huashen218/convxai-cia-dataset huggingface dataset:
Title: Generating Audio-Visual Slideshows from Text Articles Using Word Concreteness
Authors: family: Leake
given: Mackenzie; family: Shin
given: Hijung Valentina; family: Kim
given: Joy O.; family: Agrawala
given: Maneesh
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present a system that automatically transforms text articles into audio-visual slideshows by leveraging the notion of word concreteness, which measures how strongly a word or phrase is related to some perceptible concept. In a formative study we learn that people not only prefer such audio-visual slideshows but find that the content is easier to understand compared to text articles or text articles augmented with images. We use word concreteness to select search terms and find images relevant to the text. Then, based on the distribution of concrete words and the grammatical structure of an article, we time-align selected images with audio narration obtained through text-to-speech to produce audio-visual slideshows. In a user evaluation we find that our concreteness-based algorithm selects images that are highly relevant to the text. The quality of our slideshows is comparable to slideshows produced manually using standard video editing tools, and people strongly prefer our slideshows to those generated using a simple keyword-search based approach.
Title: EmoG: Supporting the Sketching of Emotional Expressions for Storyboarding
Authors: family: Shi
given: Yang; family: Cao
given: Nan; family: Ma
given: Xiaojuan; family: Chen
given: Siji; family: Liu
given: Pei
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Storyboarding is an important ideation technique that uses sequential art to depict important scenarios of user experience. Existing data-driven support for storyboarding focuses on constructing user stories, but fail to address its benefit as a graphic narrative device. Instead, we propose to develop a data-driven design support tool that increases the expressiveness of user stories by facilitating sketching storyboards. To explore this, we focus on supporting the sketching of emotional expressions of characters in storyboards. In this paper, we present EmoG, an interactive system that generates sketches of characters with emotional expressions based on input strokes from the user. We evaluated EmoG with 21 participants in a controlled user study. The results showed that our tool has significantly better performance in usefulness, ease of use, and quality of results than the baseline system.
Title: Awareness, Understanding, and Action: A Conceptual Framework of User Experiences and Expectations about Indoor Air Quality Visualizations
Authors: family: Kim
given: Sunyoung; family: Li
given: Muyang
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: With the advent of new sensors and technologies, smart devices that monitor the level of indoor air quality (IAQ) are increasingly available to create a healthy home environment. However, little has been studied regarding design principles for effective IAQ visualizations to help better understand and improve IAQ. We analyzed Amazon reviews of IAQ monitors and their design components for IAQ visualizations. Based on our findings, we created a conceptual framework to explain the process of facilitating an effective IAQ visualization with a proposed set of design considerations in each stage. The process includes helping users easily understand what is happing to IAQ (awareness), what it means to them (understanding), and what to do with the information (action), which results in two outcomes, knowledge gain and emotional relief. We hope our framework can help practitioners and researchers in designing eco-feedback system and beyond to advance both research and practice.
Title: Designing Voice Interfaces: Back to the (Curriculum) Basics
Authors: family: Murad
given: Christine; family: Munteanu
given: Cosmin
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Voice user interfaces (VUIs) are rapidly increasing in popularity in the consumer space. This leads to a concurrent explosion of available applications for such devices, with many industries rushing to offer voice interactions for their products. This pressure is then transferred to interface designers; however, a large majority of designers have been only trained to handle the usability challenges specific to Graphical User Interfaces (GUIs). Since VUIs differ significantly in design and usability from GUIs, we investigate in this paper the extent to which current educational resources prepare designers to handle the specific challenges of VUI design. For this, we conducted a preliminary scoping scan and syllabi meta review of HCI curricula at more than twenty top international HCI departments, revealing that the current offering of VUI design training within HCI education is rather limited. Based on this, we advocate for the updating of HCI curricula to incorporate VUI design, and for the development of VUI-specific pedagogical artifacts to be included in new curricula.
Title: RoomShift: Room-scale Dynamic Haptics for VR with Furniture-moving Swarm Robots
Authors: family: Suzuki
given: Ryo; family: Hedayati
given: Hooman; family: Zheng
given: Clement; family: Bohn
given: James L.; family: Szafir
given: Daniel; family: Do
given: Ellen Yi-Luen; family: Gross
given: Mark D.; family: Leithinger
given: Daniel
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: RoomShift is a room-scale dynamic haptic environment for virtual reality, using a small swarm of robots that can move furniture. RoomShift consists of nine shape-changing robots: Roombas with mechanical scissor lifts. These robots drive beneath a piece of furniture to lift, move and place it. By augmenting virtual scenes with physical objects, users can sit on, lean against, place and otherwise interact with furniture with their whole body; just as in the real world. When the virtual scene changes or users navigate within it, the swarm of robots dynamically reconfigures the physical environment to match the virtual content. We describe the hardware and software implementation, applications in virtual tours and architectural design and interaction techniques.
Title: Explain like I am a Scientist: The Linguistic Barriers of Entry to r/science
Authors: family: August
given: Tal; family: Card
given: Dallas; family: Hsieh
given: Gary; family: Smith
given: Noah A.; family: Reinecke
given: Katharina
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: As an online community for discussing research findings, r/science has the potential to contribute to science outreach and communication with a broad audience. Yet previous work suggests that most of the active contributors on r/science are science-educated people rather than a lay general public. One potential reason is that r/science contributors might use a different, more specialized language than used in other subreddits. To investigate this possibility, we analyzed the language used in more than 68 million posts and comments from 12 subreddits from 2018. We show that r/science uses a specialized language that is distinct from other subreddits. Transient (newer) authors of posts and comments on r/science use less specialized language than more frequent authors, and those that leave the community use less specialized language than those that stay, even when comparing their first comments. These findings suggest that the specialized language used in r/science has a gatekeeping effect, preventing participation by people whose language does not align with that used in r/science. By characterizing r/science's specialized language, we contribute guidelines and tools for increasing the number of contributors in r/science.
Title: A Design Engineering Approach for Quantitatively Exploring Context-Aware Sentence Retrieval for Nonspeaking Individuals with Motor Disabilities
Authors: family: Kristensson
given: Per Ola; family: Lilley
given: James; family: Black
given: Rolf; family: Waller
given: Annalu
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
Keywords: design engineering, context-aware text entry, sentence prediction, augmentative and alternative communication, information retrieval, text entry

Abstract: Nonspeaking individuals with motor disabilities typically have very low communication rates. This paper proposes a design engineering approach for quantitatively exploring context-aware sentence retrieval as a promising complementary input interface, working in tandem with a word-prediction keyboard. We motivate the need for complementary design engineering methodology in the design of augmentative and alternative communication and explain how such methods can be used to gain additional design insights. We then study the theoretical performance envelopes of a context-aware sentence retrieval system, identifying potential keystroke savings as a function of the parameters of the subsystems, such as the accuracy of the underlying auto-complete word prediction algorithm and the accuracy of sensed context information under varying assumptions. We find that context-aware sentence retrieval has the potential to provide users with considerable improvements in keystroke savings under reasonable parameter assumptions of the underlying subsystems. This highlights how complementary design engineering methods can reveal additional insights into design for augmentative and alternative communication.
Title: Expanding Modes of Reflection in Design Futuring
Authors: family: Kozubaev
given: Sandjar; family: Elsden
given: Chris; family: Howell
given: Noura; family: Søndergaard
given: Marie Louise Juul; family: Merrill
given: Nick; family: Schulte
given: Britta; family: Wong
given: Richmond Y.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Design futuring approaches, such as speculative design, design fiction and others, seek to (re)envision futures and explore alternatives. As design futuring becomes established in HCI design research, there is an opportunity to expand and develop these approaches. To that end, by reflecting on our own research and examining related work, we contribute five modes of reflection. These modes concern formgiving, temporality, researcher positionality, real-world engagement, and knowledge production. We illustrate the value of each mode through careful analysis of selected design exemplars and provide questions to interrogate the practice of design futuring. Each reflective mode offers productive resources for design practitioners and researchers to articulate their work, generate new directions for their work, and analyze their own and others' work.
Title: Progression Maps: Conceptualizing Narrative Structure for Interaction Design Support
Authors: family: Carstensdottir
given: Elin; family: Partlan
given: Nathan; family: Sutherland
given: Steven; family: Duke
given: Tyler; family: Ferris
given: Erika; family: Richter
given: Robin M.; family: Valladares
given: Maria; family: Seif El-Nasr
given: Magy
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Interactive narratives are frequently designed for learning and training applications, such as social training. In these contexts, designers may be inexperienced in storytelling and interaction design, and it may be difficult to quickly build an effective experience, even for experienced designers. Designers often approach this problem through iterative design. To augment and reduce iteration, we argue for the utility of employing models to reason about, evaluate, and improve designs. While there has been much previous work on interactive narrative models, none of them capture aspects of the interaction design necessary for testing and evaluation. In this paper we propose a new computational model called Progression Maps, which abstracts interaction design elements of the narrative's structure and visualizes its interaction properties. We report on the model, its implementation, and two studies evaluating its use. Our results demonstrate Progression Maps' effectiveness in communicating the underlying design through an easily understandable visualization.
Title: Designers in White Coats: Deploying Ovum, a Fertility Tracking Device
Authors: family: Homewood
given: Sarah; family: Boer
given: Laurens; family: Vallgårda
given: Anna
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: As self-tracking practices continue to proliferate, there has been a call for a consideration of how the design of these devices influence the users experience of themselves and their bodies beyond utility, efficacy and accuracy. The research product Ovum was designed to facilitate a DIY, shared, domestic experience, rather than an expert-led, individual, clinical experience of fertility tracking. Ovum uses the method of saliva sampling to determine ovulation. This paper unpacks the findings from a three-month long deployment of Ovum with seven couples trying to conceive. Besides an evaluation of the device in terms of the three experiential qualities aimed for in the design process, we report on the consequences of executing a design deployment that resembles a clinical trial. We contribute our experience in order to develop an understanding of how designing for the body places interaction designers in novel and complex situations.
Title: Amazon vs. My Brother: How Users of Shared Smart Speakers Perceive and Cope with Privacy Risks
Authors: family: Huang
given: Yue; family: Obada-Obieh
given: Borke; family: Beznosov
given: Konstantin (Kosta)
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: With the rapid adoption of smart speakers in people's homes, there is a corresponding increase in users' privacy and security concerns. In contrast to previous studies of users' concerns about smart speakers' divulging private information to their manufacturers, our study focused on investigating users' concerns with regard to housemates and external entities. We conducted semi-structured interviews with 26 participants living in 21 households. Our results suggest that users often have an inadequate understanding of what data their smart speakers makes available to all users and what is kept private. Although participants expressed different privacy concerns about their housemates and external entities, they adopted similar, yet suboptimal, risk management strategies. We provide recommendations for future speaker design to support more optimal coping with the perceived risks.
Title: Opportunities and Challenges in Involving Users in Project-Based HCI Education
Authors: family: Roldan
given: Wendy; family: Gao
given: Xin; family: Hishikawa
given: Allison Marie; family: Ku
given: Tiffany; family: Li
given: Ziyue; family: Zhang
given: Echo; family: Froehlich
given: Jon E.; family: Yip
given: Jason
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Users are fundamental to HCI. However, little is known about how HCI education introduces students to working with users, particularly those different from themselves. To better understand design students' engagement, reactions, and reflections with users, we investigate a case study of a graduate-level 10-week prototyping studio course that partnered with a children's co-design team. HCI students participated in two co-design sessions with children to design a STEM learning experience for youth. We conducted participant observations, interviews with 14 students, and analyzed final artifacts. Our findings demonstrate the communication challenges and strategies students experienced, how students observed issues of power dynamics, and students' perceived value in engaging with users. We contribute empirical evidence of how HCI students directly interact with target users, principles for reflective HCI pedagogy, and highlight the need for more intentional investigation into HCI educational practice.
Title: ReFind: Design, Lived Experience and Ongoingness in Bereavement
Authors: family: Wallace
given: Jayne; family: Montague
given: Kyle; family: Duncan
given: Trevor; family: Carvalho
given: Luís P.; family: Koulidou
given: Nantia; family: Mahoney
given: Jamie; family: Morrissey
given: Kellie; family: Craig
given: Claire; family: Groot
given: Linnea Iris; family: Lawson
given: Shaun; family: Olivier
given: Patrick; family: Trueman
given: Julie; family: Fisher
given: Helen
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We describe the design and use of ReFind, a handheld artefact made for people who are bereaved and are ready to re-explore their relationship to the deceased person. ReFind was made within a project seeking to develop new ways to curate and create digital media to support ongoingness - an active, dynamic component of continuing bonds. We draw on bereavement theory and care championing practices that enable a continued sense of connection between someone bereaved and a person who has died. We present the design development of ReFind and the lived experience of the piece by the first author. We discuss our wider methodology which includes autobiographical design and reflections on if and how the piece supported ongoing connections, the challenges faced, and insights gained.
Title: Paths Explored, Paths Omitted, Paths Obscured: Decision Points & Selective Reporting in End-to-End Data Analysis
Authors: family: Liu
given: Yang; family: Althoff
given: Tim; family: Heer
given: Jeffrey
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Drawing reliable inferences from data involves many, sometimes arbitrary, decisions across phases of data collection, wrangling, and modeling. As different choices can lead to diverging conclusions, understanding how researchers make analytic decisions is important for supporting robust and replicable analysis. In this study, we pore over nine published research studies and conduct semi-structured interviews with their authors. We observe that researchers often base their decisions on methodological or theoretical concerns, but subject to constraints arising from the data, expertise, or perceived interpretability. We confirm that researchers may experiment with choices in search of desirable results, but also identify other reasons why researchers explore alternatives yet omit findings. In concert with our interviews, we also contribute visualizations for communicating decision processes throughout an analysis. Based on our results, we identify design opportunities for strengthening end-to-end analysis, for instance via tracking and meta-analysis of multiple decision paths.
Title: Robustness of Eye Movement Biometrics Against Varying Stimuli and Varying Trajectory Length
Authors: family: Schröder
given: Christoph; family: Al Zaidawi
given: Sahar Mahdie Klim; family: Prinzler
given: Martin H.U.; family: Maneth
given: Sebastian; family: Zachmann
given: Gabriel
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Recent results suggest that biometric identification based on human's eye movement characteristics can be used for authentication. In this paper, we present three new methods and benchmark them against the state-of-the-art. The best of our new methods improves the state-of-the-art performance by 5.2 percentage points. Furthermore, we investigate some of the factors that affect the robustness of the recognition rate of different classifiers on gaze trajectories, such as the type of stimulus and the tracking trajectory length. We find that the state-of-the-art method only works well when using the same stimulus for testing that was used for training. By contrast, our novel method more than doubles the identification accuracy for these transfer cases. Furthermore, we find that with only 90 seconds of eye tracking data, 86.7% accuracy can be achieved.
Title: Manufacturing Change: The Impact of Virtual Environments on Real Organizations
Authors: family: Rumsey
given: Alyssa; family: Le Dantec
given: Christopher A.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Manufacturing workplaces are becoming sites of intense change as technologies like IoT and AR/VR are beginning to make deep inroads into how complex products are engi-neered and assembled. These categories of technologies are becoming prominent in manufacturing because they offer potential solutions to the problems of unskilled labor and workforce shortages. Technology has the potential to shift manufacturing in both large and small ways, to better un-derstand how a manufacturing organization might appropri-ate VR, we ran a study with a global aviation manufacturer headquartered the United States. To document the changing nature of work via this class of technologies we conducted a VR study which facilitated access to participant observation and interviews (n=21). Our findings provide initial insights into the organizational impact of VR on human perfor-mance augmentation and skill acquisition revealing the larger infrastructural challenges facing the adoption of con-sumer grade smart technologies in industrial workplace settings.
Title: Heartbeats in the Wild: A Field Study Exploring ECG Biometrics in Everyday Life
Authors: family: Lehmann
given: Florian; family: Buschek
given: Daniel
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper reports on an in-depth study of electrocardiogram (ECG) biometrics in everyday life. We collected ECG data from 20 people over a week, using a non-medical chest tracker. We evaluated user identification accuracy in several scenarios and observed equal error rates of 9.15% to 21.91%, heavily depending on 1) the number of days used for training, and 2) the number of heartbeats used per identification decision. We conclude that ECG biometrics can work in the wild but are less robust than expected based on the literature, highlighting that previous lab studies obtained highly optimistic results with regard to real life deployments. We explain this with noise due to changing body postures and states as well as interrupted measures. We conclude with implications for future research and the design of ECG biometrics systems for real world deployments, including critical reflections on privacy.
Title: Augmented Reality to Enable Users in Learning Case Grammar from Their Real-World Interactions
Authors: family: Draxler
given: Fiona; family: Labrie
given: Audrey; family: Schmidt
given: Albrecht; family: Chuang
given: Lewis L.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Augmented Reality (AR) provides a unique opportunity to situate learning content in one's environment. In this work, we investigated how AR could be developed to provide an interactive context-based language learning experience. Specifically, we developed a novel handheld-AR app for learning case grammar by dynamically creating quizzes, based on real-life objects in the learner's surroundings. We compared this to the experience of learning with a non-contextual app that presented the same quizzes with static photographic images. Participants found AR suitable for use in their everyday lives and enjoyed the interactive experience of exploring grammatical relationships in their surroundings. Nonetheless, Bayesian tests provide substantial evidence that the interactive and context-embedded AR app did not improve case grammar skills, vocabulary retention, and usability over the experience with equivalent static images. Based on this, we propose how language learning apps could be designed to combine the benefits of contextual AR and traditional approaches.