huashen218/convxai-cia-dataset huggingface dataset:
Title: Some Prior(s) Experience Necessary: Templates for Getting Started With Bayesian Analysis
Authors: family: Phelan
given: Chanda; family: Hullman
given: Jessica; family: Kay
given: Matthew; family: Resnick
given: Paul
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: code templates, hypothesis testing, tutorials, bayesian statistics, evaluation, statistics

Abstract: Bayesian statistical analysis has gained attention in recent years, including in HCI. The Bayesian approach has several advantages over traditional statistics, including producing results with more intuitive interpretations. Despite growing interest, few papers in CHI use Bayesian analysis. Existing tools to learn Bayesian statistics require significant time investment, making it difficult to casually explore Bayesian methods. Here, we present a tool that lowers the barrier to exploration: a set of R code templates that guide Bayesian novices through their first analysis. The templates are tailored to CHI, supporting analyses found to be most common in recent CHI papers. In a user study, we found that the templates were easy to understand and use. However, we found that participants without a statistical background were not confident in their use. Together our contributions provide a concise analysis tool and empirical results for understanding and addressing barriers to using Bayesian analysis in HCI.
Title: Parting the Red Sea: Sociotechnical Systems and Lived Experiences of Menopause
Authors: family: Lazar
given: Amanda; family: Su
given: Norman Makoto; family: Bardzell
given: Jeffrey; family: Bardzell
given: Shaowen
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: women's health, menopause, lived experience, feminist research

Abstract: Menopause is a major life change affecting roughly half of the population, resulting in physiological, emotional, and social changes. To understand experiences with menopause holistically, we conducted a study of a subreddit forum. The project was informed by feminist social science methodologies, which center knowledge production on women's lived experiences. Our central finding is that the lived experience of menopause is social: menopause is less about bodily experiences by themselves and more about how experiences with the body become meaningful over time in the social context. We find that gendered marginalization shapes diverse social relationships, leading to widespread feelings of alienation and negative transformation - often expressed in semantically dense figurative language. Research and design can accordingly address menopause not only as a women's health concern, but also as a matter of facilitating social support and a social justice issue.
Title: Turn to the Self in Human-Computer Interaction: Care of the Self in Negotiating the Human-Technology Relationship
Authors: family: Kou
given: Yubo; family: Gui
given: Xinning; family: Chen
given: Yunan; family: Nardi
given: Bonnie
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: politics, existential hci, foucault, political economy, censorship, healthcare, care of the self, quantified-self, neoliberalism, ethics, power

Abstract: Everyday life is increasingly mediated by technology. Technology is rapidly growing capacity and complexity, especially evident in developments in artificial intelligence and big data analytics. As human-computer interaction (HCI) endeavors to examine and theorize how people act and interact with the ever-evolving technology, an important, emerging concern is how the self-the totality of internal qualities such as consciousness and agency-plays out in relation to the technology-mediated external world. To analyze this question, we draw from Michel Foucault's ethics of "care of the self," which examines how the self is constituted through conscious and reflective work on self-transformation. We present three case studies to illustrate how individuals carry out practices of the self to reflect upon and negotiate their relationship with technology. We discuss the importance of examining the self and foreground the notion of care of the self in HCI research and design.
Title: Engaging High School Students in Cameroon with Exam Practice Quizzes via SMS and WhatsApp
Authors: family: Poon
given: Anthony; family: Giroux
given: Sarah; family: Eloundou-Enyegue
given: Parfait; family: Guimbretiere
given: François; family: Dell
given: Nicola
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: mim, cell phones, sms, education, field study, hci4d, ictd

Abstract: We created a quiz-based intervention to help secondary school students in Cameroon with exam practice. We sent regularly-spaced, multiple-choice questions to students' own mobile devices and examined factors which influenced quiz participation. These quizzes were delivered via either SMS or WhatsApp per each student's preference. We conducted a 3-week deployment with 546 students at 3 schools during their month of independent study prior to their graduating exam. We found that participation rates were heavily impacted by trust in the intervening organization and perceptions of personal security in the socio-technical environment. Parents also played a key gate-keeping role on students' digital activities. We describe how this role - along with different perceptions of smartphones versus basic phones - may manifest in lower participation rates among WhatsApp-based users as compared to SMS. Finally, we discuss design implications for future educational interventions that target students' personal cellphones outside of the classroom.
Title: VARI-SOUND: A Varifocal Lens for Sound
Authors: family: Memoli
given: Gianluca; family: Chisari
given: Letizia; family: Eccles
given: Jonathan P.; family: Caleap
given: Mihai; family: Drinkwater
given: Bruce W.; family: Subramanian
given: Sriram
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: fabrication, microstructures, metamaterials, 3d printing, spatial audio

Abstract: Centuries of development in optics have given us passive devices (i.e. lenses, mirrors and filters) to enrich audience immersivity with light effects, but there is nothing similar for sound. Beam-forming in concert halls and outdoor gigs still requires a large number of speakers, while headphones are still the state-of-the-art for personalized audio immersivity in VR. In this work, we show how 3D printed acoustic meta-surfaces, assembled into the equivalent of optical systems, may offer a different solution. We demonstrate how to build them and how to use simple design tools, like the thin-lens equation, also for sound. We present some key acoustic devices, like a "collimator", to transform a standard computer speaker into an acoustic "spotlight"; and a "magnifying glass", to create sound sources coming from distinct locations than the speaker itself. Finally, we demonstrate an acoustic varifocal lens, discussing applications equivalent to auto-focus cameras and VR headsets and the limitations of the technology.
Title: Co-Performing Agent: Design for Building User-Agent Partnership in Learning and Adaptive Services
Authors: family: Kim
given: Da-jung; family: Lim
given: Youn-kyung
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: intelligent agents, co-performance, personalization, adaptive services

Abstract: Intelligent agents have become prevalent in everyday IT products and services. To improve an agent's knowledge of a user and the quality of personalized service experience, it is important for the agent to cooperate with the user (e.g., asking users to provide their information and feedback). However, few works inform how to support such user-agent co-performance from a human-centered perspective. To fill this gap, we devised Co-Performing Agent, a Wizard-of-Oz-based research probe of an agent that cooperates with a user to learn by helping users to have a partnership mindset. By incorporating the probe, we conducted a two-month exploratory study, aiming to understand how users experience co-performing with their agent over time. Based on the findings, this paper presents the factors that affected users' co-performing behaviors and discusses design implications for supporting constructive co-performance and building a resilient user-agent partnership over time.
Title: Leveraging Distal Vibrotactile Feedback for Target Acquisition
Authors: family: Henderson
given: Jay; family: Avery
given: Jeff; family: Grisoni
given: Laurent; family: Lank
given: Edward
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: touchscreen, smartwatch, targeting, vibrotactile feedback

Abstract: Many touch based interactions provide limited opportunities for direct tactile feedback; examples include multi-user touch displays, augmented reality based projections on passive surfaces, and mid-air input. In this paper, we consider distal feedback, through vibrotactile stimulation on a smart-watch placed on the user's non-dominant wrist, as an alternative feedback mechanism to interaction location vibrotactile feedback, under the user's finger. We compare the effectiveness of interaction location feedback vs. distal feedback through a Fitts's Law task completed on a smartphone. Results show that distal and interaction location feedback both reduce errors in target acquisition and exhibit statistically comparable performance, suggesting that distal vibrotactile feedback is a suitable alternative when interaction location feedback is not readily available.
Title: Designing for the Infrastructure of the Supply Chain of Malay Handwoven Songket in Terengganu
Authors: family: Zhang
given: Min; family: Sas
given: Corina; family: Lambert
given: Zoe; family: Ahmad
given: Masitah
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: crafts, gender, infrastructure, cultural heritage, songket, hcid

Abstract: The growing HCI interest in developing contexts and cultural craft practices is ripe to focus on their under-explored homegrown sociotechnical infrastructures. This paper explores the creative infrastructural actions embedded within the practices of songket's supply chain in Terengganu, Malaysia. We report on contextual interviews with 92 participants including preparation workers, weavers, designers, merchants, and customers. Findings indicate that increased creative infrastructural actions are reflected in these actors' resourcefulness for mobilizing information, materials, and equipment, and for making creative artifacts through new technologies weaved within traditional practices. We propose two novel approaches to design in this craft-based infrastructure. First, we explore designing for the social layer of infrastructure and its mutually advantageous exploitative relationships rooted in culture and traditions. Second, we suggest designing for roaming value-creation artifacts, which blend physical and digital materializations of songket textile design. Developed through a collaborative and asynchronous process, we argue that these artifacts represent less-explored vehicles for value co-creation, and that sociotechnical infrastructures as emerging sites of innovation could benefit from HCI research.
Title: Springlets: Expressive, Flexible and Silent On-Skin Tactile Interfaces
Authors: family: Hamdan
given: Nur Al-huda; family: Wagner
given: Adrian; family: Voelker
given: Simon; family: Steimle
given: Jürgen; family: Borchers
given: Jan
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: wearable computing, tactile display, shape-changing, fabrication, on-body interaction, shape memory alloys

Abstract: We introduce Springlets, expressive, non-vibrating mechanotactile interfaces on the skin. Embedded with shape memory alloy springs, we implement Springlets as thin and flexible stickers to be worn on various body locations, thanks to their silent operation even on the neck and head. We present a technically simple and rapid technique for fabricating a wide range of Springlet interfaces and computer-generated tactile patterns. We developed Springlets for six tactile primitives: pinching, directional stretching, pressing, pulling, dragging, and expanding. A study placing Springlets on the arm and near the head demonstrates Springlets' effectiveness and wearability in both stationary and mobile situations. We explore new interactive experiences in tactile social communication, physical guidance, health interfaces, navigation, and virtual reality gaming, enabled by Springlets' unique and scalable form factor.
Title: "Can you believe [1:21]?!": Content and Time-Based Reference Patterns in Video Comments
Authors: family: Yarmand
given: Matin; family: Yoon
given: Dongwook; family: Dodson
given: Samuel; family: Roll
given: Ido; family: Fels
given: Sidney S.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: video, engagement, youtube, timestamp, comment, reference

Abstract: As videos become increasingly ubiquitous, so is video-based commenting. To contextualize comments, people often reference specific audio/visual content within video. However, the literature falls short of explaining the types of video content people refer to, how they establish references and identify referents, how video characteristics (e.g., genre) impact referencing behaviors, and how references impact social engagement. We present a taxonomy for classifying video references by referent type and temporal specificity. Using our taxonomy, we analyzed 2.5K references with quotations and timestamps collected from public YouTube comments. We found: 1) people reference intervals of video more frequently than time-points, 2) visual entities are referenced more often than sounds, and 3) comments with quotes are more likely to receive replies but not more "likes". We discuss the need for in-situ dereferencing user interfaces, illustrate design concepts for typed referencing features, and provide a dataset for future studies.
Title: Do We Care About Diversity in Human Computer Interaction: A Comprehensive Content Analysis on Diversity Dimensions in Research
Authors: family: Himmelsbach
given: Julia; family: Schwarz
given: Stephanie; family: Gerdenitsch
given: Cornelia; family: Wais-Zechmann
given: Beatrix; family: Bobeth
given: Jan; family: Tscheligi
given: Manfred
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: hci research, diversity-sensitive research, study participants, considerations of users, diversity dimensions, critical diversity studies

Abstract: In Human-Computer Interaction (HCI) research, awareness for the relevance of diversity of users is increasing. In this work, we analyze whether the articulated need for more diversity-sensitive research led indeed to a higher consideration of diversity in HCI research. Based on a comprehensive collection of diversity dimensions, we present results of a quantitative content analysis of articles accepted in the Proceedings of the Conference on Human Factors in Computing Systems 2006, 2011, and 2016. Results demonstrate how many and how intensively diversity dimensions were considered, and moreover highlight those dimensions that have so far received less attention. Uncovering continuous and discontinuous trends across time and differences between subfields of research, we identify research gaps and aim at contributing to a comprehensive understanding of diversity supporting diversity-sensitive research in HCI.
Title: Gaze-Guided Narratives: Adapting Audio Guide Content to Gaze in Virtual and Real Environments
Authors: family: Kwok
given: Tiffany C.K.; family: Kiefer
given: Peter; family: Schinazi
given: Victor R.; family: Adams
given: Benjamin; family: Raubal
given: Martin
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: tourist guide, outdoor eye tracking, gaze-guided narratives

Abstract: Exploring a city panorama from a vantage point is a popular tourist activity. Typical audio guides that support this activity are limited by their lack of responsiveness to user behavior and by the difficulty of matching audio descriptions to the panorama. These limitations can inhibit the acquisition of information and negatively affect user experience. This paper proposes Gaze-Guided Narratives as a novel interaction concept that helps tourists find specific features in the panorama (gaze guidance) while adapting the audio content to what has been previously looked at (content adaptation). Results from a controlled study in a virtual environment (n=60) revealed that a system featuring both gaze guidance and content adaptation obtained better user experience, lower cognitive load, and led to better performance in a mapping task compared to a classic audio guide. A second study with tourists situated at a vantage point (n=16) further demonstrated the feasibility of this approach in the real world.
Title: StoryBlocks: A Tangible Programming Game To Create Accessible Audio Stories
Authors: family: Koushik
given: Varsha; family: Guinness
given: Darren; family: Kane
given: Shaun K.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: storytelling, audio interfaces, cross-ability collaboration, tangible user interfaces, computer science education

Abstract: Block-based programming languages can support novice programmers through features such as simplified code syntax and user-friendly libraries. However, most block-based programming languages are highly visual, which makes them inaccessible to blind and visually impaired students. To address the inaccessibility of block-based languages, we introduce StoryBlocks, a tangible block-based game that enables blind programmers to learn basic programming concepts by creating audio stories. In this paper, we document the design of StoryBlocks and report on a series of design activities with groups of teachers, Braille experts, and students. Participants in our design sessions worked together to create accessible stories, and their feedback offers insights for the future development of accessible, tangible programming tools.
Title: Managerial Visions: Stories of Upgrading and Maintaining the Public Restroom with IoT
Authors: family: Fox
given: Sarah E.; family: Sobel
given: Kiley; family: Rosner
given: Daniela K.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: governance, restrooms, internet of things

Abstract: This paper examines the entangled development of governance strategies and networked technologies in the pervasive but under-examined domain of public restrooms. Drawing on a mix of archival materials, participant observation, and interviews within and beyond the city of Seattle, Washington, we look at the motivations of public restroom facilities managers as they introduce (or consider introducing) networked technology in the spaces they administer. Over the course of the research, we found internet of things technologies-or, connected devices imbued with computational capacity-became increasingly tied up with cost-reducing efficiencies and exploitative regulatory techniques. Drawing from this case study, we develop the concept of managerial visions: ways of seeing that structure labor, enforce compliance, and define access to resources. We argue that these ways of seeing prove increasingly critical to HCI research as it attends to computer-mediated collaboration beyond white-collar settings.
Title: User Attitudes towards Algorithmic Opacity and Transparency in Online Reviewing Platforms
Authors: family: Eslami
given: Motahhare; family: Vaccaro
given: Kristen; family: Lee
given: Min Kyung; family: Elazari Bar On
given: Amit; family: Gilbert
given: Eric; family: Karahalios
given: Karrie
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: algorithm's existence, algorithm's operation, algorithmic opacity, reviewing platforms, transparency

Abstract: Algorithms exert great power in curating online information, yet are often opaque in their operation, and even existence. Since opaque algorithms sometimes make biased or deceptive decisions, many have called for increased transparency. However, little is known about how users perceive and interact with potentially biased and deceptive opaque algorithms. What factors are associated with these perceptions, and how does adding transparency into algorithmic systems change user attitudes? To address these questions, we conducted two studies: 1) an analysis of 242 users' online discussions about the Yelp review filtering algorithm and 2) an interview study with 15 Yelp users disclosing the algorithm's existence via a tool. We found that users question or defend this algorithm and its opacity depending on their engagement with and personal gain from the algorithm. We also found adding transparency into the algorithm changed users' attitudes towards the algorithm: users reported their intention to either write for the algorithm in future reviews or leave the platform.
Title: Examining the "Global" Language of Emojis: Designing for Cultural Representation
Authors: family: Kimura-Thollander
given: Philippe; family: Kumar
given: Neha
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: emoji, representation, non-verbal, multi-cultural

Abstract: Emojis are becoming an increasingly popular mode of communication between individuals worldwide, with researchers claiming them to be a type of "ubiquitous language'' that can span different languages due to its pictorial nature. Our study uses a combination of methods to examine how emojis are adopted and perceived by individuals from diverse cultural backgrounds and 45 countries. Our survey and interview findings point to the existence of a cultural gap between user perceptions and the current emoji standard. Using participatory design, we sought to address this gap by designing 40 emojis and conducted another survey to evaluate their acceptability compared to existing Japanese emojis. We also draw on participant observation from a Unicode Consortium meeting on emoji addition. Our analysis leads us to discuss how emojis might be made more inclusive, diverse, and representative of the populations that use them.
Title: Time to Scale: Generalizable Affect Detection for Tens of Thousands of Students across An Entire School Year
Authors: family: Hutt
given: Stephen; family: Grafsgaard
given: Joseph F.; family: D'Mello
given: Sidney K.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: online education, machine learning, affect detection, sensor-free

Abstract: We developed generalizable affect detectors using 133,966 instances of 18 affective states collected from 69,174 students who interacted with an online math learning platform called Algebra Nation over the entire school year. To enable scalability and generalizability, we used generic interaction features (e.g., viewing a video, taking a quiz), which do not require specialized sensors and are domain- and (to a certain extent) system-independent. We experimented with standard classifiers, recurrent neural networks, and genetically evolved neural networks for affect modeling. Prediction accuracies, quantified with Spearman's rho, were modest and ranged from .08 (for surprise) to .34 (for happiness) with a mean of .25. Our model trained on Algebra students generalized to a different set of Geometry students (n = 28,458) on the same platform. We discuss implications for scaling up affect detection for affect-sensitive online learning environments which aim to improve engagement and learning by detecting and responding to student affect.