huashen218/convxai-cia-dataset huggingface dataset:
Title: Local Standards for Anonymization Practices in Health, Wellness, Accessibility, and Aging Research at CHI
Authors: family: Abbott
given: Jacob; family: MacLeod
given: Haley; family: Nurain
given: Novia; family: Ekobe
given: Gustave; family: Patil
given: Sameer
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: meta-hci, anonymization, methodology, research reporting, privacy, data sharing

Abstract: When studying technologies pertaining to health, wellness, accessibility, and aging, researchers are often required to perform a balancing act between controlling and sharing sensitive data of the people in their studies and protecting the privacy of these participants. If the data can be anonymized and shared, it can boost the impact of the research by facilitating replication and extension. Despite anonymization, data reporting and sharing may lead to re-identification of participants, which can be particularly problematic when the research deals with sensitive topics, such as health. We analyzed 509 CHI papers in the domains of health, wellness, accessibility, and aging to examine data reporting and sharing practices. Our analysis revealed notable patterns and trends regarding the reporting of age, gender, participant types, sample sizes, methodology, ethical considerations, anonymization techniques, and data sharing. Based on our findings, we propose several suggestions for community standards and practices that could facilitate data reporting and sharing while limiting the privacy risks for study participants.
Title: Dynamic Difficulty Adjustment Impact on Players' Confidence
Authors: family: Constant
given: Thomas; family: Levieux
given: Guillaume
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: dda, difficulty, dynamic difficulty adjustment, user experience, video games, confidence

Abstract: Difficulty is one of the major motivational pull of video games, and thus many games use Dynamic Difficulty Adjustment (DDA) systems to improve the game experience. This paper describes our research investigating the influence of DDA systems on player's confidence, evaluated using an in-game bet system. Our hypothesis is that DDA systems may lead players to overconfidence, revealed by an overestimation of their success chances when betting. This boost of confidence may be a part of the positive impact of DDA systems on the quality of game experience. We explain our method to evaluate player's confidence and implement it into three games related to logical, motor and sensory difficulties. We describe two experimental conditions where difficulty is either randomly chosen or adapted using a DDA algorithm. Results show how DDA systems can lead players to high level of overconfidence.
Title: Continuous Alertness Assessments: Using EOG Glasses to Unobtrusively Monitor Fatigue Levels In-The-Wild
Authors: family: Tag
given: Benjamin; family: Vargo
given: Andrew W.; family: Gupta
given: Aman; family: Chernyshov
given: George; family: Kunze
given: Kai; family: Dingler
given: Tilman
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: electrooculography, cognition-aware systems, circadian computing, eye blink, fatigue

Abstract: As the day progresses, cognitive functions are subject to fluctuations. While the circadian process results in diurnal peaks and drops, the homeostatic process manifests itself in a steady decline of alertness across the day. Awareness of these changes allows the design of proactive recommender and warning systems, which encourage demanding tasks during periods of high alertness and flag accident-prone activities in low alertness states. In contrast to conventional alertness assessments, which are often limited to lab conditions, bulky hardware, or interruptive self-assessments, we base our approach on eye blink frequency data known to directly relate to fatigue levels. Using electrooculography sensors integrated into regular glasses' frames, we recorded the eye movements of 16 participants over the course of two weeks in-the-wild and built a robust model of diurnal alertness changes. Our proposed method allows for unobtrusive and continuous monitoring of alertness levels throughout the day.
Title: "Everyone Brings Their Grain of Salt": Designing for Low-Literate Parental Engagement with a Mobile Literacy Technology in Côte d'Ivoire
Authors: family: Madaio
given: Michael A.; family: Tanoh
given: Fabrice; family: Seri
given: Axel Blahoua; family: Jasinska
given: Kaja; family: Ogan
given: Amy
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: mobile literacy, family literacy, literacy technology, ictd

Abstract: Significant research has demonstrated the crucial role that parents play in supporting the development of children's literacy, but in contexts where adults may lack sufficient literacy in the target language, it is not clear how to most effectively scaffold parental support for children's literacy. Prior work has designed technologies to teach children literacy directly, but this work has not focused on designing for low-literate parents, particularly for multilingual and developing contexts. In this paper, we describe findings from a qualitative study conducted in several regions of rural Côte d'Ivoire to understand Ivorian parents' beliefs, desires, and preferences for French literacy. We discuss themes that emerged from these interviews, surrounding ideas of trust, collaboration, and culturally-responsive design, and we highlight implications for the design of technology to scaffold low-literate parental support for children's literacy.
Title: Streaming, Multi-Screens and YouTube: The New (Unsustainable) Ways of Watching in the Home
Authors: family: Widdicks
given: Kelly; family: Hazas
given: Mike; family: Bates
given: Oliver; family: Friday
given: Adrian
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: data demand, hci, sustainability, devices, households, video streaming, everyday life, service design, policy, watching

Abstract: Internet use and online services underpin everyday life, and the resultant energy demand is almost entirely hidden, yet significant and growing: it is anticipated to reach 21% of global electricity demand by 2030 and to eclipse half the greenhouse gas emissions of transportation by 2040. Driving this growth, real-time video streaming ('watching') is estimated at around 50% of all peak data traffic. Using a mixed-methods analysis of the use of 66 devices (e.g. smart TVs, tablets) across 20 participants in 9 households, we reveal the online activity of domestic watching and provide a detailed exploration of video-on-demand activities. We identify new ways in which watching is transitioning in more rather than less data demanding directions; and explore the role HCI may play in reducing this growing data demand. We further highlight implications for key HCI and societal stakeholders (policy makers, service providers, network engineers) to tackle this important issue.
Title: Techies Against Facebook: Understanding Negative Sentiment Toward Facebook via User Generated Content
Authors: family: Noman
given: Abu Saleh Md; family: Das
given: Sanchari; family: Patil
given: Sameer
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: social media, facebook, social networking services, negative sentiment, user experience, technically savvy users, non-use, user generated content, privacy

Abstract: Researchers have recognized the need to pay attention to negative aspects and non-use of social media services to uncover usage barriers and surface shortcomings of these systems. We contribute to these efforts by analyzing comments on posts related to Facebook on two blogs with a technically savvy readership: Slashdot and Schneier on Security. Our analysis indicates that technically savvy individuals exhibit notably large negative sentiment toward Facebook with nearly 45% of the 3,000 reader comments we coded expressing such views. Qualitative coding revealed Privacy and Security, User Experience, and Personal Disposition as key factors underlying the negative views. Our findings suggest that negative sentiment is an explicit higher level factor driving non-use practices. Further, we confirm several non-use practices reported in the literature and identify additional aspects connected to recent technological and societal developments. Our results demonstrate that analysis of user generated content can be useful for surfacing usage practices on a large scale.
Title: Making Well-being: Exploring the Role of Makerspaces in Long Term Care Facilities
Authors: family: Carucci
given: Kayla; family: Toyama
given: Kentaro
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: well-being, maker culture, older adults, nursing homes

Abstract: Fourth-age residents in long-term care facilities (LTCF) are known to suffer declines in well-being due to their advanced age and resulting loss of independence. Using an action research approach, we set up a makerspace in a New Jersey LTCF for eight weeks to see whether it could improve well-being for residents. Based on engaged observation over 280 hours and semi-structured interviews with participants, we find that people aged 80-99 years will spend (sometimes significant) time in a makerspace for the purposes of making and companionship; that makerspaces can contribute to both autonomy and well-being for older residents; and participants produced not only decorative art, but novel artifacts that solved real challenges in their daily lives. We situate these findings in the literature on art and activity therapy for fourth-age people, and make recommendations for makerspaces in long-term care facilities.
Title: Supporting Communication About Values Between People with Multiple Chronic Conditions and their Providers
Authors: family: Berry
given: Andrew B. L.; family: Lim
given: Catherine Y.; family: Hirsch
given: Tad; family: Hartzler
given: Andrea L.; family: Kiel
given: Linda M.; family: Bermet
given: Zoë A.; family: Ralston
given: James D.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: multimorbidity, co-design, patient-provider communication, multiple chronic conditions

Abstract: People with multiple chronic conditions (MCC) often disagree with healthcare providers on priorities for care, leading to worse health outcomes. To align priorities, there is a need to support patient-provider communication about what patients consider important for their well-being and health (i.e., their personal values). To address barriers to communication about values, we conducted a two-part study with key stakeholders in MCC care: patients, informal caregivers, and providers. In Part I, co-design activities generated seven dimensions that characterize stakeholders' diverse ideas for supporting communication about values: explicitness, effort, disclosure, guidance, intimacy, scale, and synchrony. In Part II, we used the dimensions to generate three design concepts and presented them in focus groups to further scrutinize findings from Part I. Based on these findings we outline directions for research and design to improve patient-provider communication about patients' personal values.
Title: SmartEye: Assisting Instant Photo Taking via Integrating User Preference with Deep View Proposal Network
Authors: family: Ma
given: Shuai; family: Wei
given: Zijun; family: Tian
given: Feng; family: Fan
given: Xiangmin; family: Zhang
given: Jianming; family: Shen
given: Xiaohui; family: Lin
given: Zhe; family: Huang
given: Jin; family: Měch
given: Radomír; family: Samaras
given: Dimitris; family: Wang
given: Hongan
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: user preference modeling, photo composition, deep learning, interactive feedback

Abstract: Instant photo taking and sharing has become one of the most popular forms of social networking. However, taking high-quality photos is difficult as it requires knowledge and skill in photography that most non-expert users lack. In this paper we present SmartEye, a novel mobile system to help users take photos with good compositions in-situ. The back-end of SmartEye integrates the View Proposal Network (VPN), a deep learning based model that outputs composition suggestions in real time, and a novel, interactively updated module (P-Module) that adjusts the VPN outputs to account for personalized composition preferences. We also design a novel interface with functions at the front-end to enable real-time and informative interactions for photo taking. We conduct two user studies to investigate SmartEye qualitatively and quantitatively. Results show that SmartEye effectively models and predicts personalized composition preferences, provides instant high-quality compositions in-situ, and outperforms the non-personalized systems significantly.
Title: People Who Can Take It: How Women Wikipedians Negotiate and Navigate Safety
Authors: family: Menking
given: Amanda; family: Erickson
given: Ingrid; family: Pratt
given: Wanda
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: participation, safety, gender gap, safe spaces, online communities, wikipedia

Abstract: Wikipedia is one of the most successful online communities in history, yet it struggles to attract and retain women editors-a phenomenon known as the gender gap. We investigate this gap by focusing on the voices of experienced women Wikipedians. In this interview-based study (N=25), we identify a core theme among these voices: safety. We reveal how our participants perceive safety within their community, how they manage their safety both conceptually and physically, and how they act on this understanding to create safe spaces on and off Wikipedia. Our analysis shows Wikipedia functions as both a multidimensional and porous space encompassing a spectrum of safety. Navigating this space requires these women to employ sophisticated tactics related to identity management, boundary management, and emotion work. We conclude with a set of provocations to spur the design of future online environments that encourage equity, inclusivity, and safety for historically marginalized users.
Title: SuperVision: Playing with Gaze Aversion and Peripheral Vision
Authors: family: Ramirez Gomez
given: Argenis; family: Gellersen
given: Hans
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: peripheral vision, games, play, eye tracking, gaze interaction, interaction design

Abstract: In this work, we challenge the Gaze interaction paradigm "What you see is what you get" to introduce "playing with peripheral vision". We developed the conceptual framework to introduce this novel gaze-aware game dynamic. We illustrated the concept with SuperVision, a collection of three games that play with peripheral vision. We propose perceptual and interaction challenges that require players not to look and rely on their periphery. To validate the game dynamic and experience, we conducted a user study with twenty-four participants. Results show how the game concept created an engaging and playful experience playing with peripheral vision. Participants showed proficiency in overcoming the game challenges, developing clear strategies to succeed. Moreover, we found evidence that playing the game can affect our visual skills, with greater peripheral awareness.
Title: Psychologically Inclusive Design: Cues Impact Women's Participation in STEM Education
Authors: family: Kizilcec
given: René F.; family: Saltarelli
given: Andrew J.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: inclusion, diversity, education, design, equality, social psychology

Abstract: Visual and verbal cues can reinforce barriers to access for women in science, technology, engineering, and math (STEM) disciplines. Psychologically inclusive design is an evidence-based approach to reduce psychological barriers by strategically placing content and design cues in the environment. Two large field experiments provide estimates of the behavioral impact of psychologically inclusive cues on women's and men's enrollment behaviors in an online learning environment. First, a gender-inclusive photo and statement in an online advertisement for a STEM course increased the click-through rate among women but not men by 26% (N=209,000). Second, an inclusivity statement with a gender-inclusive course image to the enrollment page raised the proportion of women enrolling in a STEM course by up to 18% (N=63,000). These findings contribute evidence of the behavioral impact of psychologically inclusive design to the literature and yield practical implications for the presentation of STEM opportunities.
Title: What Makes a Good Conversation? Challenges in Designing Truly Conversational Agents
Authors: family: Clark
given: Leigh; family: Pantidi
given: Nadia; family: Cooney
given: Orla; family: Doyle
given: Philip; family: Garaialde
given: Diego; family: Edwards
given: Justin; family: Spillane
given: Brendan; family: Gilmartin
given: Emer; family: Murad
given: Christine; family: Munteanu
given: Cosmin; family: Wade
given: Vincent; family: Cowan
given: Benjamin R.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: speech hci, voice user interface design, spoken dialogue systems, interviews, conversational agents

Abstract: Conversational agents promise conversational interaction but fail to deliver. Efforts often emulate functional rules from human speech, without considering key characteristics that conversation must encapsulate. Given its potential in supporting long-term human-agent relationships, it is paramount that HCI focuses efforts on delivering this promise. We aim to understand what people value in conversation and how this should manifest in agents. Findings from a series of semi-structured interviews show people make a clear dichotomy between social and functional roles of conversation, emphasising the long-term dynamics of bond and trust along with the importance of context and relationship stage in the types of conversations they have. People fundamentally questioned the need for bond and common ground in agent communication, shifting to more utilitarian definitions of conversational qualities. Drawing on these findings we discuss key challenges for conversational agent design, most notably the need to redefine the design parameters for conversational agent interaction.
Title: Encumbered Interaction: a Study of Musicians Preparing to Perform
Authors: family: Avila
given: Juan Pablo Martinez; family: Greenhalgh
given: Chris; family: Hazzard
given: Adrian; family: Benford
given: Steve; family: Chamberlain
given: Alan
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: working musicians, design ethnography, encumbered interaction, augmented instruments, embodied interaction, artifact ecology

Abstract: Guitars are physical instruments that require skillful two-handed use. Their use is also supported by diverse digital and physical resources, such as videos and chord charts. To understand the challenges of interacting with supporting resources at the same time as playing we conducted an ethnographic study of the preparation activities of working musicians. We observe successive stages of individual and collaborative preparation, in which working musicians engage with a diverse range of digital and physical resources to support their preparation. Interaction with this complex ecology of digital and physical resources is finely interwoven into their embodied musical practices, which are usually encumbered by having their instrument in hand, and often by playing. We identify challenges for augmenting guitars within the rehearsal process by supporting interaction that is encumbered, contextual and connected, and suggest a range of possible responses.
Title: Mind the Tap: Assessing Foot-Taps for Interacting with Head-Mounted Displays
Authors: family: Müller
given: Florian; family: McManus
given: Joshua; family: Günther
given: Sebastian; family: Schmitz
given: Martin; family: Mühlhäuser
given: Max; family: Funk
given: Markus
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: foot interaction, user study, hmd, human factors

Abstract: From voice commands and air taps to touch gestures on frames: Various techniques for interacting with head-mounted displays (HMDs) have been proposed. While these techniques have both benefits and drawbacks dependent on the current situation of the user, research on interacting with HMDs has not concluded yet. In this paper, we add to the body of research on interacting with HMDs by exploring foot-tapping as an input modality. Through two controlled experiments with a total of 36 participants, we first explore direct interaction with interfaces that are displayed on the floor and require the user to look down to interact. Secondly, we investigate indirect interaction with interfaces that, although operated by the user's feet, are always visible as they are floating in front of the user. Based on the results of the two experiments, we provide design recommendations for direct and indirect foot-based user interfaces.
Title: Only one item left? Heuristic Information Trumps Calorie Count When Supporting Healthy Snacking Under Low Self-Control
Authors: family: Reinhardt
given: Daniel; family: Hurtienne
given: Jörn
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: food choice, heuristics, persuasive technology, self-control, ego depletion

Abstract: Pursuing the goal of a healthy diet may be challenging, especially when self-control resources are low. Yet many persuasive user interfaces fostering healthy choices are designed for situations with ample self-control, e.g. showing nutritional information to support reflective decision making. In this paper we propose that under low self-control, persuasive user interfaces need to rely on simple heuristic decision making to be successful. We report an experiment that tested this assumption in a 2 (low vs. high self-control) x 2 (calorie vs. heuristic information) design. The results reveal a significant interaction effect. Participants with low self-control resources chose the healthy snack more often when snacks were labelled with heuristic information than when they were labelled with calorie information. Both strategies were about equally successful for participants with high self-control. Exploiting situations of low self-control with heuristic information is a new and promising approach to designing persuasive technology for healthy eating.