huashen218/convxai-cia-dataset huggingface dataset:
Title: Grandparents and Grandchildren Meeting Online: The Role of Material Things in Remote Settings
Authors: family: Fuchsberger
given: Verena; family: Beuthel
given: Janne Mascha; family: Bentegeac
given: Philippe; family: Tscheligi
given: Manfred
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: objects, spaces, materials, materiality, audio-visual communication, intergenerational relationships, online meetings

Abstract: Grandparents and grandchildren, who cannot meet face-to-face (e.g., due to dislocation or physical distancing induced by a pandemic), often use audio-visual communication tools in order to maintain their relationship online. In a qualitative online survey (n = 85), we inquired into the various ways that grandparents and grandchildren came up with when being physically distant; many of them are tangible in nature as they include “things” or incorporate “spaces”. In this paper, we illustrate related temporal and spatial trajectories and unpack how online meetings are characterized by constant negotiations of agency. We discuss how online meetings could complement face-to-face meetings, instead of mimicking or replacing them. We finally articulate a collection of design sensitivities with the aim to both inspire and question designing for intergenerational online meetings.
Title: MomentMeld: AI-augmented Mobile Photographic Memento towards Mutually Stimulatory Inter-generational Interaction
Authors: family: Kang
given: Bumsoo; family: Kang
given: Seungwoo; family: Hwang
given: Inseok
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: artificial intelligence, mutually stimulatory memento, semantic similarity, aging, deep neural network, mobile photography, Inter-generational interaction, smartphone

Abstract: Aging often comes with declining social interaction, a known adversarial factor impacting the life satisfaction of senior population. Such decline appears even in family–a permanent social circle, as their adult children eventually go independent. We present MomentMeld, an AI-powered, cloud-backed mobile application that blends with everyday routine and naturally encourages rich and frequent inter-generational interactions in a family, especially those between the senior generation and their adult children. Firstly, we design a photographic interaction aid called mutually stimulatory memento, which is a cross-generational juxtaposition of semantically related photos to bring natural arousal of context-specific inter-generational empathy and reminiscence. Secondly, we build comprehensive ensemble AI models consisting of various deep neural networks and a runtime system that automates the creation of mutually stimulatory memento on top of the user’s usual photo-taking routines. We deploy MomentMeld in-the-wild with six families for an eight-week period, and discuss the key findings and further implications.
Title: The Lived Experience of Child-Owned Wearables: Comparing Children's and Parents’ Perspectives on Activity Tracking
Authors: family: Oygür
given: Iþil; family: Su
given: Zhaoyuan; family: A. Epstein
given: Daniel; family: Chen
given: Yunan
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Health-Wellbeing, Children/Parents, Personal Data/Tracking, Wearable Computers

Abstract: Children are increasingly using wearables with physical activity tracking features. Although research has designed and evaluated novel features for supporting parent-child collaboration with these wearables, less is known about how families naturally adopt and use these technologies in their everyday life. We conducted interviews with 17 families who have naturally adopted child-owned wearables to understand how they use wearables individually and collaboratively. Parents are primarily motivated to use child-owned wearables for children's long-term health and wellbeing, whereas children mostly seek out entertainment and feeling accomplished through reaching goals. Children are often unable to interpret or contextualize the measures that wearables record, while parents do not regularly track these measures and focus on deviations from their children's routines. We discuss opportunities for making naturally-occurring family moments educational to positively contribute to children's conceptual understanding of health, such as developing age-appropriate trackable metrics for shared goal-setting and data reflection.
Title: Making Sense of 3D Modelling and 3D Printing Activities of Young People: A Nexus Analytic Inquiry
Authors: family: Norouzi
given: Behnaz; family: Kinnula
given: Marianne; family: Iivari
given: Netta
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Digital fabrication, Children, 3D printing, Making, Maker space, FabLab, Teenager, Technology, 3D modeling/designing, Qualitative study, Nexus analysis, Empirical finding, Discourse analysis

Abstract: Physical space and materials we work with, as well as people we interact with affect the design and making processes. These aspects in relation to 3D designing in alignment with 3D printing need considerable exploration within Child-Computer interaction (CCI) research community. We conducted our case study by collecting 9-full-day-observation and interview data and examining 3D modeling and 3D printing activities, as work duties of 15-17-years-old summer trainees organized at the university. We identified, inspired by nexus analysis, different discourses circulating around these activities of novice young people and how the discourses are intermingled with the space, the materials, and the task at hand in complex ways, constructing and shaping the experience of the young participants. In our research and design implications, by signifying the impact of the people, challenges, tasks, spaces and tools, we provide recommendations for maintaining children's engagement in digital fabrication, significantly 3D designing and 3D printing, activities.
Title: Pedagogical Agents in Educational VR: An in the Wild Study
Authors: family: Petersen
given: Gustav Bøg; family: Mottelson
given: Aske; family: Makransky
given: Guido
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Educational Technology, Pedagogical Agents, Cognitive Load, Learning, Immersive Virtual Reality

Abstract: Pedagogical agents are theorized to increase humans’ effort to understand computerized instructions. Despite the pedagogical promises of VR, the usefulness of pedagogical agents in VR remains uncertain. Based on this gap, and inspired by global efforts to advance remote learning during the COVID-19 pandemic, we conducted an educational VR study in-the-wild (N = 161). With a 2 × 2 + 1 between subjects design, we manipulated the appearance and behavior of a virtual museum guide in an exhibition about viruses. Factual and conceptual learning outcomes as well as subjective learning experience measures were collected. In general, participants reported high enjoyment and had significant knowledge acquisition. We found that the agent’s appearance and behavior impacted factual knowledge gain. We also report an interaction effect between behavioral and visual realism for conceptual knowledge gain. Our findings nuance classical multimedia learning theories and provide directions for employing agents in immersive learning environments.
Title: Digital Transformations of Classrooms in Virtual Reality
Authors: family: Gao
given: Hong; family: Bozkir
given: Efe; family: Hasenbein
given: Lisa; family: Hahn
given: Jens-Uwe; family: Göllner
given: Richard; family: Kasneci
given: Enkelejda
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: immersive virtual reality, eye tracking, education, avatars, perception

Abstract: With rapid developments in consumer-level head-mounted displays and computer graphics, immersive VR has the potential to take online and remote learning closer to real-world settings. However, the effects of such digital transformations on learners, particularly for VR, have not been evaluated in depth. This work investigates the interaction-related effects of sitting positions of learners, visualization styles of peer-learners and teachers, and hand-raising behaviors of virtual peer-learners on learners in an immersive VR classroom, using eye tracking data. Our results indicate that learners sitting in the back of the virtual classroom may have difficulties extracting information. Additionally, we find indications that learners engage with lectures more efficiently if virtual avatars are visualized with realistic styles. Lastly, we find different eye movement behaviors towards different performance levels of virtual peer-learners, which should be investigated further. Our findings present an important baseline for design decisions for VR classrooms.
Title: Classroom Digital Twins with Instrumentation-Free Gaze Tracking
Authors: family: Ahuja
given: Karan; family: Shah
given: Deval; family: Pareddy
given: Sujeath; family: Xhakaj
given: Franceska; family: Ogan
given: Amy; family: Agarwal
given: Yuvraj; family: Harrison
given: Chris
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: gaze tracking, Classroom sensing, digital twins.

Abstract: Classroom sensing is an important and active area of research with great potential to improve instruction. Complementing professional observers – the current best practice – automated pedagogical professional development systems can attend every class and capture fine-grained details of all occupants. One particularly valuable facet to capture is class gaze behavior. For students, certain gaze patterns have been shown to correlate with interest in the material, while for instructors, student-centered gaze patterns have been shown to increase approachability and immediacy. Unfortunately, prior classroom gaze-sensing systems have limited accuracy and often require specialized external or worn sensors. In this work, we developed a new computer-vision-driven system that powers a 3D “digital twin” of the classroom and enables whole-class, 6DOF head gaze vector estimation without instrumenting any of the occupants. We describe our open source implementation, and results from both controlled studies and real-world classroom deployments.
Title: Including Adults with Severe Intellectual Disabilities in Co-Design through Active Support
Authors: family: Bircanin
given: Filip; family: Brereton
given: Margot; family: Sitbon
given: Laurianne; family: Ploderer
given: Bernd; family: Azaabanye Bayor
given: Andrew; family: Koplick
given: Stewart
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: adults with severe intellectual disabilities, accessibility, co-design, Active Support

Abstract: In recent work, design researchers have sought to ensure that people with disabilities are engaged as competent and valued contributors to co-design. Yet, little is known about how to achieve this with adults with severe intellectual disabilities. Navigating design in the context of complex care practices is challenging, charged with uncertainty, and requires sustained effort of methodological and affective adjustments. To establish a respectful co-design relationship and enrich participation, we turn to Active Support (AS), an evidence-based strategy for engaging adults with severe intellectual disabilities. We present a reflective account of long-term field work that utilized the four aspects of AS, a) every moment has potential; b) graded assistance; c) little and often; d) maximizing choice and control. We discuss how these principles contribute to deepening HCI methods by ensuring interactional turns for adults with severe disabilities, revealing their unique competences, thereby shaping design direction and providing design insight.
Title: ”It’s Just Everything Outside of the IDE that’s the Problem”: Information Seeking by Software Developers with Visual Impairments
Authors: family: Storer
given: Kevin M; family: Sampath
given: Harini; family: Merrick
given: M. Alice Alice
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Software Development, Visual Impairments, Information Behavior, Accessibility

Abstract: Many efforts to increase accessibility in coding for developers with visual impairments (DWVI) focus on supporting interactions with development tools. But, to understand how to appropriately modify and write source code, developers must seek information from a variety of disparate and highly technical sources. DWVI might benefit from technological support in this process. But, it is unclear what accessibility issues arise in technical information sources, whether accessibility impacts strategies for seeking technical information, or how best to support DWVI in information seeking. We conducted observations and interviews with twelve DWVI, to explore their information behaviors. We found that DWVI seek information in many of the same sources as their sighted peers, and accessibility issues in technical information sources were similar to those in nontechnical sources. But, despite these similarities, examining development as an information seeking process highlighted the role of contextual and social factors in determining accessibility for DWVI.
Title: Stitching Together the Experiences of Disabled Knitters
Authors: family: Gotfrid
given: Taylor; family: Mack
given: Kelly; family: Lum
given: Kathryn J; family: Yang
given: Evelyn; family: Hodgins
given: Jessica; family: Hudson
given: Scott E; family: Mankoff
given: Jennifer
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: knitting, Accessibility, craft

Abstract: Knitting is a popular craft that can be used to create customized fabric objects such as household items, clothing and toys. Additionally, many knitters find knitting to be a relaxing and calming exercise. Little is known about how disabled knitters use and benefit from knitting, and what accessibility solutions and challenges they create and encounter. We conducted interviews with 16 experienced, disabled knitters and analyzed 20 threads from six forums that discussed accessible knitting to identify how and why disabled knitters knit, and what accessibility concerns remain. We additionally conducted an iterative design case study developing knitting tools for a knitter who found existing solutions insufficient. Our innovations improved the range of stitches she could produce. We conclude by arguing for the importance of improving tools for both pattern generation and modification as well as adaptations or modifications to existing tools such as looms to make it easier to track progress
Title: Accessibility of Command Line Interfaces
Authors: family: Sampath
given: Harini; family: Merrick
given: Alice; family: Macvean
given: Andrew
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: screen reader users, accessibility, developers with visual impairments, command-line interfaces

Abstract: Command-line interfaces (CLIs) remain a popular tool among developers and system administrators. Since CLIs are text-based interfaces, they are sometimes considered accessible alternatives to predominantly visual developer tools like IDEs. However, there is no systematic evaluation of the accessibility of CLIs in the literature. In this paper, we describe two studies with 12 developers on their experience of using CLIs with screen readers. Our findings show that CLIs have their own set of accessibility issues - the most important being CLIs are unstructured text interfaces. Based on our results, we provide a set of recommendations for improving the accessibility of command-line interfaces.
Title: Technology Adoption and Learning Preferences for Older Adults: Evolving Perceptions, Ongoing Challenges, and Emerging Design Opportunities
Authors: family: Pang
given: Carolyn; family: Collin Wang
given: Zhiqin; family: McGrenere
given: Joanna; family: Leung
given: Rock; family: Dai
given: Jiamin; family: Moffatt
given: Karyn
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: tablets, digital health, user manuals, large display, Older adults, personal wearables, smartwatches, learning, seniors

Abstract: Technology adoption among older adults has increased significantly in recent years. Yet, as new technologies proliferate and the demographics of aging shift, continued attention to older adults’ adoption priorities and learning preferences is required. Through semi-structured interviews, we examine the factors adults 65+ prioritize in choosing new technologies, the challenges they encounter in learning to use them, and the human and material resources they employ to support these efforts. Using a video prototype as a design probe, we present scenarios to explore older adults’ perceptions of adoption and learning new technologies within the lens of health management support, a relevant and beneficial context for older adults. Our results reveal that participants appreciated self-paced learning, remote support, and flexible learning methods, and were less reliant on instruction manuals than in the past. This work provides insight into older adults’ evolving challenges, learning needs, and design opportunities for next generation learning support.
Title: Avatar-Mediated Communication in Social VR: An In-depth Exploration of Older Adult Interaction in an Emerging Communication Platform
Authors: family: Baker
given: Steven; family: Waycott
given: Jenny; family: Carrasco
given: Romina; family: Kelly
given: Ryan M.; family: Jones
given: Anthony John; family: Lilley
given: Jack; family: Dow
given: Briony; family: Batchelor
given: Frances; family: Hoang
given: Thuong; family: Vetere
given: Frank
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Older adults, Social VR, Avatars

Abstract: While HCI researchers have begun designing personalised VR experiences for older adults, there has been limited research examining the use of social VR - where users interact via avatars in a virtual environment. Avatar-mediated communication (AMC) is a crucial component of the social VR experience, but older users’ experience with AMC is poorly understood. We conducted a five-month study with 16 older adults evaluating a co-designed social VR prototype. Results show that AMC in social VR was seen as medium that supported introverted users to express themselves and was viewed as offering advantages when discussing sensitive topics. Our study provides new insights into how older adults view AMC in social VR as a communication medium and we contribute six design reflections, based on our results, that highlight the steps that can be taken to ensure that AMC in social VR can meet the communication needs of older users.
Title: Chasing Play on TikTok from Populations with Disabilities to Inspire Playful and Inclusive Technology Design
Authors: family: Duval
given: Jared; family: Altarriba Bertran
given: Ferran; family: Chen
given: Siying; family: Chu
given: Melissa; family: Subramonian
given: Divya; family: Wang
given: Austin; family: Xiang
given: Geoffrey; family: Kurniawan
given: Sri; family: Isbister
given: Katherine
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Populations with Special Needs, Disability, Play Potentials, Social Media, Chasing Play, Inclusive Design, Design Concepts, TikTok

Abstract: There is an open call for technology to be more playful [5, 79] and for tech design to be more inclusive of people with disabilities [80]. In the era of COVID19, it is often unsafe for the public in general and people with disabilities, in particular, to engage in in-person design exercises using traditional methods. This presents a missed opportunity as these populations are already sharing playful content rich with tacit design knowledge that can be used to inspire the design of playful everyday technology. We present our process of scraping play potentials [4] from TikTok from content creators with disabilities to generate design concepts that may inspire future technology design. We share 7 emerging themes from the scraped content, a catalog of design concepts that may inspire designers, and discuss the relevance of the emerging themes and possible implications for the design concepts.
Title: Accessibility of High-Fidelity Prototyping Tools
Authors: family: Li
given: Junchen; family: W. Tigwell
given: Garreth; family: Shinohara
given: Kristen
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: High-Fidelity Prototyping, Prototyping Tools

Abstract: High-fidelity prototyping tools are used by software designers and developers to iron out interface details without full implementation. However, the lack of visual accessibility in these tools creates a barrier for designers who may use screen readers, such as those who are vision impaired. We assessed conformance of four prototyping tools (Sketch, Adobe XD, Balsamiq, UXPin) with accessibility guidelines, using two screen readers (Narrator and VoiceOver), focusing our analysis on GUI element accessibility and critical workflows used to create prototypes. We found few tools were fully accessible, with 45.9% of GUI elements meeting accessibility criteria (34.2% partially supported accessibility, 19.9% not supporting accessibility). Accessibility issues stymied efforts to create prototypes using screen readers. Though no screen reader-tool pairs were completely accessible, the most accessible pairs were VoiceOver-Sketch, VoiceOver-Balsamiq, and Narrator-Balsamiq. We recommend prioritizing improved accessibility for input and control instruction, alternative text, focus order, canvas element properties, and keyboard operations.
Title: Revamp: Enhancing Accessible Information Seeking Experience of Online Shopping for Blind or Low Vision Users
Authors: family: Wang
given: Ruolin; family: Chen
given: Zixuan; family: Zhang
given: Mingrui Ray; family: Li
given: Zhaoheng; family: Liu
given: Zhixiu; family: Dang
given: Zihan; family: Yu
given: Chun; family: Chen
given: Xiang 'Anthony'
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Blind or Low Vision Users, Image Description, Accessibility, Question-answering, Information Retrieval, Online shopping, Reviews

Abstract: Online shopping has become a valuable modern convenience, but blind or low vision (BLV) users still face significant challenges using it, because of: 1) inadequate image descriptions and 2) the inability to filter large amounts of information using screen readers. To address those challenges, we propose Revamp, a system that leverages customer reviews for interactive information retrieval. Revamp is a browser integration that supports review-based question-answering interactions on a reconstructed product page. From our interview, we identified four main aspects (color, logo, shape, and size) that are vital for BLV users to understand the visual appearance of a product. Based on the findings, we formulated syntactic rules to extract review snippets, which were used to generate image descriptions and responses to users’ queries. Evaluations with eight BLV users showed that Revamp 1) provided useful descriptive information for understanding product appearance and 2) helped the participants locate key information efficiently.