huashen218/convxai-cia-dataset huggingface dataset:
Title: Hit-or-Wait: Coordinating Opportunistic Low-effort Contributions to Achieve Global Outcomes in On-the-go Crowdsourcing
Authors: family: Kim
given: Yongsung; family: Gergle
given: Darren; family: Zhang
given: Haoqi
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: mobile crowdsourcing, decision theory, physical crowdsourcing

Abstract: We consider the challenge of motivating and coordinating large numbers of people to contribute to solving local, communal problems through their existing routines. In order to design such "on-the-go crowdsourcing" systems, there is a need for mechanisms that can effectively coordinate contributions to address problem solving needs in the physical world while leveraging people's existing mobility with minimal disruption. We thus introduce Hit-or-Wait, a general decision-theoretic mechanism that intelligently controls decisions over when to notify a person of a task, in ways that reason both about system needs across tasks and about a helper's changing patterns of mobility. Through simulations and a field study in the context of community-based lost-and-found, we demonstrate that using Hit-or-Wait enables a system to make efficient use of people's contributions with minimal disruptions to their routines without the need for explicit coordination. Interviews with field study participants further suggest that highlighting an individual's contribution to the global goal may help people value their contributions more.
Title: An Empirical Exploration of Mindfulness Design Using Solo Travel Domain
Authors: family: Chen
given: Runyuan (Jason); family: Orand
given: Mania; family: Choi
given: Shin Young (Lucia); family: Choi
given: Leena
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: mindfulness, reflection, hcd, hci, design, solo travel

Abstract: Despite recent popularity of mindfulness smartphone applications and an interest in incorporating mindfulness into new technologies, existing applications tend to focus mainly on its meditation dimension. In this paper, we review existing literature on digital and traditional mindfulness to map its design space and synthesize the findings with our prior research on designing for aesthetic needs. We identify "recollection" and "evaluation" as two important dimensions of mindfulness that have not yet been incorporated into popular digital tools. Through a two-phase design activity over 16 months, we developed ColorAway, an innovative tool that promotes mindfulness through interaction with modified travel photos. Recruited participants evaluated ColorAway and offered unique insights into how mindfulness can be better designed. We also discuss how the process of designing for mindfulness can possibly inform the design of personal technology. This research is part of a larger study that builds on scholarly research and theories with the goal of designing interactive technologies for solo travelers.
Title: Inspiring AWE: Transforming Clinic Waiting Rooms into Informal Learning Environments with Active Waiting Education
Authors: family: Leong
given: Zeina Atrash; family: Horn
given: Michael S.; family: Thaniel
given: Lisa; family: Meier
given: Emily
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: interactive media, health, education, design, children

Abstract: This research explores patient education in pediatric hematology and oncology clinics. Based on interviews, observations, and a review of existing patient materials, we argue that education in clinic waiting rooms is in need of reform. We applied design principles from research in science museums along with tangible interaction techniques to create the Sickle Cell Station, an interactive learning experience about sickle cell disease. To evaluate the effectiveness of this design we observed approximately 580 participants in a pediatric hematology clinic waiting area in four different design conditions. These observations included detailed video analysis of 81 patients and their parents to understand their interaction and learning with the Sickle Cell Station. Our results show an engaging learning experience with relevant conversation, inquiry, and collaboration. We describe how patient engagement varied in the four design conditions and conclude with implications for new designs in the area of Active Waiting Education (AWE).
Title: Object Manipulation in Virtual Reality Under Increasing Levels of Translational Gain
Authors: family: Wilson
given: Graham; family: McGill
given: Mark; family: Jamieson
given: Matthew; family: Williamson
given: Julie R.; family: Brewster
given: Stephen A.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, redirected walking, amplified movement, translational gain, object manipulation

Abstract: Room-scale Virtual Reality (VR) has become an affordable consumer reality, with applications ranging from entertainment to productivity. However, the limited physical space available for room-scale VR in the typical home or office environment poses a significant problem. To solve this, physical spaces can be extended by amplifying the mapping of physical to virtual movement (translational gain). Although amplified movement has been used since the earliest days of VR, little is known about how it influences reach-based interactions with virtual objects, now a standard feature of consumer VR. Consequently, this paper explores the picking and placing of virtual objects in VR for the first time, with translational gains of between 1x (a one-to-one mapping of a 3.5m*3.5m virtual space to the same sized physical space) and 3x (10.5m*10.5m virtual mapped to 3.5m*3.5m physical). Results show that reaching accuracy is maintained for up to 2x gain, however going beyond this diminishes accuracy and increases simulator sickness and perceived workload. We suggest gain levels of 1.5x to 1.75x can be utilized without compromising the usability of a VR task, significantly expanding the bounds of interactive room-scale VR.
Title: Watch Me Play: Does Social Facilitation Apply to Digital Games?
Authors: family: Emmerich
given: Katharina; family: Masuch
given: Maic
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: virtual agent, social presence, digital games, performance, social facilitation, observer, player experience

Abstract: The presence of observers and virtual characters can significantly shape our gaming experience. Researchers suppose that most of the basic socio-psychological phenomena are also applicable for digital games. However, the social processes in gaming setups can differ from our experience in other social situations. Our work emphasizes that awareness. Insights are needed for the purposeful design of a game's social setting, specifically in applied contexts of learning and training. Here, we focus on the social facilitation effect, which describes an unconscious change in performance due to the presence of others, by investigating the impact of real observers and virtual agents on player experience and performance in four different games. The results of our four studies show that, in contrast to previous assumptions, in-game success was not significantly influenced by the presence of any social entity, indicating that social facilitation does not generally apply to the context of playing digital games.
Title: From Research to Practice: Informing the Design of Autism Support Smart Technology
Authors: family: Sharmin
given: Moushumi; family: Hossain
given: Md Monsur; family: Saha
given: Abir; family: Das
given: Maitraye; family: Maxwell
given: Margot; family: Ahmed
given: Shameem
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: autism, children, smart technology, smartphone, wearable devices, adolescents

Abstract: Smart technologies (wearable and mobile devices) show tremendous potential in the detection, diagnosis, and management of Autism Spectrum Disorder (ASD) by enabling continuous real-time data collection, identifying effective treatment strategies, and supporting intervention design and delivery. Though promising, effective utilization of smart technology in aiding ASD is still limited. We propose a set of implications to guide the design of ASD-support technology by analyzing 149 peer-reviewed articles focused on children with autism from ACM Digital Library, IEEE Xplore, and PubMed. Our analysis reveals that technology should facilitate real-time detection and identification of points-of-interest, adapt its behavior driven by the real-time affective state of the user, utilize familiar and unfamiliar features depending on user-context, and aid in revealing even minuscule progress made by children with autism. Our findings indicate that such technology should strive to blend-in with everyday objects. Moreover, gradual exposure and desensitization may facilitate successful adaptation of novel technology.
Title: Explanations as Mechanisms for Supporting Algorithmic Transparency
Authors: family: Rader
given: Emilee; family: Cotter
given: Kelley; family: Cho
given: Janghee
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: explanations, algorithmic decision-making, transparency

Abstract: Transparency can empower users to make informed choices about how they use an algorithmic decision-making system and judge its potential consequences. However, transparency is often conceptualized by the outcomes it is intended to bring about, not the specifics of mechanisms to achieve those outcomes. We conducted an online experiment focusing on how different ways of explaining Facebook's News Feed algorithm might affect participants' beliefs and judgments about the News Feed. We found that all explanations caused participants to become more aware of how the system works, and helped them to determine whether the system is biased and if they can control what they see. The explanations were less effective for helping participants evaluate the correctness of the system's output, and form opinions about how sensible and consistent its behavior is. We present implications for the design of transparency mechanisms in algorithmic decision-making systems based on these results.
Title: On the Design of OLO Radio: Investigating Metadata as a Design Material
Authors: family: Odom
given: William; family: Duel
given: Tijs
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: temporality, digital music, interaction design, research through design, metadata

Abstract: With the massive adoption of music streaming services globally, metadata is being generated that captures people's music listening histories in more precise detail than ever before. These metadata archives offer a valuable and overlooked resource for designing new ways of supporting people in experiencing the music they have listened to over the course of their lives. Yet, little research has demonstrated how metadata can be applied as a material in design practice. We describe the design of OLO Radio, a device that leverages music listening history metadata to support experiences of exploring and living with music from one's past. We unpack and reflect on design choices that made use of the exacting precision captured in listening history metadata archives to support relatively imprecise qualities of feedback and interaction to encourage rich, open-ended experiences of contemplation, curiosity, and enjoyment over time. We conclude with implications for HCI research and practice in this space.
Title: Engage Early, Correct More: How Journalists Participate in False Rumors Online during Crisis Events
Authors: family: Starbird
given: Kate; family: Dailey
given: Dharma; family: Mohamed
given: Owla; family: Lee
given: Gina; family: Spiro
given: Emma S.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: social media, journalism, rumoring, rumor, twitter, news production

Abstract: Journalists are struggling to adapt to new conditions of news production and simultaneously encountering criticism for their role in spreading misinformation. Against the backdrop of this "crisis in journalism", this research seeks to understand how journalists are actually participating in the spread and correction of online rumors. We compare the engagement behaviors of journalists to non-journalists- and specifically other high visibility users-within five false rumors that spread on Twitter during three crisis events. Our findings show journalists engaging earlier than non-journalists in the spread and the correction of false rumors. However, compared to other users, journalists are (proportionally) more likely to deny false rumors. Journalists are also more likely to author original tweets and to be retweeted-underscoring their continued role in shaping the news. Interestingly, journalists scored high on "power user" measures, but were distinct from other power users in significant ways-e.g. by being more likely to deny rumors.
Title: Measuring the “Why” of Interaction: Development and Validation of the User Motivation Inventory (UMI)
Authors: family: Brühlmann
given: Florian; family: Vollenwyder
given: Beat; family: Opwis
given: Klaus; family: Mekler
given: Elisa D.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: usability, user experience, self-determination theory, technology use, motivation, scale development

Abstract: Motivation is a fundamental concept in understanding people's experiences and behavior. Yet, motivation to engage with an interactive system has received only limited attention in HCI. We report the development and validation of the User Motivation Inventory (UMI). The UMI is an 18-item multidimensional measure of motivation, rooted in self-determination theory (SDT). It is designed to measure intrinsic motivation, integrated, identified, introjected, and external regulation, as well as amotivation. Results of two studies (total N = 941) confirm the six-factor structure of the UMI with high reliability, as well as convergent and discriminant validity of each subscale. Relationships with core concepts such as need satisfaction, vitality, and usability were studied. Additionally, the UMI was found to detect differences in motivation for people who consider abandoning a technology compared to those who do not question their use. The central role of motivation in users' behavior and experience is discussed.
Title: GestureWiz: A Human-Powered Gesture Design Environment for User Interface Prototypes
Authors: family: Speicher
given: Maximilian; family: Nebeling
given: Michael
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: gesture-based interfaces, rapid prototyping, wizard of oz, crowdsourcing

Abstract: Designers and researchers often rely on simple gesture recognizers like Wobbrock et al.'s $1 for rapid user interface prototypes. However, most existing recognizers are limited to a particular input modality and/or pre-trained set of gestures, and cannot be easily combined with other recognizers. In particular, creating prototypes that employ advanced touch and mid-air gestures still requires significant technical experience and programming skill. Inspired by $1's easy, cheap, and flexible design, we present the GestureWiz prototyping environment that provides designers with an integrated solution for gesture definition, conflict checking, and real-time recognition by employing human recognizers in a Wizard of Oz manner. We present a series of experiments with designers and crowds to show that GestureWiz can perform with reasonable accuracy and latency. We demonstrate advantages of GestureWiz when recreating gesture-based interfaces from the literature and conducting a study with 12 interaction designers that prototyped a multimodal interface with support for a wide range of novel gestures in about 45 minutes.
Title: In Search of the Dream Team: Temporally Constrained Multi-Armed Bandits for Identifying Effective Team Structures
Authors: family: Zhou
given: Sharon; family: Valentine
given: Melissa; family: Bernstein
given: Michael S.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: technical social computing, multi-armed bandits., teams

Abstract: Team structures---roles, norms, and interaction patterns---define how teams work. HCI researchers have theorized ideal team structures and built systems nudging teams towards them, such as those increasing turn-taking, deliberation, and knowledge distribution. However, organizational behavior research argues against the existence of universally ideal structures. Teams are diverse and excel under different structures: while one team might flourish under hierarchical leadership and a critical culture, another will flounder. In this paper, we present DreamTeam: a system that explores a large space of possible team structures to identify effective structures for each team based on observable feedback. To avoid overwhelming teams with too many changes, DreamTeam introduces multi-armed bandits with temporal constraints: an algorithm that manages the timing of exploration--exploitation trade-offs across multiple bandits simultaneously. A field experiment demonstrated that DreamTeam teams outperformed self-managing teams by 38%, manager-led teams by 46%, and teams with unconstrained bandits by 41%. This research advances computation as a powerful partner in establishing effective teamwork.
Title: Troubling Vulnerability: Designing with LGBT Young People's Ambivalence Towards Hate Crime Reporting
Authors: family: Gatehouse
given: Cally; family: Wood
given: Matthew; family: Briggs
given: Jo; family: Pickles
given: James; family: Lawson
given: Shaun
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: hate crime reporting, ambiguity in design, lgbt young people, design workshops

Abstract: HCI is increasingly working with 'vulnerable' people, yet there is a danger that the label of vulnerability can alienate and stigmatize the people such work aims to support. We report our study investigating the application of interaction design to increase rates of hate crime reporting amongst Lesbian, Gay, Bisexual and Transgender young people. During design-led workshops, participants expressed ambivalence towards reporting. While recognizing their exposure to hate crime, they simultaneously rejected being identified as victim as implied in the act of reporting. We used visual communication design to depict the young people's ambivalent identities and contribute insights into how these fail and succeed to account for the intersectional, fluid and emergent nature of LGBT identities through the design research process. We argue that by producing ambiguously designed texts alongside conventional outcomes, we 'trouble' our design research narratives as a tactic to disrupt static and reductive understandings of vulnerability within HCI.
Title: PHUI-kit: Interface Layout and Fabrication on Curved 3D Printed Objects
Authors: family: Jones
given: Michael D.; family: Anderson
given: Zann; family: Walker
given: Casey; family: Seppi
given: Kevin
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: maker culture, fabrication, user interface layout, internet of things

Abstract: We seek to make physical user interface (PHUI) design more like graphical user interface (GUI) design by using a drag-and drop interface to place widgets, allowing widgets to be repositioned and by hiding implementation details. PHUIs are interfaces built from tangible widgets arranged on the surfaces of physical objects. PHUI layout will become more important as we move from rectangular screens to purpose-built interactive devices. Approaches to PHUI layout based on sculpture make it difficult to reposition widgets, and software approaches do not involve placing widgets on the device exterior. We created PHUI-kit, a software approach to PHUI layout on 3D printed enclosures, which has a drag-and-drop interface, supports repositioning of widgets, and hides implementation details. We describe algorithms for placing widgets on curved surfaces, modifying the enclosure geometry, and routing wiring inside the enclosure. The tool is easy to use and supports a wide range of design possibilities.
Title: Crowd-Guided Ensembles: How Can We Choreograph Crowd Workers for Video Segmentation?
Authors: family: Kaspar
given: Alexandre; family: Patterson
given: Genevieve; family: Kim
given: Changil; family: Aksoy
given: Yagiz; family: Matusik
given: Wojciech; family: Elgharib
given: Mohamed
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: segmentation propagation, video object segmentation, keyframe segmentation, crowdsourcing, ensemble methods

Abstract: In this work, we propose two ensemble methods leveraging a crowd workforce to improve video annotation, with a focus on video object segmentation. Their shared principle is that while individual candidate results may likely be insufficient, they often complement each other so that they can be combined into something better than any of the individual results---the very spirit of collaborative working. For one, we extend a standard polygon-drawing interface to allow workers to annotate negative space, and combine the work of multiple workers instead of relying on a single best one as commonly done in crowdsourced image segmentation. For the other, we present a method to combine multiple automatic propagation algorithms with the help of the crowd. Such combination requires an understanding of where the algorithms fail, which we gather using a novel coarse scribble video annotation task. We evaluate our ensemble methods, discuss our design choices for them, and make our web-based crowdsourcing tools and results publicly available.
Title: Phone vs. Tangible in Museums: A Comparative Study
Authors: family: Petrelli
given: Daniela; family: O'Brien
given: Sinead
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: tangible interaction, museum, mobile phone, comparison

Abstract: Despite years of HCI research on digital technology in museums, it is still unclear how different interactions impact on visitors'. A comparative evaluation of smart replicas, phone app and smart cards looked at the personal preferences, behavioural change, and the appeal of mobiles in museums. 76 participants used all three interaction modes and gave their opinions in a questionnaire; participants interaction was also observed. The results show the phone is the most disliked interaction mode while tangible interaction (smart card and replica combined) is the most liked. Preference for the phone favour mobility to the detriment of engagement with the exhibition. Different behaviours when interacting with the phone or the tangibles where observed. The personal visiting style appeared to be only marginally affected by the device. Visitors also expect museums to provide the phones against the current trend of developing apps in a "bring your own device" approach.