huashen218/convxai-cia-dataset huggingface dataset:
Title: “That Really Pushes My Buttons”: Designing Bullying and Harassment Training for the Workplace
Authors: family: Bellini
given: Rosanna; family: Olivier
given: Patrick; family: Comber
given: Rob
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: workplace bullying, workplace harassment, data-in-place, training

Abstract: Workplace bullying and harassment have been identified as two of the most concerning silent and unseen occupational hazards of the 21st century. The design of bespoke training addressing domain-specific job roles and relations presents a particular challenge. Using the concept of data-in-place where data is understood as being bound and produced by a particular place, this paper describes how locally-situated accounts can be used to engage employees in workplace-specific training seminars. Using higher education as a case study, we describe a four-stage design process for future training efforts: (1) in-depth interviews for further understanding of bullying and harassment; (2) design of digital probes for capturing contextual data; (3) probe deployment and subsequent data analysis; (4) data-driven discussion-based seminars. We outline the potential for digital probes in promoting the denormalization of toxic workplace cultures, considerations for novel sensitive data governance models, and the discussion of data-in-place's temporal dimension.
Title: Taking into Account Sensory Knowledge: The Case of Geo-techologies for Children with Visual Impairments
Authors: family: Brulé
given: Emeline; family: Bailly
given: Gilles
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: visual impairments, design, wearable, sensory knowledge, probe, geography, maps, education

Abstract: This paper argues for designing geo-technologies supporting non-visual sensory knowledge. Sensory knowledge refers to the implicit and explicit knowledge guiding our uses of our senses to understand the world. To support our argument, we build on an 18 months field-study on geography classes for primary school children with visual impairments. Our findings show (1) a paradox in the use of non-visual sensory knowledge: described as fundamental to the geography curriculum, it is mostly kept out of school; (2) that accessible geo-technologies in the literature mainly focus on substituting vision with another modality, rather than enabling teachers to build on children's experiences; (3) the importance of the hearing sense in learning about space. We then introduce a probe, a wrist-worn device enabling children to record audio cues during field-trips. By giving importance to children's hearing skills, it modified existing practices and actors' opinions on non-visual sensory knowledge. We conclude by reflecting on design implications, and the role of technologies in valuing diverse ways of understanding the world.
Title: Understanding the Uncertainty in 1D Unidirectional Moving Target Selection
Authors: family: Huang
given: Jin; family: Tian
given: Feng; family: Fan
given: Xiangmin; family: Zhang
given: Xiaolong (Luke); family: Zhai
given: Shumin
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: endpoint distribution, pointing accuracy, error rate prediction, moving target selection

Abstract: In contrast to the extensive studies on static target pointing, much less formal understanding of moving target acquisition can be found in the HCI literature. We designed a set of experiments to identify regularities in 1D unidirectional moving target selection, and found a Ternary-Gaussian model to be descriptive of the endpoint distribution in such tasks. The shape of the distribution as characterized by μ and σ in the Gaussian model were primarily determined by the speed and size of the moving target. The model fits the empirical data well with 0.95 and 0.94 R2 values for μ and σ , respectively. We also demonstrated two extensions of the model, including 1) predicting error rates in moving target selection; and 2) a novel interaction technique to implicitly aid moving target selection. By applying them in a game interface design, we observed good performances in both predicting error rates (e.g., 2.7% mean absolute error) and assisting moving target selection (e.g., 33% or a greater increase in pointing accuracy).
Title: Agile 3D Sketching with Air Scaffolding
Authors: family: Kim
given: Yongkwan; family: An
given: Sang-Gyun; family: Lee
given: Joon Hyub; family: Bae
given: Seok-Hyung
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: 3d sketching, hand motion, product design, scaffolding

Abstract: Hand motion and pen drawing can be intuitive and expressive inputs for professional digital 3D authoring. However, their inherent limitations have hampered wider adoption. 3D sketching using hand motion is rapid but rough, and 3D sketching using pen drawing is delicate but tedious. Our new 3D sketching workflow combines these two in a complementary manner. The user makes quick hand motions in the air to generate approximate 3D shapes, and uses them as scaffolds on which to add details via pen-based 3D sketching on a tablet device. Our air scaffolding technique and corresponding algorithm extract only the intended shapes from unconstrained hand motions. Then, the user sketches 3D ideas by defining sketching planes on these scaffolds while appending new scaffolds, as needed. A user study shows that our progressive and iterative workflow enables more agile 3D sketching compared to ones using either hand motion or pen drawing alone.
Title: KeyTime: Super-Accurate Prediction of Stroke Gesture Production Times
Authors: family: Leiva
given: Luis A.; family: Martín-Albo
given: Daniel; family: Plamondon
given: Réjean; family: Vatavu
given: Radu-Daniel
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: kinematic theory, human performance, gesture synthesis, touch gestures, stroke gestures, rapid prototyping

Abstract: We introduce KeyTime, a new technique and accompanying software for predicting the production times of users' stroke gestures articulated on touchscreens. KeyTime employs the principles and concepts of the Kinematic Theory, such as lognormal modeling of stroke gestures' velocity profiles, to estimate gesture production times significantly more accurately than existing approaches. Our experimental results obtained on several public datasets show that KeyTime predicts user-independent production times that correlate r=.99 with groundtruth from just one example of a gesture articulation, while delivering an average error in the predicted time magnitude that is 3 to 6 times smaller than that delivered by CLC, the best prediction technique up to date. Moreover, KeyTime reports a wide range of useful statistics, such as the trimmed mean, median, standard deviation, and confidence intervals, providing practitioners with unprecedented levels of accuracy and sophistication to characterize their users' a priori time performance with stroke gesture input.
Title: Entrepreneurship and the Socio-Technical Chasm in a Lean Economy
Authors: family: Dillahunt
given: Tawanna R.; family: Kameswaran
given: Vaishnav; family: McLain
given: Desiree; family: Lester
given: Minnie; family: Orr
given: Delores; family: Toyama
given: Kentaro
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: social-technical gap, entrepreneurship, lean economies

Abstract: Online technologies are increasingly hailed as enablers of entrepreneurship and income generation. Recent evidence suggests, however, that even the best such tools disproportionately favor those with pre-existing entrepreneurial advantages. Despite intentions, the technology on its own seems far from addressing socio-economic inequalities. Using participatory action research, we investigated why this might be, in an intimate, close-up context. Over a 1-year period, we--a collaborative team of university researchers and residents of Detroit's East Side--worked to establish a neighborhood tour whose initial goal was to raise supplementary income and fundraise for community block clubs. We found that in addition to technical requirements, such as communication tools, a range of non-technological efforts is needed to manage projects, build self-efficacy, and otherwise support community participants. Our findings widen Ackerman's "socio-technical gap" for some contexts and offer a counterpoint to overgeneralized claims about well-designed technologies being able to address certain classes of social challenges.
Title: VirtualSpace - Overloading Physical Space with Multiple Virtual Reality Users
Authors: family: Marwecki
given: Sebastian; family: Brehm
given: Maximilian; family: Wagner
given: Lukas; family: Cheng
given: Lung-Pan; family: Mueller
given: Florian 'Floyd'; family: Baudisch
given: Patrick
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: real walking, virtual reality, locomotion

Abstract: Although virtual reality hardware is now widely available, the uptake of real walking is hindered by the fact that it requires often impractically large amounts of physical space. To address this, we present VirtualSpace, a novel system that allows overloading multiple users immersed in different VR experiences into the same physical space. VirtualSpace accomplishes this by containing each user in a subset of the physical space at all times, which we call tiles; app-invoked maneuvers then shuffle tiles and users across the entire physical space. This allows apps to move their users to where their narrative requires them to be while hiding from users that they are confined to a tile. We show how this enables VirtualSpace to pack four users into 16m2. In our study we found that VirtualSpace allowed participants to use more space and to feel less confined than in a control condition with static, pre-allocated space.
Title: A Design Framework for Awareness Cues in Distributed Multiplayer Games
Authors: family: Wuertz
given: Jason; family: Alharthi
given: Sultan A.; family: Hamilton
given: William A.; family: Bateman
given: Scott; family: Gutwin
given: Carl; family: Tang
given: Anthony; family: Toups
given: Zachary; family: Hammer
given: Jessica
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: workspace awareness, awareness cues, situation awareness, game design, distributed multiplayer games

Abstract: In the physical world, teammates develop situation awareness about each other's location, status, and actions through cues such as gaze direction and ambient noise. To support situation awareness, distributed multiplayer games provide awareness cues - information that games automatically make available to players to support cooperative gameplay. The design of awareness cues can be extremely complex, impacting how players experience games and work with teammates. Despite the importance of awareness cues, designers have little beyond experiential knowledge to guide their design. In this work, we describe a design framework for awareness cues, providing insight into what information they provide, how they communicate this information, and how design choices can impact play experience. Our research, based on a grounded theory analysis of current games, is the first to provide a characterization of awareness cues, providing a palette for game designers to improve design practice and a starting point for deeper research into collaborative play.
Title: Empowerment in HCI - A Survey and Framework
Authors: family: Schneider
given: Hanna; family: Eiband
given: Malin; family: Ullrich
given: Daniel; family: Butz
given: Andreas
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: power, framework, empowerment, literature survey

Abstract: Empowering people through technology is of increasing concern in the HCI community. However, there are different interpretations of empowerment, which diverge substantially. The same term thus describes an entire spectrum of research endeavours and goals. This conceptual unclarity hinders the development of a meaningful discourse and exchange. To better understand what empowerment means in our community, we reviewed 54 CHI full papers using the terms empower and empowerment. Based on our analysis and informed by prior writings on power and empowerment, we construct a framework that serves as a lens to analyze notions of empowerment in current HCI research. Finally, we discuss the implications of these notions of empowerment on approaches to technology design and offer recommendations for future work. With this analysis, we hope to add structure and terminological clarity to this growing and important facet of HCI research.
Title: Multiray: Multi-Finger Raycasting for Large Displays
Authors: family: Matulic
given: Fabrice; family: Vogel
given: Daniel
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: large displays, pointing, freehand gestures, mid-air gestures

Abstract: We explore and evaluate a multi-finger raycasting design space that we call "multiray". Each finger projects a ray on to the display, so the user is interacting from a distance using a form of direct input. Specifically, we propose techniques, where patterns of ray intersections created by hand postures form 2D geometric shapes to trigger actions and perform direct manipulations that go beyond single-point selections. Two formative studies examine characteristics of multi-finger raycasting for different projection methods, shapes, and tasks. Based on the results of those investigations, we demonstrate a number of dynamic UI controls and operations that utilise multiray points and shapes.
Title: Feel the Movement: Real Motion Influences Responses to Take-over Requests in Highly Automated Vehicles
Authors: family: Sadeghian Borojeni
given: Shadan; family: Boll
given: Susanne C.J.; family: Heuten
given: Wilko; family: Bülthoff
given: Heinrich H.; family: Chuang
given: Lewis
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: automated driving, take-over requests, motion cueing, motion simulator

Abstract: Take-over requests (TORs) in highly automated vehicles are cues that prompt users to resume control. TORs however, are often evaluated in non-moving driving simulators. This ignores the role of motion, an important source of information for users who have their eyes off the road while engaged in non-driving related tasks. We ran a user study in a moving-base driving simulator to investigate the effect of motion on TOR responses. We found that with motion, user responses to TORs vary depending on the road context where TORs are issued. While previous work showed that participants are fast to respond to urgent cues, we show that this is true only when TORs are presented on straight roads. Urgent cues issued on curved roads elicit slower responses than non-urgent cues on curved roads. Our findings indicate that TORs should be designed to be aware of road context to accommodate natural user responses.
Title: HomeFinder Revisited: Finding Ideal Homes with Reachability-Centric Multi-Criteria Decision Making
Authors: family: Weng
given: Di; family: Zhu
given: Heming; family: Bao
given: Jie; family: Zheng
given: Yu; family: Wu
given: Yingcai
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: location selection, reachability, urban visual analytics

Abstract: Finding an ideal home is a difficult and laborious process. One of the most crucial factors in this process is the reachability between the home location and the concerned points of interest, such as places of work and recreational facilities. However, such importance is unrecognized in the extant real estate systems. By characterizing user requirements and analytical tasks in the context of finding ideal homes, we designed ReACH, a novel visual analytics system that assists people in finding, evaluating, and choosing a home based on multiple criteria, including reachability. In addition, we developed an improved data-driven model for approximating reachability with massive taxi trajectories. This model enables users to interactively integrate their knowledge and preferences to make judicious and informed decisions. We show the improvements in our model by comparing the theoretical complexities with the prior study and demonstrate the usability and effectiveness of the proposed system with task-based evaluation.
Title: SpaceTokens: Interactive Map Widgets for Location-centric Interactions
Authors: family: Miau
given: Daniel; family: Feiner
given: Steven
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: bookmarks, navigation, location-centric interaction, revisitation, maps

Abstract: Map users often need to interact repetitively with multiple important locations. For example, a traveler may frequently check her hotel or a train station on a map, use them to localize an unknown location, or investigate routes involving them. Ironically, these location-centric tasks cannot be performed using locations directly; users must instead pan and zoom the map or use a menu to access locations. We propose SpaceTokens, interactive widgets that act as clones of locations, and which users can create and place on map edges like virtual whiteboard magnets. SpaceTokens make location a first-class citizen of map interaction. They empower users to rapidly perform location-centric tasks directly using locations: users can select combinations of on-screen locations and SpaceTokens to control the map window, or connect them to create routes. Participants in a study overwhelmingly preferred a SpaceTokens prototype over Google Maps on identical smartphones for the majority of tasks.
Title: M3 Gesture Menu: Design and Experimental Analyses of Marking Menus for Touchscreen Mobile Interaction
Authors: family: Zheng
given: Jingjie; family: Bi
given: Xiaojun; family: Li
given: Kun; family: Li
given: Yang; family: Zhai
given: Shumin
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: smartphone, novice to expert behavior transition, gesture interface, marking menu

Abstract: Despite their learning advantages in theory, marking menus have faced adoption challenges in practice, even on today's touchscreen-based mobile devices. We address these challenges by designing, implementing, and evaluating multiple versions of M3 Gesture Menu (M3), a reimagination of marking menus targeted at mobile interfaces. M3 is defined on a grid rather than in a radial space, relies on gestural shapes rather than directional marks, and has constant and stationary space use. Our first controlled experiment on expert performance showed M3 was faster and less error-prone by a factor of two than traditional marking menus. A second experiment on learning demonstrated for the first time that users could successfully transition to recall-based execution of a dozen commands after three ten-minute practice sessions with both M3 and Multi-Stroke Marking Menu. Together, M3, with its demonstrated resolution, learning, and space use benefits, contributes to the design and understanding of menu selection in the mobile-first era of end-user computing.
Title: Queer Visibility: Supporting LGBT+ Selective Visibility on Social Media
Authors: family: Carrasco
given: Matthew; family: Kerne
given: Andruid
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: lgbt, queer, impression management, social media, privacy, networked public

Abstract: LGBT+ people adjust the presentation of their gender and sexual identities in response to social pressures, but their level of visibility differs between social media. We interviewed seventeen LGBT+ students at a socially-conservative university to investigate: (1) how do social media affect LGBT+ user experience of managing self presentation; and (2) how do social media affect participation in LGBT+ communities? We develop implications for design to support queering social media. (1) Give people abilities to present themselves with selective visibility, enabling choices about privacy and sharing, in contrast with the HCI design principle of indiscriminate 'making visible'. That is, enable participants to define their social media identities in their own ways. (2) Conduct studies, with a methodology likewise ensures that participants can define their gender and sexual identities in their own ways, rather than according to a predetermined vocabulary.
Title: Bento Browser: Complex Mobile Search Without Tabs
Authors: family: Hahn
given: Nathan; family: Chang
given: Joseph Chee; family: Kittur
given: Aniket
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: mobile, sensemaking, exploratory search

Abstract: People engaged in complex searches such as planning a vacation or understanding their medical symptoms are often overwhelmed by opening and managing many tabs. These challenges are exacerbated as search moves to smartphones and mobile devices where screen real-estate is limited and tasks are frequently suspended, resumed, and interleaved. Rather than continue to utilize tab-based browsing for complex search, we introduce a new way of browsing through a scaffolded interface. The list of search results serves as a mutable workspace, where a user can track progress on a specific information query. The search query serves as a gateway into this workspace, accessed through a task-subtask hierarchy. We instantiate this in the Bento mobile search system and investigate its effectiveness in three studies. We find converging evidence that users were able to make progress on their complex searching tasks with this structure, and find it more organized and easier to revisit.
Title: Chibitronics in the Wild: Engaging New Communities in Creating Technology with Paper Electronics
Authors: family: Qi
given: Jie; family: Buechley
given: Leah; family: Huang
given: Andrew "bunnie"; family: Ng
given: Patricia; family: Cross
given: Sean; family: Paradiso
given: Joseph A.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: steam, maker movement, inclusion, paper circuitry, chibitronics, education, hardware toolkits, craft, do-it-yourself, stem, circuit stickers, paper electronics

Abstract: We share a study on the public adoption the Chibitronics circuit sticker toolkit, an open source, commercially available hardware toolkit for learning and creating electronics on paper. We examine sales data over a two-and-a-half-year period from November 2013, when the kit was launched commercially, to June 2016. We also look at publicly available project documentation from users during this period. We find that the Chibitronics user community confounds norms for traditional technology-making communities, especially in gender demographics. We explore the artifacts and types of documentation produced by users to learn about the various backgrounds, values, and goals of subcommunities, which includes educators, Makers, and crafters. In particular, we focus on artifacts from the craft community as a surprising and distinctive subset of technology creators. The diversity in public engagement shows how paper electronics tools like Chibitronics can be an effective approach for engaging new and broader audiences to participate in technology creation.