huashen218/convxai-cia-dataset huggingface dataset:
Title: Spinneret: Aiding Creative Ideation through Non-Obvious Concept Associations
Authors: family: Bae
given: Suyun Sandra; family: Kwon
given: Oh-Hyun; family: Chandrasegaran
given: Senthil; family: Ma
given: Kwan-Liu
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Mind mapping is a popular way to explore a design space in creative thinking exercises, allowing users to form associations between concepts. Yet, most existing digital tools for mind mapping focus on authoring and organization, with little support for addressing the challenges of mind mapping such as stagnation and design fixation. We present Spinneret, a functional approach to aid mind mapping by providing suggestions based on a knowledge graph. Spinneret uses biased random walks to explore the knowledge graph in the neighborhood of an existing concept node in the mind map, and provides "suggestions" for the user to add to the mind map. A comparative study with a baseline mind-mapping tool reveals that participants created more diverse and distinct concepts with Spinneret, and reported that the suggestions inspired them to think of ideas they would otherwise not have explored.
Title: Circle of Trust: A New Approach to Mobile Online Safety for Families
Authors: family: Ghosh
given: Arup Kumar; family: Hughes
given: Charles E.; family: Wisniewski
given: Pamela J.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Traditional parental control applications designed to protect children and teens from online risks do so through parental restrictions and privacy-invasive monitoring. We propose a new approach to adolescent online safety that aims to strike a balance between a teen's privacy and their online safety through active communication and fostering trust between parents and children. We designed and developed an Android "app" called Circle of Trust and conducted a mixed methods user study of 17 parent-child pairs to understand their perceptions about the app. Using a within-subjects experimental design, we found that parents and children significantly preferred our new app design over existing parental control apps in terms of perceived usefulness, ease of use, and behavioral intent to use. By applying a lens of Value Sensitive Design to our interview data, we uncovered that parents and children who valued privacy, trust, freedom, and balance of power preferred our app over traditional apps. However, those who valued transparency and control preferred the status quo. Overall, we found that our app was better suited for teens than for younger children.
Title: The Curious Case of the Transdiegetic Cow, or a Mission to Foster Other-Oriented Empathy Through Virtual Reality
Authors: family: Kors
given: Martijn J.L.; family: van der Spek
given: Erik D.; family: Bopp
given: Julia A.; family: Millenaar
given: Karel; family: van Teutem
given: Rutger L.; family: Ferri
given: Gabriele; family: Schouten
given: Ben A.M.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Socially aware persuasive games that use immersive technologies often appeal to empathy, prompting users to feel and understand the struggles of another. However, the often sought-after standing in another's shoes' experience, in which users virtually inhabit another in distress, may complicate other-oriented empathy. Following a Research through Design approach, we designed for other-oriented empathy - focusing on a partaker-perspective and diegetic reflection - which resulted in Permanent; a virtual reality game designed to foster empathy towards evacuees from the 2011 Fukushima Daiichi nuclear disaster. We deployed Permanent 'in the wild' and carried out a qualitative study with 78 participants in the Netherlands and Japan to capture user experiences. Content Analysis of the data showed a predominance of other-oriented empathy across countries, and in our Thematic Analysis, we identified the themes of 'Spatial, Other, and Self -Awareness', 'Personal Accounts', 'Ambivalence', and 'Transdiegetic Items', resulting in design insights for fostering other-oriented empathy through virtual reality.
Title: Review of Quantitative Empirical Evaluations of Technology for People with Visual Impairments
Authors: family: Brulé
given: Emeline; family: Tomlinson
given: Brianna J.; family: Metatla
given: Oussama; family: Jouffrais
given: Christophe; family: Serrano
given: Marcos
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Addressing the needs of visually impaired people is of continued interest in Human Computer Interaction (HCI) research. Yet, one of the major challenges facing researchers in this field continues to be how to design adequate quantitative empirical evaluation for these users in HCI. In this paper, we analyse a corpus of 178 papers on technologies designed for people with visual impairments, published since 1988, and including at least one quantitative empirical evaluation (243 evaluations in total). To inform future research in this area, we provide an overview, historic trends and a unified terminology to design and report quantitative empirical evaluations. We identify open issues and propose a set of guidelines to address them. Our analysis aims to facilitate and stimulate future research on this topic.
Title: Practicing Without a License: Design Research as Psychotherapy
Authors: family: Hirsch
given: Tad
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper considers the potential for participants to experience psychotherapeutic effects through their involvement in design research. Drawing on literature in human-computer interaction, psychotherapy, and feminist sociology, I argue that vulnerable participants may experience qualitative interviews therapeutically when they engage in reflexive activity about sensitive topics with researchers who employ psychotherapeutic techniques that encourage disclosure and reflection. I discuss ethical concerns and suggest the need for trauma-informed research practices, updated consent procedures, and revised pedagogy that better support researchers and participants engaged in emotionally charged encounters.
Title: Self-Interruptions of Non-Driving Related Tasks in Automated Vehicles: Mobile vs Head-Up Display
Authors: family: Gerber
given: Michael A.; family: Schroeter
given: Ronald; family: Xiaomeng
given: Li; family: Elhenawy
given: Mohammed
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Automated driving raises new human factors challenges. There is a paradox that allows drivers to perform non-driving related tasks (NDRTs), while benefiting from a driver who regularly attends to the driving task. Systems that aim to better manage a driver's attention, encouraging task switching and interleaving, may help address this paradox. However, a better understanding of how drivers self-interrupt while engaging in NDRTs is required to inform such systems. This paper presents a counterbalanced within-subject simulator study with N=42 participants experiencing automated driving in a familiar driving environment. Participants chose a TV show to watch on a HUD and mobile display during two 15min drives on the same route. Eye and head tracking data revealed more self-interruptions in the HUD condition, suggesting a higher likelihood of a higher situation awareness. Our results may benefit the design of future attention management systems by informing the visual and temporal integration of the driving and non-driving related task.
Title: Welcome to the Course: Early Social Cues Influence Women's Persistence in Computer Science
Authors: family: Kizilcec
given: Rene F.; family: Saltarelli
given: Andrew; family: Bonfert-Taylor
given: Petra; family: Goudzwaard
given: Michael; family: Hamonic
given: Ella; family: Sharrock
given: Rémi
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: First impressions influence subsequent behavior, especially when deciding how much effort to invest in an activity such as taking an online course. In computer programming courses, a context where social group stereotypes are salient, social cues early in the course can be used strategically to affirm members of historically underrepresented groups in their sense of belonging. We tested this idea in two randomized field experiments (N=53,922) by varying the social identity and status of the presenter of a welcome video and assessing online learners' persistence and achievement. Counter to our hypotheses, we found lower persistence among women in certain age groups if the welcome video was presented by a female instructor or by lower-status peers. Men remained unaffected. The results suggest that women are more responsive to social cues in online STEM courses, an environment where their social identity has been negatively stereotyped. Presenting a male and female instructor together was an effective strategy for retaining women in the course.
Title: ScreenTrack: Using a Visual History of a Computer Screen to Retrieve Documents and Web Pages
Authors: family: Hu
given: Donghan; family: Lee
given: Sang Won
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Computers are used for various purposes and frequent context switch is inevitable. In this setting, retrieving the documents, files, and web pages that have been used for a task can be a challenge. While modern applications provide a history of recent documents for users to resume work, this is not sufficient to retrieve all the digital resources relevant to a given primary document. The histories currently available - file names, web page titles, or URLs - does not take into account the complex dependencies that exist among resources across applications. To address this problem, we tested the idea of using a visual history of a computer screen to retrieve digital resources within a few days through the development of ScreenTrack. ScreenTrack is software that captures screenshots of a computer at regular intervals. It then generates a time-lapse video from the captured screenshots and lets users retrieve a recently opened document or web page from a screenshot that they recognize from its visuals. Through a controlled user study, it was found that participants were able to retrieve requested information more quickly with ScreenTrack than under the control condition. A follow-up study showed that the participants used ScreenTrack to retrieve previously used resources, in order to resume interrupted tasks.
Title: Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development
Authors: family: Troiano
given: Giovanni Maria; family: Chen
given: Qinyu; family: Alba
given: Ángela Vargas; family: Robles
given: Gregorio; family: Smith
given: Gillian; family: Cassidy
given: Michael; family: Tucker-Raymond
given: Eli; family: Puttick
given: Gillian; family: Harteveld
given: Casper
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Game design is increasingly used in modern education to foster Computational Thinking (CT). Yet, it is unclear how and if the game genre of student-designed games impact CT and programming. We explore how game genre impacts CT development and programming routines in Scratch games designed by 8th-grade students using a metrics-based approach (i.e., Dr. Scratch). Our findings show that designing particular games (e.g., action, storytelling) impact CT and programming development. We observe, for instance, that CT skills develop and consolidate fast, after which students can focus on aspects more specific to game design. Based on the results, we suggest that researchers and educators in constructionist learning consider the impact of game genre when designing game-based curricula for the learning of programming and CT.
Title: Zippro: The Design and Implementation of An Interactive Zipper
Authors: family: Ku
given: Pin-Sung; family: Gong
given: Jun; family: Wu
given: Te-Yen; family: Wei
given: Yixin; family: Tang
given: Yiwen; family: Ens
given: Barrett; family: Yang
given: Xing-Dong
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Zippers are common in a wide variety of objects that we use daily. This work investigates how we can take advantage of such common daily activities to support seamless interaction with technology. We look beyond simple zipper-sliding interactions explored previously to determine how to weave foreground and background interactions into a vocabulary of natural usage patterns. We begin by conducting two user studies to understand how people typically interact with zippers. The findings identify several opportunities for zipper input and sensing, which inform the design of Zippro, a self-contained prototype zipper slider, which we evaluate with a standard jacket zipper. We conclude by demonstrating several applications that make use of the identified foreground and background input methods.
Title: Evaluating a Personalizable, Inconspicuous Vibrotactile(PIV) Breathing Pacer for In-the-Moment Affect Regulation
Authors: family: Miri
given: Pardis; family: Jusuf
given: Emily; family: Uusberg
given: Andero; family: Margarit
given: Horia; family: Flory
given: Robert; family: Isbister
given: Katherine; family: Marzullo
given: Keith; family: Gross
given: James J.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Given the prevalence and adverse impact of anxiety, there is considerable interest in using technology to regulate anxiety. Evaluating the efficacy of such technology in terms of both the average effect (the intervention efficacy) and the heterogeneous effect (for whom and in what context the intervention was effective) is of paramount importance. In this paper, we demonstrate the efficacy of PIV, a personalized breathing pacer, in reducing anxiety in the presence of a cognitive stressor. We also quantify the relation between our specific stressor and PIV-user engagement. To our knowledge, this is the first mixed-design study of a vibrotactile affect regulation technology which accounts for a specific stressor and for individual differences in relation to the technology's efficacy. Guidelines in this paper can be applied for designing and evaluating other affect regulation technologies.
Title: HomeSound: An Iterative Field Deployment of an In-Home Sound Awareness System for Deaf or Hard of Hearing Users
Authors: family: Jain
given: Dhruv; family: Mack
given: Kelly; family: Amrous
given: Akli; family: Wright
given: Matt; family: Goodman
given: Steven; family: Findlater
given: Leah; family: Froehlich
given: Jon E.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We introduce HomeSound, an in-home sound awareness system for Deaf and hard of hearing (DHH) users. Similar to the Echo Show or Nest Hub, HomeSound consists of a microphone and display, and uses multiple devices installed in each home. We iteratively developed two prototypes, both of which sense and visualize sound information in real-time. Prototype 1 provided a floorplan view of sound occurrences with waveform histories depicting loudness and pitch. A three-week deployment in four DHH homes showed an increase in participants' home- and self-awareness but also uncovered challenges due to lack of line of sight and sound classification. For Prototype 2, we added automatic sound classification and smartwatch support for wearable alerts. A second field deployment in four homes showed further increases in awareness but misclassifications and constant watch vibrations were not well received. We discuss findings related to awareness, privacy, and display placement and implications for future home sound awareness technology.
Title: On Pause: How Online Instructional Videos are Used to Achieve Practical Tasks
Authors: family: Tuncer
given: Sylvaine; family: Brown
given: Barry; family: Lindwall
given: Oskar
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Instructional videos have become an important site of everyday learning. This paper explores how these videos are used to complete practical tasks, analyzing video-recorded interactions between pairs of users. Users need to repeatedly pause their videos to be able to follow the instructions, and we document how pausing is used to coordinate and interweave watching and doing. We describe four purposes and types of pausing: finding task objects, turning to action, keeping up, and fixing problems. Building on these results, we discuss how video players could better support following instructions, and the role of basic user interface functions in complex tasks involving different forms of engagement with the physical world and with screen-based activity.
Title: "Alexa is a Toy": Exploring Older Adults' Reasons for Using, Limiting, and Abandoning Echo
Authors: family: Trajkova
given: Milka; family: Martin-Hammond
given: Aqueasha
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Intelligent voice assistants (IVAs) have the potential to support older adults' independent living. However, despite a growing body of research focusing on IVA use, we know little about why older adults become IVA non-users. This paper examines the reasons older adults use, limit, and abandon IVAs (i.e., Amazon Echo) in their homes. We conducted eight focus groups, with 38 older adults residing in a Life Plan Community. Thirty-six participants owned an Echo for at least a year, and two were considering adoption. Over time, most participants became non-users due to their difficulty finding valuable uses, beliefs associated with ability and IVA use, or challenges with use in shared spaces. However, we also found that participants saw the potential for future IVA support. We contribute a better understanding of the reasons older adults do not engage with IVAs and how IVAs might better support aging and independent living in the future.
Title: Beyond the Prototype: Understanding the Challenge of Scaling Hardware Device Production
Authors: family: Khurana
given: Rushil; family: Hodges
given: Steve
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The hardware research and development communities have invested heavily in tools and materials that facilitate the design and prototyping of electronic devices. Numerous easy-to-access and easy-to-use tools have streamlined the prototyping of interactive and embedded devices for experts and led to a remarkable growth in non-expert builders. However, there has been little exploration of challenges associated with moving beyond a prototype and creating hundreds or thousands of exact replicas - a process that is still challenging for many. We interviewed 25 individuals with experience taking prototype hardware devices into low volume production. We systematically investigated the common issues faced and mitigation strategies adopted. We present our findings in four main categories: (1) gaps in technical knowledge; (2) gaps in non-technical knowledge; (3) minimum viable rigor in manufacturing preparation; and (4) building relationships and a professional network. Our study unearthed several opportunities for new tools and processes to support the transition beyond a working prototype to cost effective low-volume manufacturing. These would complement the aforementioned tools and materials that support design and prototyping.
Title: Investigating Roleplaying and Identity Transformation in a Virtual Reality Narrative Experience
Authors: family: Gupta
given: Saumya; family: Tanenbaum
given: Theresa Jean; family: Muralikumar
given: Meena Devii; family: Marathe
given: Aparajita S.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: In this paper we describe the design and evaluation of The Next Fairy Tale (TNFT) VR, a theatrical interactive storytelling system created in virtual reality and informed by performing arts theories. TNFT was designed to produce opportunities for interactors to experience role-taking and character identification using design principles drawn from actor training and theatrical performance. We report the results of a pilot qualitative study of interactors using TNFT to explore the elements of the design that supported or hindered roleplaying behavior. We identify four design patterns that supported roleplaying in the system: (1) using explicit roles to set player expectations, (2) embracing the "mask and the mirror" effect, (3) attending to visual and interactional details, and (4) easing the player gently into the roleplaying experience. These patterns speak to a broader need to support roleplay through explicit scaffolding of desired player behaviors in digital narrative experiences.
Title: Civic Empowerment through Digitalisation: The Case of Greenlandic Women
Authors: family: Wendt
given: Nicola; family: Jensen
given: Rikke Bjerg; family: Coles-Kemp
given: Lizzie
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper explores the disruptive and transformative effects of digital technology on gendered security asymmetries in Greenland. Through ethnographic fieldwork conducted in Greenland and Denmark, research findings emerged through in-depth interviews, collaborative mappings and field observations with 51 participants. Employing a critical feminist lens, the paper identifies how Greenlandic women develop digital security practices to respond to Greenland's ecologically, politically and socially induced transformation processes. By connecting individual security concerns of Greenlandic women with the broader regional context, the findings highlight how digital technology has created transitory spaces in which collective security is cultivated, shaped and challenged. The contribution to HCI scholarship is therefore threefold: (1) identification and acknowledgement of gendered effects of increased usage of digital technology in remote and hard-to-reach communities, (2) a broader conceptualisation of digital security and (3) a recommendation for more contextualised, pluralistic digitalisation policies and design.
Title: TRACTUS: Understanding and Supporting Source Code Experimentation in Hypothesis-Driven Data Science
Authors: family: Subramanian
given: Krishna; family: Maas
given: Johannes; family: Borchers
given: Jan
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Data scientists experiment heavily with their code, compromising code quality to obtain insights faster. We observed ten data scientists perform hypothesis-driven data science tasks, and analyzed their coding, commenting, and analysis practice. We found that they have difficulty keeping track of their code experiments. When revisiting exploratory code to write production code later, they struggle to retrace their steps and capture the decisions made and insights obtained, and have to rerun code frequently. To address these issues, we designed TRACTUS, a system extending the popular RStudio IDE, that detects, tracks, and visualizes code experiments in hypothesis-driven data science tasks. TRACTUS helps recall decisions and insights by grouping code experiments into hypotheses, and structuring information like code execution output and documentation. Our user studies show how TRACTUS improves data scientists' workflows, and suggest additional opportunities for improvement. TRACTUS is available as an open source RStudio IDE addin at http://hci.rwth-aachen.de/tractus.