huashen218/convxai-cia-dataset huggingface dataset:
Title: Designing Conversational Agents: A Self-Determination Theory Approach
Authors: family: Yang
given: Xi; family: Aurisicchio
given: Marco
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Conversational Agents, Autonomy, Conversational User Experience, Competence, Relatedness

Abstract: Bringing positive experiences to users is one of the key goals when designing conversational agents (CAs). Yet we still lack an understanding of users’ underlying needs to achieve positive experiences and how to support them in design. This research first applies Self-Determination Theory in an interview study to explore how users’ needs of competence, autonomy and relatedness could be supported or undermined in CA experiences. Ten guidelines are then derived from the interview findings. The key findings demonstrate that: competence is affected by users’ knowledge of the CA capabilities and effectiveness of the conversation; autonomy is influenced by flexibility of the conversation, personalisation of the experiences, and control over user data; regarding relatedness, users still have concerns over integrating social features into CAs. The guidelines recommend how to inform users about the system capabilities, design effective and socially appropriate conversations, and support increased system intelligence, customisation, and data transparency.
Title: When the Social Becomes Non-Human: Young People's Perception of Social Support in Chatbots
Authors: family: Bae Brandtzæg
given: Petter Bae; family: Skjuve
given: Marita; family: Kristoffer Dysthe
given: Kim Kristoffer; family: Følstad
given: Asbjørn
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Chatbots, Artificial Intelligence, Young people, Social support

Abstract: Although social support is important for health and well-being, many young people are hesitant to reach out for support. The emerging uptake of chatbots for social and emotional purposes entails opportunities and concerns regarding non-human agents as sources of social support. To explore this, we invited 16 participants (16–21 years) to use and reflect on chatbots as sources of social support. Our participants first interacted with a chatbot for mental health (Woebot) for two weeks. Next, they participated in individual in-depth interviews. As part of the interview session, they were presented with a chatbot prototype providing information to young people. Two months later, the participants reported on their continued use of Woebot. Our findings provide in-depth knowledge about how young people may experience various types of social support—appraisal, informational, emotional, and instrumental support—from chatbots. We summarize implications for theory, practice, and future research.
Title: Tracing Conceptions of the Body in HCI: From User to More-Than-Human
Authors: family: Homewood
given: Sarah; family: Hedemyr
given: Marika; family: Fagerberg Ranten
given: Maja; family: Kozel
given: Susan
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: sensing, entanglement theories, intersectionality, feminism, fourth wave HCI, Embodied interaction design, more-than-human, performance, embodiment, posthuman, body, phenomenology

Abstract: This paper traces different conceptions of the body in HCI and identifies a narrative from user to body, body to bodies, and bodies to more-than-human bodies. Firstly, this paper aims to present a broader, updated, survey of work around the body in HCI. The overview shows how bodies are conceptualized as performative, sensing, datafied, intersectional and more-than-human. This paper then diverges from similar surveys of research addressing the body in HCI in that it is more disruptive and offers a critique of these approaches and pointers for where HCI might go next. We end our paper with recommendations drawn from across the different approaches to the body in HCI. In particular, that researchers working with the body have much to gain from the 4th wave HCI approach when designing with and for the body, where our relationships with technologies are understood as entangled and the body is always more-than-human.
Title: Understanding the Design Space of Embodied Passwords based on Muscle Memory
Authors: family: van Koningsbruggen
given: Rosa; family: Hengeveld
given: Bart; family: Alexander
given: Jason
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Explorative Research, Embodied Interaction, Authentication, Affordances, Useable security, Movement

Abstract: Passwords have become a ubiquitous part of our everyday lives, needed for every web-service and system. However, it is challenging to create safe and diverse alphanumeric passwords, and to recall them, imposing a cognitive burden on the user. Through consecutive experiments, we explored the movement space, affordances and interaction, and memorability of a tangible, handheld, embodied password. In this context, we found that: (1) a movement space of 200 mm × 200 mm is preferred; (2) each context has a perceived level of safety, which—together with the affordances and link to familiarity—influences how the password is performed. Furthermore, the artefact’s dimensions should be balanced within the design itself, with the user, and the context, but there is a trade-off between the perceived safety and ergonomics; and (3) the designed embodied passwords can be recalled for at least a week, with participants creating unique passwords which were reproduced consistently.
Title: Designing Menstrual Technologies with Adolescents
Authors: family: Søndergaard
given: Marie Louise Juul; family: Ciolfi Felice
given: Marianela; family: Balaam
given: Madeline
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Participatory Design, Menstrual Health, Shape-changing Technologies, Feminist HCI, Soma Design

Abstract: Starting to menstruate can restrict adolescents’ movements due to physiological changes and societal stigma. We present a participatory soma design project advocating for young adolescents to listen to and care for their newly-menstruating bodies, specifically focusing on participation in sport. We designed Menarche Bits, an open-ended prototyping toolkit consisting of shape-changing actuators and heat pads, and used it in two design workshops with seven participants aged 16-18, as part of collaboration and menstrual advocacy in their sports clubs and high school. The participants designed menstrual technologies that respond to menstrual cramps and depressive, anxious feelings before menstruating. We contribute findings on designing menstrual technologies with adolescents using participatory soma design. We found that a toolkit approach to the design of menstrual technologies can allow for pluralist experiences of menstrual cycles. In addition, we found that participatory design with adolescents benefits from drawing on qualities of embodiment and participants’ own body literacy.
Title: Azalea: Co-experience in Remote Dialog through Diminished Reality and Somaesthetic Interaction Design
Authors: family: Hendriks
given: Sjoerd; family: Mare
given: Simon; family: Gamboa
given: Mafalda; family: Baytaş
given: Mehmet Aydın
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: remote communication, smartphone sacrifice., Somaesthetics, embodiment, embodied information

Abstract: We introduce Azalea: a design to enrich remote dialog by diminishing externalities, created through a process informed by somaesthetics. Azalea is a tactile cushion that envelops a smartphone running a bespoke app. A pair of Azaleas mediate an embodied co-experience between remote interlocutors via a motion-driven soundscape and audio-driven visuals. While most designs for enriching remote communication increase dimensionality and fidelity of modalities, Azalea diminishes distractions and serves an abstract medium for co-experiencing embodied information. We present the theoretical foundations and design tactics of Azalea, and characterize the experience through a qualitative empirical study. Our findings culminated in 12 qualities, supporting 5 themes with design implications that contribute to (1) a design ethos of diminished reality and (2) an expansion of somaesthetic HCI towards expression and communication.
Title: Dance and Choreography in HCI: A Two-Decade Retrospective
Authors: family: Zhou
given: Qiushi; family: Chua
given: Cheng Cheng; family: Knibbe
given: Jarrod; family: Goncalves
given: Jorge; family: Velloso
given: Eduardo
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: dance, choreography, creativity support, movement quality, somaesthetics

Abstract: Designing computational support for dance is an emerging area of HCI research, incorporating the cultural, experiential, and embodied characteristics of the third-wave shift. The challenges of recognising the abstract qualities of body movement, and of mediating between the diverse parties involved in the idiosyncratic creative process, present important questions to HCI researchers: how can we effectively integrate computing with dance, to understand and cultivate the felt dimension of creativity, and to aid the dance-making process? In this work, we systematically review the past twenty years of dance literature in HCI. We discuss our findings, propose directions for future HCI works in dance, and distil lessons for related disciplines.
Title: Exploring Awareness of Breathing through Deep Touch Pressure
Authors: family: Jung
given: Annkatrin; family: Alfaras
given: Miquel; family: Karpashevich
given: Pavel; family: Primett
given: William; family: Höök
given: Kristina
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Wearables, Soma Design, Shape-Changing Interfaces, Breathing, Deep Touch Pressure

Abstract: Deep Pressure Therapy relies on exerting firm touch to help individuals with sensory sensitivity. We performed first-person explorations of deep pressure enabled by shape-changing actuation driven by breathing sensing. This revealed a novel design space with rich, evocative, aesthetically interesting interactions that can help increase breathing awareness and appreciation through: (1) applying symmetrical as well as asymmetrical pressure on the torso; (2) using pressure to direct attention to muscles or bone structure involved in different breathing patterns; (3) apply synchronous as well as asynchronous feedback following or opposing the user’s breathing rhythm through applying rhythmic pressure. Taken together these explorations led us to design (4) breathing correspondence interactions – a balance point right between leading and following users’ breathing patterns by first applying deep pressure – almost to the point of being unpleasant – and then releasing in rhythmic flow.
Title: Towards “Avatar-Friendly” 3D Manipulation Techniques: Bridging the Gap Between Sense of Embodiment and Interaction in Virtual Reality
Authors: family: Dewez
given: Diane; family: Hoyet
given: Ludovic; family: Lécuyer
given: Anatole; family: Argelaguet Sanz
given: Ferran
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: guidelines, virtual reality, avatars, embodiment, interaction

Abstract: Avatars, the users’ virtual representations, are becoming ubiquitous in virtual reality applications. In this context, the avatar becomes the medium which enables users to manipulate objects in the virtual environment. It also becomes the users’ main spatial reference, which can not only alter their interaction with the virtual environment, but also the perception of themselves. In this paper, we review and analyse the current state-of-the-art for 3D object manipulation and the sense of embodiment. Our analysis is twofold. First, we discuss the impact that the avatar can have on object manipulation. Second, we discuss how the different components of a manipulation technique (i.e. input, control and feedback) can influence the user’s sense of embodiment. Throughout the analysis, we crystallise our discussion with practical guidelines for VR application designers and we propose several research topics towards “avatar-friendly’’ manipulation techniques.
Title: “Feeling the Sensor Feeling you”: A Soma Design Exploration on Sensing Non-habitual Breathing
Authors: family: Tsaknaki
given: Vasiliki; family: Cotton
given: Kelsey; family: Karpashevich
given: Pavel; family: Sanches
given: Pedro
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: autobiographical design, non-habitual, soma design, sensing, actuation, breathing, shape-change

Abstract: Though seemingly straightforward and habitual, breathing is a complex bodily function. Problematising the space of designing for breathing as a non-habitual act pertaining to different bodies or situations, we conducted a soma design exploration together with a classical singer. Reflecting on how sensors could capture the impact and somatic experience of being sensed led us to develop a new sensing mechanism using shape-change technologies integrated in the Breathing Shell: a wearable that evokes a reciprocal experience of “feeling the sensor feeling you” when breathing. We contribute with two design implications: 1) Enabling reflections of the somatic impact of being sensed in tandem with the type of data captured, 2) creating a tactile impact of the sensor data on the body. Both implications aim to deepen one’s understanding of how the whole soma relates to or with biosensors and ultimately leading to designing for symbiotic experiences between biosensors and bodies.
Title: The Design Space of Wearables for Sports and Fitness Practices
Authors: family: Turmo Vidal
given: Laia; family: Zhu
given: Hui; family: Waern
given: Annika; family: Márquez Segura
given: Elena
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: design space, movement, fitness, sports, social wearables, wearables

Abstract: The growing interest in wearables for sports and fitness calls for design knowledge and conceptualizations that can help shape future designs. Towards that end, we present and discuss a design space of wearables for these practices, based on a survey of previous work. Through a thematic analysis of 47 research publications in the domain, we surface core design decisions concerning wearability, technology design, and wearable use in practice. Building on these, we show how the design space takes into account the goals of introducing technology, that design decisions can be either directly designed, or left open for appropriation by end-users; and the social organization of the practice. We characterize prior work based on the design space elements, which yields trends and opportunities for design. Our contributions can help designers think about key design decisions, exploit trends and explore new areas in the domain of wearables for sports and fitness practices.
Title: Articulating Soma Experiences using Trajectories
Authors: family: Tennent
given: Paul; family: Höök
given: Kristina; family: Benford
given: Steve; family: Tsaknaki
given: Vasiliki; family: Ståhl
given: Anna; family: Dauden Roquet
given: Claudia; family: Windlin
given: Charles; family: Sanches
given: Pedro; family: Marshall
given: Joe; family: Li
given: Christine; family: Martinez Avila
given: Juan Pablo; family: Alfaras
given: Miquel; family: Umair
given: Muhammad; family: Zhou
given: Feng
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Trajectories, Soma Design, Somaesthetics

Abstract: In this paper, we reflect on the applicability of the concept of trajectories to soma design. Soma design is a first-person design method which considers users’ subjective somatic or bodily experiences of a design. Due to bodily changes over time, soma experiences are inherently temporal. Current instruments for articulating soma experiences lack the power to express the effects of experiences on the body over time. To address this, we turn to trajectories, a well-known concept in the HCI community, as a way of mapping this aspect of soma experience. By showing trajectories through a range of dimensions, we can articulate individual experiences and differences in those experiences. Through analysis of a set of soma experience designs and a set of temporal dimensions within the experiences, this paper demonstrates how trajectories can provide a practical conceptual framing for articulating the temporal complexity of soma designs.
Title: Exploring Smartphone Relationships through Roland Barthes using an Instrumented Pillow Technology Probe
Authors: family: Funk
given: Julie M.; family: Lakier
given: Matthew; family: O'Gorman
given: Marcel; family: Vogel
given: Daniel
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: literary language, technology probes, smartphone addiction

Abstract: We examine a vocabulary of affective language, borrowed from Roland Barthes’ “A Lover’s Discourse: Fragments,” and its applicability to discourse describing smartphone attachment. This vocabulary, adopted from four of Barthes’ terms, waiting, dependency, anxiety, and absence, is used as a discursive lens to illustrate some of the many ways people understand and engage with their relationships to their smartphones. Based on this, a survey is conducted, and a speculative technology probe is created in the form of an instrumented pillow for people to lock away their smartphones during the night. The pillow is deployed in a diary study in which five people sleep with their phone locked away for multiple nights. The self-reported and observed behaviours are presented in a selection of vignettes. The results support the proposed discursive lens and suggest future interdisciplinary strategies to investigate how people relate to interactive technology, using a combined approach of literary theory and a technology probe supported by survey and study data.
Title: Understanding Blind Screen-Reader Users’ Experiences of Digital Artboards
Authors: family: Schaadhardt
given: Anastasia; family: Hiniker
given: Alexis; family: Wobbrock
given: Jacob O.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: usability, art and design programs, accessibility, Computers and creativity, creativity applications, blind and low-vision users.

Abstract: Two-dimensional canvases are the core components of many digital productivity and creativity tools, with “artboards” containing objects rather than pixels. Unfortunately, the contents of artboards remain largely inaccessible to blind users relying on screen-readers, but the precise problems are not well understood. This study sought to understand how blind screen-reader users interact with artboards. Specifically, we conducted contextual interviews, observations, and task-based usability studies with 15 blind participants to understand their experiences of artboards found in Microsoft PowerPoint, Apple Keynote, and Google Slides. Participants expressed that the inaccessibility of these artboards contributes to significant educational and professional barriers. We found that the key problems faced were: (1) high cognitive loads from a lack of feedback about artboard contents and object state; (2) difficulty determining relationships among artboard objects; and (3) constant uncertainty about whether object manipulations were successful. We offer design remedies that improve feedback for object state, relationships, and manipulations.
Title: ASL Sea Battle: Gamifying Sign Language Data Collection
Authors: family: Bragg
given: Danielle; family: Caselli
given: Naomi; family: Gallagher
given: John W.; family: Goldberg
given: Miriam; family: Oka
given: Courtney J.; family: Thies
given: William
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: machine learning, sign language, ASL, game, crowdsourcing, data

Abstract: The development of accurate machine learning models for sign languages like American Sign Language (ASL) has the potential to break down communication barriers for deaf signers. However, to date, no such models have been robust enough for real-world use. The primary barrier to enabling real-world applications is the lack of appropriate training data. Existing training sets suffer from several shortcomings: small size, limited signer diversity, lack of real-world settings, and missing or inaccurate labels. In this work, we present ASL Sea Battle, a sign language game designed to collect datasets that overcome these barriers, while also providing fun and education to users. We conduct a user study to explore the data quality that the game collects, and the user experience of playing the game. Our results suggest that ASL Sea Battle can reliably collect and label real-world sign language videos, and provides fun and education at the expense of data throughput.
Title: What Makes Videos Accessible to Blind and Visually Impaired People?
Authors: family: Liu
given: Xingyu; family: Carrington
given: Patrick; family: Chen
given: Xiang 'Anthony'; family: Pavel
given: Amy
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: accessibility, blind, online videos, visual impairments

Abstract: User-generated videos are an increasingly important source of information online, yet most online videos are inaccessible to blind and visually impaired (BVI) people. To find videos that are accessible, or understandable without additional description of the visual content, BVI people in our formative studies reported that they used a time-consuming trial-and-error approach: clicking on a video, watching a portion, leaving the video, and repeating the process. BVI people also reported video accessibility heuristics that characterize accessible and inaccessible videos. We instantiate 7 of the identified heuristics (2 audio-related, 2 video-related, and 3 audio-visual) as automated metrics to assess video accessibility. We collected a dataset of accessibility ratings of videos by BVI people and found that our automatic video accessibility metrics correlated with the accessibility ratings (Adjusted R2 = 0.642). We augmented a video search interface with our video accessibility metrics and predictions. BVI people using our augmented video search interface selected an accessible video more efficiently than when using the original search interface. By integrating video accessibility metrics, video hosting platforms could help people surface accessible videos and encourage content creators to author more accessible products, improving video accessibility for all.