huashen218/convxai-cia-dataset huggingface dataset:
Title: PenSight: Enhanced Interaction with a Pen-Top Camera
Authors: family: Matulic
given: Fabrice; family: Arakawa
given: Riku; family: Vogel
given: Brian; family: Vogel
given: Daniel
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We propose mounting a downward-facing camera above the top end of a digital tablet pen. This creates a unique and practical viewing angle for capturing the pen-holding hand and the immediate surroundings which can include the other hand. The fabrication of a prototype device is described and the enabled interaction design space is explored, including dominant and non-dominant hand pose recognition, tablet grip detection, hand gestures, capturing physical content in the environment, and detecting users and pens. A deep learning computer vision pipeline is developed for classification, regression, and keypoint detection to enable these interactions. Example applications demonstrate usage scenarios and a qualitative user evaluation confirms the potential of the approach.
Title: From Data to Insights: A Layered Storytelling Approach for Multimodal Learning Analytics
Authors: family: Martinez-Maldonado
given: Roberto; family: Echeverria
given: Vanessa; family: Fernandez Nieto
given: Gloria; family: Buckingham Shum
given: Simon
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Significant progress to integrate and analyse multimodal data has been carried out in the last years. Yet, little research has tackled the challenge of visualising and supporting the sensemaking of multimodal data to inform teaching and learning. It is naïve to expect that simply by rendering multiple data streams visually, a teacher or learner will be able to make sense of them. This paper introduces an approach to unravel the complexity of multimodal data by organising it into meaningful layers that explain critical insights to teachers and students. The approach is illustrated through the design of two data storytelling prototypes in the context of nursing simulation. Two authentic studies with educators and students identified the potential of the approach to create learning analytics interfaces that communicate insights on team performance, as well as concerns in terms of accountability and automated insights discovery.
Title: Computing Students' Learning Difficulties in HCI Education
Authors: family: Oleson
given: Alannah; family: Solomon
given: Meron; family: Ko
given: Amy J.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Software developers often make interface design decisions and work with designers. Therefore, computing students who seek to become developers need some education about interface design. While prior work has studied difficulties that educators face when teaching design to computing students, there is comparatively little work on the difficulties computing students face when learning HCI design skills. To uncover these difficulties, we conducted two qualitative studies consisting of surveys and interviews with (1) computing students and (2) educators who teach interface design to computing students. Qualitative analysis of their responses revealed 18 types of learning difficulties students might experience in HCI design education, including difficulties around the mechanics of design work, project management skills, the wicked nature of design problems, and distorted perspectives on design.
Title: Proximate Social Factors in First-Time Contribution to Online Communities
Authors: family: Seering
given: Joseph; family: Hammer
given: Jessica; family: Kaufman
given: Geoff; family: Yang
given: Diyi
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: In the course of every member's integration into an online community, a decision must be made to participate for the first time. The challenges of effective recruitment, management, and retention of new users have been extensively explored in social computing research. However, little work has looked at in-the-moment factors that lead users to decide to participate instead of "lurk", conditions which can be shaped to draw new users in at crucial moments. In this work we analyze 183 million messages scraped from chatrooms on the livestreaming platform Twitch in order to understand differences between first-time participants' and regulars' behaviors and to identify conditions that encourage first-time participation. We find that presence of diverse types of users increases likelihood of new participation, with effects depending on the size of the community. We also find that information-seeking behaviors in first-time participation are negatively associated with retention in the short and medium term.
Title: Data-driven Multi-level Segmentation of Image Editing Logs
Authors: family: Liu
given: Zipeng; family: Liu
given: Zhicheng; family: Munzner
given: Tamara
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Automatic segmentation of logs for creativity tools such as image editing systems could improve their usability and learnability by supporting such interaction use cases as smart history navigation or recommending alternative design choices. We propose a multi-level segmentation model that works for many image editing tasks including poster creation, portrait retouching, and special effect creation. The lowest-level chunks of logged events are computed using a support vector machine model and higher-level chunks are built on top of these, at a level of granularity that can be customized for specific use cases. Our model takes into account features derived from four event attributes collected in realistically complex Photoshop sessions with expert users: command, timestamp, image content, and artwork layer. We present a detailed analysis of the relevance of each feature and evaluate the model using both quantitative performance metrics and qualitative analysis of sample sessions.
Title: Data Everyday: Data Literacy Practices in a Division I College Sports Context
Authors: family: Clegg
given: Tamara; family: Greene
given: Daniel M.; family: Beard
given: Nate; family: Brunson
given: Jasmine
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Data analysis is central to sports training. Today, cutting-edge digital technologies are deployed to measure and improve athletes' performance. But too often researchers focus on the technology collecting performance data at the expense of understanding athletes' experiences with data. This is particularly the case in the understudied context of collegiate athletics, where competition is fierce, tools for data analysis abound, and the institution actively manages athletes' lives. By investigating how student-athletes analyze their performance data and are analyzed in turn, we can better understand the individual and institutional factors that make data literacy practices in athletics meaningful and productive-or not. Our pilot interview study of student-athletes at one Division I university reveals a set of opportunities for student-athletes to engage with and learn from data analytics practices. These opportunities come with a set of contextual tensions that should inform the design of new technologies for collegiate sports settings.
Title: TalkingBoogie: Collaborative Mobile AAC System for Non-verbal Children with Developmental Disabilities and Their Caregivers
Authors: family: Shin
given: Donghoon; family: Song
given: Jaeyoon; family: Song
given: Seokwoo; family: Park
given: Jisoo; family: Lee
given: Joonhwan; family: Jun
given: Soojin
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Augmentative and alternative communication (AAC) technologies are widely used to help non-verbal children enable communication. For AAC-aided communication to be successful, caregivers should support children with consistent intervention strategies in various settings. As such, caregivers need to continuously observe and discuss children's AAC usage to create a shared understanding of these strategies. However, caregivers often find it challenging to effectively collaborate with one another due to a lack of family involvement and the unstructured process of collaboration. To address these issues, we present TalkingBoogie, which consists of two mobile apps: TalkingBoogie-AAC for caregiver-child communication, and TalkingBoogie-coach supporting caregiver collaboration. Working together, these applications provide contextualized layouts for symbol arrangement, scaffold the process of sharing and discussing observations, and induce caregivers' balanced participation. A two-week deployment study with four groups (N=11) found that TalkingBoogie helped increase mutual understanding of strategies and encourage balanced participation between caregivers with reduced cognitive loads.
Title: texSketch: Active Diagramming through Pen-and-Ink Annotations
Authors: family: Subramonyam
given: Hariharan; family: Seifert
given: Colleen; family: Shah
given: Priti; family: Adar
given: Eytan
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Learning from text is a constructive activity in which sentence-level information is combined by the reader to build coherent mental models. With increasingly complex texts, forming a mental model becomes challenging due to a lack of background knowledge, and limits in working memory and attention. To address this, we are taught knowledge externalization strategies such as active reading and diagramming. Unfortunately, paper-and-pencil approaches may not always be appropriate, and software solutions create friction through difficult input modalities, limited workflow support, and barriers between reading and diagramming. For all but the simplest text, building coherent diagrams can be tedious and difficult. We propose Active Diagramming, an approach extending familiar active reading strategies to the task of diagram construction. Our prototype, texSketch, combines pen-and-ink interactions with natural language processing to reduce the cost of producing diagrams while maintaining the cognitive effort necessary for comprehension. Our user study finds that readers can effectively create diagrams without disrupting reading.
Title: "Out of Luck": Socio-Economic Differences in Student Coping Responses to Technology Problems
Authors: family: Petro
given: Gwen; family: Gonzales
given: Amy; family: Calarco
given: Jessica
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Despite high levels of digital technology access among college students, technology disruption remains an issue. This study was conducted to understand how technology disruption might contribute to socio-economic disparities in academic performance. Data were analyzed from a non-representative sample of 748 undergraduate students. We examined socio-economic differences in types of technology problems students experience; the consequences of those problems; and beliefs about how to handle future problems. Socio-economic status was not associated with types of technology problems, but it was associated with greater negative consequences and less-efficacious beliefs about handling future situations. These findings are consistent with sociological work on socio-economic differences in student help-seeking. They also elaborate mechanistic understanding of the technology maintenance construct. Finally, for those interested in designing to reduce socio-economic inequalities, they suggest the need for interfaces that go beyond information accessibility to facilitate student empowerment and student-teacher communication.
Title: Exploring Auditory Information to Change Users' Perception of Time Passing as Shorter
Authors: family: Komatsu
given: Takanori; family: Yamada
given: Seiji
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Although the processing speed of computers has been drastically increasing year by year, users still have to wait for computers to complete tasks or to respond. To cope with this, several studies have proposed presenting certain visual information to users to change their perception of time passing as shorter, e.g., progress bars with animated ribbing or faster/slower virtual clocks. As speech interfaces such as smart speakers are becoming popular, a novel method is required to make users perceive the passing of time as shorter by presenting auditory stimuli. We thus prepared 20 pieces of auditory information as experimental stimuli; that is, 11 auditory stimuli that have the same 10.1-second duration but different numbers of 0.1-second sine-wave sounds and 9 other auditory stimuli that have the same 10.1-second duration and numbers of sounds but different interval patterns between the sounds. We conducted three experiments to figure out which kinds of auditory stimuli can change users' perception of time passing as shorter. We found that a 10.1-second auditory stimulus that has 0.1-second sine-wave sounds appearing 11 times with intervals between the sounds that narrow rapidly in a linear fashion was perceived as shortest at about 9.3 seconds, which was 7.6% shorter than the actual duration of the stimulus. We also found that different interval patterns of sounds in auditory information significantly affected users' perception of time passing as shorter, while different numbers of sounds did not.
Title: Place-Based Policymaking and HCI: Opportunities and Challenges for Technology Design
Authors: family: Manuel
given: Jennifer; family: Crivellaro
given: Clara
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: There has been a growing interest in HCI in designing and developing technology to support democratic participation, particularly in the domain of urban planning or place-based research. In addition, the HCI field has increasingly considered the intersection of HCI and policymaking to understand how our research can have a broader impact. In this paper, we report on a series of workshops with citizens and city planners to explore place-based policymaking through the case study of neighbourhood planning in the UK. Our analysis highlights the tensions, opportunities and challenges faced by citizens in creating policy. Drawing from our findings, we stress the need for HCI to be actively involved in supporting, innovating and (re)designing civic policymaking processes while emphasising design considerations for the development of technological tools.
Title: Designing Clinical AAC Tablet Applications with Adults who have Mild Intellectual Disabilities
Authors: family: Gibson
given: Ryan Colin; family: Dunlop
given: Mark D.; family: Bouamrane
given: Matt-Mouley; family: Nayar
given: Revathy
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Patients with mild intellectual disabilities (ID) face significant communication barriers within primary care services. This has a detrimental effect on the quality of treatment being provided, meaning the consultation process could benefit from augmentative and alternative communication (AAC) technologies. However, little research has been conducted in this area beyond that of paper-based aids. We address this by extracting design requirements for a clinical AAC tablet application from n=10 adults with mild ID. Our results show that such technologies can promote communication between general practitioners (GPs) and patients with mild ID by extracting symptoms in advance of the consultation via an accessible questionnaire. These symptoms act as a referent and assist in raising the awareness of conditions commonly overlooked by GPs. Furthermore, the application can support people with ID in identifying and accessing healthcare services. Finally, the participants identified 6 key factors that affect the clarity of medical images.
Title: Pronto: Rapid Augmented Reality Video Prototyping Using Sketches and Enaction
Authors: family: Leiva
given: Germán; family: Nguyen
given: Cuong; family: Kazi
given: Rubaiat Habib; family: Asente
given: Paul
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Designers have limited tools to prototype AR experiences rapidly. Can lightweight, immediate tools let designers prototype dynamic AR interactions while capturing the nuances of a 3D experience? We interviewed three AR experts and identified several recurring issues in AR design: creating and positioning 3D assets, handling the changing user position, and orchestrating multiple animations. We introduce PROJECT PRONTO, a tablet-based video prototyping system that combines 2D video with 3D manipulation. PRONTO supports four intertwined activities: capturing 3D spatial information alongside a video scenario, positioning and sketching 2D drawings in a 3D world, and enacting animations with physical interactions. An observational study with professional designers shows that participants can use PRONTO to prototype diverse AR experiences. All participants performed two tasks: replicating a sample non-trivial AR experience and prototyping their open-ended designs. All participants completed the replication task and found PRONTO easy to use. Most participants found that PRONTO encourages more exploration of designs than their current practices.
Title: Student Engagement in Sensitive Design Contexts: A Case Study in Dementia Care
Authors: family: Foley
given: Sarah; family: Pantidi
given: Nadia; family: McCarthy
given: John
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: There is a growing body of HCI work that seeks to understand and enhance the lived experience of people with dementia. The majority of this work involves researchers working alongside people with dementia and their carers, focused on the design project outcomes. In order to enrich the social context of this work, we explore broadening participation to include student volunteers. To encourage mutually engaging experiences in this design context, careful consideration of how to support both students and people with dementia is needed. In this paper, we present two case- studies of co-design projects between students and people with dementia. Our findings detail the use of design methods to reconfigure the role of the residents in care contexts and the students learning process. We discuss the project learning outcomes as well as practical and ethical considerations to support the use of design methods to support mutual engagement in sensitive contexts.
Title: Social Acceptability in HCI: A Survey of Methods, Measures, and Design Strategies
Authors: family: Koelle
given: Marion; family: Ananthanarayan
given: Swamy; family: Boll
given: Susanne
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: With the increasing ubiquity of personal devices, social acceptability of human-machine interactions has gained relevance and growing interest from the HCI community. Yet, there are no best practices or established methods for evaluating social acceptability. Design strategies for increasing social acceptability have been described and employed, but so far not been holistically appraised and evaluated. We offer a systematic literature analysis (N=69) of social acceptability in HCI and contribute a better understanding of current research practices, namely, methods employed, measures and design strategies. Our review identified an unbalanced distribution of study approaches, shortcomings in employed measures, and a lack of interweaving between empirical and artifact-creating approaches. The latter causes a discrepancy between design recommendations based on user research, and design strategies employed in artifact creation. Our survey lays the groundwork for a more nuanced evaluation of social acceptability, the development of best practices, and a future research agenda.
Title: Does Smartphone Use Drive our Emotions or vice versa? A Causal Analysis
Authors: family: Sarsenbayeva
given: Zhanna; family: Marini
given: Gabriele; family: van Berkel
given: Niels; family: Luo
given: Chu; family: Jiang
given: Weiwei; family: Yang
given: Kangning; family: Wadley
given: Greg; family: Dingler
given: Tilman; family: Kostakos
given: Vassilis; family: Goncalves
given: Jorge
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: In this paper, we demonstrate the existence of a bidirectional causal relationship between smartphone application use and user emotions. In a two-week long in-the-wild study with 30 participants we captured 502,851 instances of smartphone application use in tandem with corresponding emotional data from facial expressions. Our analysis shows that while in most cases application use drives user emotions, multiple application categories exist for which the causal effect is in the opposite direction. Our findings shed light on the relationship between smartphone use and emotional states. We furthermore discuss the opportunities for research and practice that arise from our findings and their potential to support emotional well-being.
Title: EAST: Early Autism Screening Tool for Preschoolers
Authors: family: Arshad
given: Muhammad Bilal; family: Sarwar
given: Muhammad Farhan; family: Zaidi
given: Meher Fatima; family: Shahid
given: Suleman
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We describe the iterative co-design process and evaluation of an early autism screening tool (EAST). EAST is an intermediary interactive tablet based app that assists in the early-detection of Autism Spectrum Disorder (ASD) by screening preschoolers in Pakistan through play-based activities in a home, school or clinical setting. Medical professionals, parents of autistic children and teachers were surveyed through focus groups to understand the reasons that contribute to the increasing number of missed early detections, and late- or misdiagnoses. We also evaluate the acceptability, usability and validity of our tool. We tested EAST with both typically developed and autistic children on how they relate to people, imitation, motor skills, visual and intellectual response. They were scored via time taken, the number of wrong attempts, or incorrect answers and audiovisual feedback. This paper contributes towards a digital autism screening tool that delivers insights into the child's behaviour and enables collaboration among parents, teachers and medical professionals.
Title: Why Johnny Can't Unsubscribe: Barriers to Stopping Unwanted Email
Authors: family: Dev
given: Jayati; family: Rader
given: Emilee; family: Patil
given: Sameer
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: A large proportion of email messages in an average Internet user's inbox are unwanted commercial messages from mailing lists, bots, and so on. Although such messages often include instructions to unsubscribe, people still struggle with stopping unwanted email. We investigated the user experience of unsubscribing from unwanted email messages by recruiting 18 individuals for via a lab study followed by semi-structured interviews. Based on unsubscribing practices of the study participants, we synthesized eight common unsubscription mechanisms and identified the corresponding user experience challenges. We further uncovered alternative practices aimed at circumventing the need to unsubscribe. Our findings reveal frustration with the prevailing options for limiting access to the self by managing email boundaries. We apply our insight to offer design suggestions that could help commercial providers improve the user experience of unsubscribing and provide users more control over the email they receive.