. Scott
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Emerging research in Human Computer Interaction (HCI) has considered the use of technology to preserve Intangible Cultural Heritage (ICH) while wrestling with the dilemma of local participation in the face of post-colonialism. There remains a need to understand how ICH is portrayed by museums and texts, how communities regard these representations, and how technology would affect preservation. We conducted a study in the North Rift region of Kenya to understand how ICH is preserved and disseminated by the museum in comparison with the community. The findings describe a respectful technology space where community needs and museum needs can co-exist. We also articulate social challenges that should be considered by designers when recommending or designing technological solutions. This paper concludes by recommending ways for researchers to smoothly integrate technology with ICH through community participation and an awareness of the respectful space.
Title: Transforming Robot Programs Based on Social Context
Authors: family: Porfirio
given: David; family: Sauppé
given: Allison; family: Albarghouthi
given: Aws; family: Mutlu
given: Bilge
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Social robots have varied effectiveness when interacting with humans in different interaction contexts. A robot programmed to escort individuals to a different location, for instance, may behave more appropriately in a crowded airport than a quiet library, or vice versa. To address these issues, we exploit ideas from program synthesis and propose an approach to transforming the structure of hand-crafted interaction programs that uses user-scored execution traces as input, in which end users score their paths through the interaction based on their experience. Additionally, our approach guarantees that transformations to a program will not violate task and social expectations that must be maintained across contexts. We evaluated our approach by adapting a robot program to both real-world and simulated contexts and found evidence that making informed edits to the robot's program improves user experience.
Title: Digital Technology, Meditative and Contemplative Practices, and Transcendent Experiences
Authors: family: Markum
given: Robert B.; family: Toyama
given: Kentaro
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Meditative and contemplative practices are common among U.S. adults, but the impact of digital technology use on these practices and on associated transcendent experiences is poorly understood. Through semi-structured interviews with sixteen experienced practitioners from a variety of traditions, we find that practitioners consider digital technology to be a mixed blessing. While they see its practical value, they are wary of its stimulation-based effects and find minimal usefulness in commercial meditation apps. They also feel that digital technology use may interfere with possible transcendent experiences. The practitioners, however, applied insights from their respective practices to strategically mitigate digital technology's negative effects in three ways: limiting its use to instrumental purposes, using technology interactions as grist for self-reflection, and integrating technology itself into a site for practice. Specific design recommendations are discussed.
Title: The Silent Conversation: Designing for Introspection and Social Play in Art Museums
Authors: family: Ryding
given: Karin
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper presents an attempt to design for a combination of social play and introspection using a ludic approach within an art museum setting. The field trial is described of a mobile web app called 'Never let me go', a two-player system enabling visitors to an art museum to create impromptu experiences in-situ for a companion. The study reveals that players used the app for communicating with each other during the visit, often without speaking. This led to deeply personal and introspective moments, as well as, lots of teasing and playing. The implications of allowing for social, personal and playful experiences in an art museum are discussed, as well as, the advantages and challenges of designing for improvisation.
Title: PoCoPo: Handheld Pin-based Shape Display for Haptic Rendering in Virtual Reality
Authors: family: Yoshida
given: Shigeo; family: Sun
given: Yuqian; family: Kuzuoka
given: Hideaki
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We introduce PoCoPo, the first handheld pin-based shape display that can render various 2.5D shapes in hand in realtime. We designed the display small enough for a user to hold it in hand and carry it around, thereby enhancing the haptic experiences in a virtual environment. PoCoPo has 18 motor-driven pins on both sides of a cuboid, providing the sensation of skin contact on the user's palm and fingers. We conducted two user studies to understand the capability of PoCoPo. The first study showed that the participants were generally successful in distinguishing the shapes rendered by PoCoPo with an average success rate of 88.5%. In the second study, we investigated the acceptable visual size of a virtual object when PoCoPo rendered a physical object of a certain size. The result led to a better understanding of the acceptable differences between the perceptions of visual size and haptic size.
Title: Understanding Parenting Stress through Co-designed Self-Trackers
Authors: family: Jo
given: Eunkyung; family: Toombs
given: Austin L.; family: Gray
given: Colin M.; family: Hong
given: Hwajung
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: New parents often experience significant stress as they take on new roles and responsibilities. Stress management and mental wellbeing are two areas in which personal informatics (PI) research has gained attention, and there is an opportunity to investigate how parenting stress can be mitigated through PI practices. In this paper, we present the results of a co-designed technology probe study through which we deployed individualized self-trackers with new parents. We investigate the stress management topics new parents are interested in tracking and how — and with what goals---they engage in self-directed PI practices. Our findings indicate that PI practices can potentially enable parents to: re-discover positive aspects of their everyday lives; identify better-suited stress management strategies; and facilitate spousal communication about shared responsibilities. We discuss how self-tracking experiences for the mental wellness of parents can be better designed.
Title: Investigating User-Created Gamification in an Image Tagging Task
Authors: family: Schubhan
given: Marc; family: Altmeyer
given: Maximilian; family: Buchheit
given: Dominic; family: Lessel
given: Pascal
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Commonly, gamification is designed by developers and not by end-users. In this paper we investigate an approach where users take control of this process. Firstly, users were asked to describe their own gamification concepts which would motivate them to put more effort into an image tagging task. We selected this task as gamification has already been shown to be effective here in previous work. Based on these descriptions, an implementation was made for each concept and given to the creator. In a between-subjects study (n=71), our approach was compared to a no-gamification condition and two conditions with fixed gamification settings. We found that providing participants with an implementation of their own concept significantly increased the amount of generated tags compared to the other conditions. Although the quality of tags was lower, the number of usable tags remained significantly higher in comparison, suggesting the usefulness of this approach.
Title: Supporting Stimulation Needs in Dementia Care through Wall-Sized Displays
Authors: family: Sas
given: Corina; family: Davies
given: Nigel; family: Clinch
given: Sarah; family: Shaw
given: Peter; family: Mikusz
given: Mateusz; family: Steeds
given: Madeleine; family: Nohrer
given: Lukas
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Beside reminiscing, the increasing cognitive decline in dementia can also be addressed through sensory stimulation allowing the immediate, nonverbal engagement with the world through one's senses. Much HCI work has prioritized cognitive stimulation for reminiscing or personhood often on small screens, while less research has explored sensory stimulation like the one enabled by large displays. We describe a year-long deployment in a residential care home of a wall-sized display, and explored its domestication through 24 contextual interviews. Findings indicate strong engagement and attachment to the display which has inspired four psychosocial interventions using online generic content. We discuss the value of these findings for personhood through residents' exercise of choices, the tension between generic/personal content and its public/private use, the importance of participatory research approach to domestication, and the infrastructure-based prototype, illustrated by the DementiaWall and its generative quality.
Title: Designing Mental Health Technologies that Support the Social Ecosystem of College Students
Authors: family: Lattie
given: Emily G.; family: Kornfield
given: Rachel; family: Ringland
given: Kathryn E.; family: Zhang
given: Renwen; family: Winquist
given: Nathan; family: Reddy
given: Madhu
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The last decade has seen increased reports of mental health problems among college students, with college counseling centers struggling to keep up with the demand for services. Digital mental health tools offer a potential solution to expand the reach of mental health services for college students. In this paper, we present findings from a series of design activities conducted with college students and counseling center staff aimed at identifying needs and preferences for digital mental health tools. Results emphasize the social ecosystems and social support networks in a college student's life. Our findings highlight the predominant role of known peers, and the ancillary roles of unknown peers and non-peers (e.g., faculty, family) in influencing the types of digital mental health tools students desire, and the ways in which they want to learn about mental health tools. We identify considerations for designing digital mental health tools for college students that take into account the identified social factors and roles.
Title: Community Collectives: Low-tech Social Support for Digitally-Engaged Entrepreneurship
Authors: family: Hui
given: Julie; family: Barber
given: Nefer Ra; family: Casey
given: Wendy; family: Cleage
given: Suzanne; family: Dolley
given: Danny C.; family: Worthy
given: Frances; family: Toyama
given: Kentaro; family: Dillahunt
given: Tawanna R.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: With the rise of social media, entrepreneurs are feeling the pressure to adopt digital tools for their work. However, the upfront effort and resources needed to participate on these platforms is ever more complex, particularly in underresourced contexts. Through participatory action research over two years in Detroit's Eastside, we found that local entrepreneurs preferred to become engaged digitally through a community collective, which involved (a) resource-connecting organizations, (b) regular in-person meetings, (c) paper planning tools, and (d) practice and validation. Together, these elements combined to provide (1) awareness and willingness to use digital tools, (2) regular opportunities to build internet self-efficacy, and (3) ways to collectively overcome digital obstacles. We discuss our findings in the context of digital engagement and entrepreneurship, and outline recommendations for digital platforms seeking to better support economic mobility more broadly.
Title: Designing Distributed Ledger Technologies for Social Change: The Case of CariCrop
Authors: family: Pschetz
given: Larissa; family: Dixon
given: Billy; family: Pothong
given: Kruakae; family: Bailey
given: Arlene; family: Glean
given: Allister; family: Soares
given: Luis Lourenço; family: Enright
given: Jessica A.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Distributed ledger technologies (DLTs) have been celebrated for promoting transparency, trust, and efficiency in several domains. However, recent research has also pointed out the potential of these technologies to increase power asymmetries and deepen social inequality. In this paper, we contribute to this discussion by reporting on a collective effort of academics, development partners, local authorities, businesses, and farming groups to look at the potential of DLTs, particularly Blockchains, to support socio-economic development in rural communities in the Caribbean. We present a series of design concepts resulting from this effort and reflect on a method to facilitate stakeholders' experience of possible implementations and enable them to voice concerns, preferences, and expectations. Results from workshops with different groups of stakeholders contribute insights into opportunities and limitations of these applications to enable social development and to level the playing field in agricultural exchanges in developing countries.
Title: Du Bois Wrapped Bar Chart: Visualizing Categorical Data with Disproportionate Values
Authors: family: Karduni
given: Alireza; family: Wesslen
given: Ryan; family: Cho
given: Isaac; family: Dou
given: Wenwen
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We propose a visualization technique, Du Bois wrapped bar chart, inspired by work of W.E.B Du Bois. Du Bois wrapped bar charts enable better large-to-small bar comparison by wrapping large bars over a certain threshold. We first present two crowdsourcing experiments comparing wrapped and standard bar charts to evaluate (1) the benefit of wrapped bars in helping participants identify and compare values; (2) the characteristics of data most suitable for wrapped bars. In the first study (n=98) using real-world datasets, we find that wrapped bar charts lead to higher accuracy in identifying and estimating ratios between bars. In a follow-up study (n=190) with 13 simulated datasets, we find participants were consistently more accurate with wrapped bar charts when certain category values are disproportionate as measured by entropy and H-spread. Finally, in an in-lab study, we investigate participants' experience and strategies, leading to guidelines for when and how to use wrapped bar charts.
Title: PhysioSkin: Rapid Fabrication of Skin-Conformal Physiological Interfaces
Authors: family: Nittala
given: Aditya Shekhar; family: Khan
given: Arshad; family: Kruttwig
given: Klaus; family: Kraus
given: Tobias; family: Steimle
given: Jürgen
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Advances in rapid prototyping platforms have made physiological sensing accessible to a wide audience. However, off-the-shelf electrodes commonly used for capturing biosignals are typically thick, non-conformal and do not support customization. We present PhysioSkin, a rapid, do-it-yourself prototyping method for fabricating custom multi-modal physiological sensors, using commercial materials and a commodity desktop inkjet printer. It realizes ultrathin skin-conformal patches (~1μm) and interactive textiles that capture sEMG, EDA and ECG signals. It further supports fabricating devices with custom levels of thickness and stretchability. We present detailed fabrication explorations on multiple substrate materials, functional inks and skin adhesive materials. Informed from the literature, we also provide design recommendations for each of the modalities. Evaluation results show that the sensor patches achieve a high signal-to-noise ratio. Example applications demonstrate the functionality and versatility of our approach for prototyping a next generation of physiological devices that intimately couple with the human body.
Title: Tactile Presentation of Network Data: Text, Matrix or Diagram?
Authors: family: Yang
given: Yalong; family: Marriott
given: Kim; family: Butler
given: Matthew; family: Goncu
given: Cagatay; family: Holloway
given: Leona
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Visualisations are commonly used to understand social, biological and other kinds of networks. Currently we do not know how to effectively present network data to people who are blind or have low-vision (BLV). We ran a controlled study with 8 BLV participants comparing four tactile representations: organic node-link diagram, grid node-link diagram, adjacency matrix and braille list. We found that the node-link representations were preferred and more effective for path following and cluster identification while the matrix and list were better for adjacency tasks. This is broadly in line with findings for the corresponding visual representations.
Title: PV-Tiles: Towards Closely-Coupled Photovoltaic and Digital Materials for Useful, Beautiful and Sustainable Interactive Surfaces
Authors: family: Meena
given: Yogesh Kumar; family: Seunarine
given: Krishna; family: Sahoo
given: Deepak Ranjan; family: Robinson
given: Simon; family: Pearson
given: Jennifer; family: Zhang
given: Chi; family: Carnie
given: Matt; family: Pockett
given: Adam; family: Prescott
given: Andrew; family: Thomas
given: Suzanne K.; family: Lee
given: Harrison Ka Hin; family: Jones
given: Matt
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The interactive, digital future with its seductive vision of Internet-of-Things connected sensors, actuators and displays comes at a high cost in terms of both energy demands and the clutter it brings to the physical world. But what if such devices were made of materials that enabled them to self-power their interactive features? And, what if those materials were directly used to build aesthetically pleasing environments and objects that met practical physical needs as well as digital ones? In this paper we introduce PV-Tiles ? a novel material that closely couples photovoltaic energy harvesting and light sensing materials with digital interface components. We consider potential contexts, use-cases and light gestures surfaced through co-creation workshops; and, present initial technological designs and prototypes. The work opens a new set of opportunities and collaborations between HCI and material science, stimulating technical and design pointers to accommodate and exploit the material's properties.