huashen218/convxai-cia-dataset huggingface dataset:
Title: Ranked-List Visualization: A Graphical Perception Study
Authors: family: Mylavarapu
given: Pranathi; family: Yalcin
given: Adil; family: Gregg
given: Xan; family: Elmqvist
given: Niklas
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: graphical perception, data visualization, ranked lists

Abstract: Visualization of ranked lists is a common occurrence, but many in-the-wild solutions fly in the face of vision science and visualization wisdom. For example, treemaps and bubble charts are commonly used for this purpose, despite the fact that the data is not hierarchical and that length is easier to perceive than area. Furthermore, several new visual representations have recently been suggested in this area, including wrapped bars, packed bars, piled bars, and Zvinca plots. To quantify the differences and trade-offs for these ranked-list visualizations, we here report on a crowdsourced graphical perception study involving six such visual representations, including the ubiquitous scrolled barchart, in three tasks: ranking (assessing a single item), comparison (two items), and average (assessing global distribution). Results show that wrapped bars may be the best choice for visualizing ranked lists, and that treemaps are surprisingly accurate despite the use of area rather than length to represent value.
Title: A Lie Reveals the Truth: Quasimodes for Task-Aligned Data Presentation
Authors: family: Ritchie
given: Jacob; family: Wigdor
given: Daniel; family: Chevalier
given: Fanny
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: animation, perception, deceptive visualization

Abstract: Designers are often discouraged from creating data visualizations that omit or distort information, because they can easily be misleading. However, the same representations that could be used to deceive can provide benefits when chosen to appropriately align with user tasks. We present an interaction technique, Perceptual Glimpses, which allows for the transparent presentation of so-called 'deceptive' views of information that are made temporary using quasimodes. When presented using Perceptual Glimpses, message-level exaggeration caused by a truncated axis on a bar chart was reduced under some conditions, but users require guidance to avoid errors, and view presentation order may affect trust. When Perceptual Glimpses was extended to display a range of views that might otherwise be deceptive or difficult to understand if shown out of context, users were able to understand and leverage these transformations to perform a range of low-level tasks. Design recommendations and examples suggest extensions of the technique.
Title: You `Might' Be Affected: An Empirical Analysis of Readability and Usability Issues in Data Breach Notifications
Authors: family: Zou
given: Yixin; family: Danino
given: Shawn; family: Sun
given: Kaiwen; family: Schaub
given: Florian
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: notice design, usability, data breach, privacy, hci design, content analysis, security

Abstract: Data breaches place affected individuals at significant risk of identity theft. Yet, prior studies have shown that many consumers do not take protective actions after receiving a data breach notification from a company. We analyzed 161 data breach notifications sent to consumers with respect to their readability, structure, risk communication, and presentation of potential actions. We find that notifications are long and require advanced reading skills. Many companies downplay or obscure the likelihood of the receiver being affected by the breach and associated risks. Moreover, potential actions and offered compensations are frequently described in lengthy paragraphs instead of clearly listed. Little information is provided regarding an action's urgency and effectiveness; little guidance is provided on which actions to prioritize. Based on our findings, we provide recommendations for designing more usable and informative data breach notifications that could help consumers better mitigate the consequences of being affected by a data breach.
Title: Understanding Trust, Transportation, and Accessibility through Ridesharing
Authors: family: Brewer
given: Robin N.; family: Kameswaran
given: Vaishnav
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: trust, vision impairment, accessibility, blind, transportation, ridesharing

Abstract: Relatively few studies of accessibility and transportation for people with vision impairments have investigated forms of transportation besides public transportation and walking. To develop a more nuanced understanding of this context, we turn to ridesharing, an increasingly used mode of transportation. We interviewed 16 visually-impaired individuals about their active use of ridesharing services like Uber and Lyft. Our findings show that, while people with vision impairments value independence, ridesharing involves building trust across a complex network of stakeholders and technologies. This data is used to start a discussion on how other systems can facilitate trust for people with vision impairments by considering the role of conversation, affordances of system incentives, and increased agency.
Title: Experimental Analysis of Barehand Mid-air Mode-Switching Techniques in Virtual Reality
Authors: family: Surale
given: Hemant Bhaskar; family: Matulic
given: Fabrice; family: Vogel
given: Daniel
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: controlled experiment, interaction techniques

Abstract: We present an empirical comparison of eleven bare hand, mid-air mode-switching techniques suitable for virtual reality in two experiments. The first evaluates seven techniques spanning dominant and non-dominant hand actions. Techniques represent common classes of actions selected by a methodical examination of 56 examples of prior art. The standard "subtraction method" protocol is adapted for 3D interfaces, with two baseline selection methods, bare hand pinch and device controller button. A second experiment with four techniques explores more subtle dominant-hand techniques and the effect of using a dominant hand device for selection. Results provide guidance to practitioners when choosing bare hand, mid-air mode-switching techniques, and for researchers when designing new mode-switching methods in VR.
Title: Designing Interactive 3D Printed Models with Teachers of the Visually Impaired
Authors: family: Shi
given: Lei; family: Lawson
given: Holly; family: Zhang
given: Zhuohao; family: Azenkot
given: Shiri
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: interactive 3d printed models, user-centered design

Abstract: Students with visual impairments struggle to learn various concepts in the academic curriculum because diagrams, images, and other visual are not accessible to them. To address this, researchers have design interactive 3D printed models (I3Ms) that provide audio descriptions when a user touches components of a model. In prior work, I3Ms were designed on an ad hoc basis, and it is currently unknown what general guidelines produce effective I3M designs. To address this gap, we conducted two studies with Teachers of the Visually Impaired (TVIs). First, we led two design workshops with 35 TVIs, who modified sample models and added interactive elements to them. Second, we worked with three TVIs to design three I3Ms in an iterative instructional design process. At the end of this process, the TVIs used the I3Ms we designed to teach their students. We conclude that I3Ms should (1) have effective tactile features (e.g., distinctive patterns between components), (2) contain both auditory and visual content (e.g., explanatory animations), and (3) consider pedagogical methods (e.g., overview before details).
Title: Defending My Castle: A Co-Design Study of Privacy Mechanisms for Smart Homes
Authors: family: Yao
given: Yaxing; family: Basdeo
given: Justin Reed; family: Kaushik
given: Smirity; family: Wang
given: Yang
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: privacy, co-design, internet of things, smart home

Abstract: Home is a person's castle, a private and protected space. Internet-connected devices such as locks, cameras, and speakers might make a home "smarter" but also raise privacy issues because these devices may constantly and inconspicuously collect, infer or even share information about people in the home. To explore user-centered privacy designs for smart homes, we conducted a co-design study in which we worked closely with diverse groups of participants in creating new designs. This study helps fill the gap in the literature between studying users' privacy concerns and designing privacy tools only by experts. Our participants' privacy designs often relied on simple strategies, such as data localization, disconnection from the Internet, and a private mode. From these designs, we identified six key design factors: data transparency and control, security, safety, usability and user experience, system intelligence, and system modality. We discuss how these factors can guide design for smart home privacy.
Title: Understanding Perceptions of Problematic Facebook Use: When People Experience Negative Life Impact and a Lack of Control
Authors: family: Cheng
given: Justin; family: Burke
given: Moira; family: Davis
given: Elena Goetz
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: problematic use, facebook

Abstract: While many people use social network sites to connect with friends and family, some feel that their use is problematic, seriously affecting their sleep, work, or life. Pairing a survey of 20,000 Facebook users measuring perceptions of problematic use with behavioral and demographic data, we examined Facebook activities associated with problematic use as well as the kinds of people most likely to experience it. People who feel their use is problematic are more likely to be younger, male, and going through a major life event such as a breakup. They spend more time on the platform, particularly at night, and spend proportionally more time looking at profiles and less time browsing their News Feeds. They also message their friends more frequently. While they are more likely to respond to notifications, they are also more likely to deactivate their accounts, perhaps in an effort to better manage their time. Further, they are more likely to have seen content about social media or phone addiction. Notably, people reporting problematic use rate the site as more valuable to them, highlighting the complex relationship between technology use and well-being. A better understanding of problematic Facebook use can inform the design of context-appropriate and supportive tools to help people become more in control.
Title: Typing on Split Keyboards with Peripheral Vision
Authors: family: Lu
given: Yiqin; family: Yu
given: Chun; family: Fan
given: Shuyi; family: Bi
given: Xiaojun; family: Shi
given: Yuanchun
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: gaze, split keyboard, peripheral vision

Abstract: Split keyboards are widely used on hand-held touchscreen devices (e.g., tablets). However, typing on a split keyboard often requires eye movement and attention switching between two halves of the keyboard, which slows users down and increases fatigue. We explore peripheral typing, a superior typing mode in which a user focuses her visual attention on the output text and keeps the split keyboard in peripheral vision. Our investigation showed that peripheral typing reduced attention switching, enhanced user experience and increased overall performance (27 WPM, 28% faster) over the typical eyes-on typing mode. This typing mode can be well supported by accounting the typing behavior in statistical decoding. Based on our study results, we have designed GlanceType, a text entry system that supported both peripheral and eyes-on typing modes for real typing scenario. Our evaluation showed that peripheral typing not only well co-existed with the existing eyes-on typing, but also substantially improved the text entry performance. Overall, peripheral typing is a promising typing mode and supporting it would significantly improve the text entry performance on a split keyboard.
Title: Mixed Reality Remote Collaboration Combining 360 Video and 3D Reconstruction
Authors: family: Teo
given: Theophilus; family: Lawrence
given: Louise; family: Lee
given: Gun A.; family: Billinghurst
given: Mark; family: Adcock
given: Matt
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: mixed reality, 360 panorama, 3d scene reconstruction, virtual reality, interaction methods, remote collaboration

Abstract: Remote Collaboration using Virtual Reality (VR) and Augmented Reality (AR) has recently become a popular way for people from different places to work together. Local workers can collaborate with remote helpers by sharing 360-degree live video or 3D virtual reconstruction of their surroundings. However, each of these techniques has benefits and drawbacks. In this paper we explore mixing 360 video and 3D reconstruction together for remote collaboration, by preserving benefits of both systems while reducing drawbacks of each. We developed a hybrid prototype and conducted user study to compare benefits and problems of using 360 or 3D alone to clarify the needs for mixing the two, and also to evaluate the prototype system. We found participants performed significantly better on collaborative search tasks in 360 and felt higher social presence, yet 3D also showed potential to complement. Participant feedback collected after trying our hybrid system provided directions for improvement.
Title: Decision-Making Under Uncertainty in Research Synthesis: Designing for the Garden of Forking Paths
Authors: family: Kale
given: Alex; family: Kay
given: Matthew; family: Hullman
given: Jessica
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: research synthesis, representing uncertainty

Abstract: To make evidence-based recommendations to decision-makers, researchers conducting systematic reviews and meta-analyses must navigate a garden of forking paths: a series of analytical decision-points, each of which has the potential to influence findings. To identify challenges and opportunities related to designing systems to help researchers manage uncertainty around which of multiple analyses is best, we interviewed 11 professional researchers who conduct research synthesis to inform decision-making within three organizations. We conducted a qualitative analysis identifying 480 analytical decisions made by researchers throughout the scientific process. We present descriptions of current practices in applied research synthesis and corresponding design challenges: making it more feasible for researchers to try and compare analyses, shifting researchers' attention from rationales for decisions to impacts on results, and supporting communication techniques that acknowledge decision-makers' aversions to uncertainty. We identify opportunities to design systems which help researchers explore, reason about, and communicate uncertainty in decision-making about possible analyses in research synthesis.
Title: ReType: Quick Text Editing with Keyboard and Gaze
Authors: family: Sindhwani
given: Shyamli; family: Lutteroth
given: Christof; family: Weber
given: Gerald
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: typographical error, positioning, natural user interfaces, keyboard, text editor, eye gaze tracking, patching metaphor

Abstract: When a user needs to reposition the cursor during text editing, this is often done using the mouse. For experienced typists especially, the switch between keyboard and mouse can slow down the keyboard editing workflow considerably. To address this we propose ReType, a new gaze-assisted positioning technique combining keyboard with gaze input based on a new 'patching' metaphor. ReType allows users to perform some common editing operations while keeping their hands on the keyboard. We present the result of two studies. A free-use study indicated that ReType enhances the user experience of text editing. ReType was liked by many participants, regardless of their typing skills. A comparative user study showed that ReType is able to match or even beat the speed of mouse-based interaction for small text edits. We conclude that the gaze-augmented user interface can make common interactions more fluent, especially for professional keyboard users.
Title: Desktop Electrospinning: A Single Extruder 3D Printer for Producing Rigid Plastic and Electrospun Textiles
Authors: family: Rivera
given: Michael L.; family: Hudson
given: Scott E.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: soft material fabrication, 3d printing, textiles, melt electrospinning

Abstract: We present a new type of 3D printer that combines rigid plastic printing with melt electrospinning? a technique that uses electrostatic forces to create thin fibers from a molten polymer. Our printer enables custom-shaped textile sheets (similar in feel to wool felt) to be produced alongside rigid plastic using a single material (i.e., PLA) in a single process. We contribute open-source firmware, hardware specifications, and printing parameters to achieve melt electrospinning. Our approach offers new opportunities for fabricating interactive objects and sensors that blend the flexibility, absorbency and softness of produced electrospun textiles with the structure and rigidity of hard plastic for actuation, sensing, and tactile experiences.
Title: Reading Face, Reading Health: Exploring Face Reading Technologies for Everyday Health
Authors: family: Ding
given: Xianghua; family: Jiang
given: Yanqi; family: Qin
given: Xiankang; family: Chen
given: Yunan; family: Zhang
given: Wenqiang; family: Qi
given: Lizhe
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: facial diagnosis, design study, traditional chinese medicine, everyday healthcare, wellbeing, health monitoring, tcm, health, face reading technologies, self care

Abstract: With the recent advancement in computer vision, Artificial Intelligence (AI), and mobile technologies, it has become technically feasible for computerized Face Reading Technologies (FRTs) to learn about one's health in everyday settings. However, how to design FRT-based applications for everyday health practices remains unexplored. This paper presents a design study with a technology probe called Faced, a mobile health checkup application based on the facial diagnosis method from Traditional Chinese Medicine (TCM). A field trial of Faced with 10 participants suggests potential usage modes and highlights a number of critical design issues in the use of FRTs for everyday health, including adaptability, practicality, sensitivity, and trustworthiness. We end by discussing design implications to address the unique challenges of fully integrating FRTs into everyday health practices.
Title: Editing Spatial Layouts through Tactile Templates for People with Visual Impairments
Authors: family: Li
given: Jingyi; family: Kim
given: Son; family: Miele
given: Joshua A.; family: Agrawala
given: Maneesh; family: Follmer
given: Sean
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: accessible web design, visual impairments, accessible design tools, accessibility, tactile overlays, multimodal interfaces, templates, layout design, blindness

Abstract: Spatial layout is a key component in graphic design. While people who are blind or visually impaired (BVI) can use screen readers or magnifiers to access digital content, these tools fail to fully communicate the content's graphic design information. Through semi-structured interviews and contextual inquiries, we identify the lack of this information and feedback as major challenges in understanding and editing layouts. Guided by these insights and a co-design process with a blind hobbyist web developer, we developed an interactive, multimodal authoring tool that lets blind people understand spatial relationships between elements and modify layout templates. Our tool automatically generates tactile print-outs of a web page's layout, which users overlay on top of a tablet that runs our self-voicing digital design tool. We conclude with design considerations grounded in user feedback for improving the accessibility of spatially encoded information and developing tools for BVI authors.
Title: Effects of Local Latency on Game Pointing Devices and Game Pointing Tasks
Authors: family: Long
given: Michael; family: Gutwin
given: Carl
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: game experience, lag, pointing devices, latency

Abstract: Studies have shown certain game tasks such as targeting to be negatively and significantly affected by latencies as low as 41ms. Therefore it is important to understand the relationship between local latency - delays between an input action and resulting change in the display - and common gaming tasks such as targeting and tracking. In addition, games now use a variety of input devices, including touchscreens, mice, tablets and controllers. These devices provide very different combinations of direct/indirect input, absolute/relative movement, and position/rate control, and are likely to be affected by latency in different ways. We performed a study evaluating and comparing the effects of latency across four devices (touchscreen, mouse, controller and drawing tablet) on targeting and interception tasks. We analyze both throughput and path characteristics, identify differences between devices, and provide design considerations for game designers.
Title: Chatbots, Humbots, and the Quest for Artificial General Intelligence
Authors: family: Grudin
given: Jonathan; family: Jacques
given: Richard
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: chatbot, virtual companion, artificial general intelligence (agi), conversational agent, artificial intelligence, natural language interfaces, intelligent assistant, humbot

Abstract: What began as a quest for artificial general intelligence branched into several pursuits, including intelligent assistants developed by tech companies and task-oriented chatbots that deliver more information or services in specific domains. Progress quickened with the spread of low-latency networking, then accelerated dramatically a few years ago. In 2016, task-focused chatbots became a centerpiece of machine intelligence, promising interfaces that are more engaging than robotic answering systems and that can accommodate our increasingly phone-based information needs. Hundreds of thousands were built. Creating successful non-trivial chatbots proved more difficult than anticipated. Some developers now design for human-chatbot (humbot) teams, with people handling difficult queries. This paper describes the conversational agent space, difficulties in meeting user expectations, potential new design approaches, uses of human-bot hybrids, and implications for the ultimate goal of creating software with general intelligence.