huashen218/convxai-cia-dataset huggingface dataset:
Title: Student Perspectives on Digital Phenotyping: The Acceptability of Using Smartphone Data to Assess Mental Health
Authors: family: Rooksby
given: John; family: Morrison
given: Alistair; family: Murray-Rust
given: Dave
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: mental wellbeing, acceptability, lived informatics, mental health, mobile health, sensors, qualitative research

Abstract: There is a mental health crisis facing universities internationally. A growing body of interdisciplinary research has successfully demonstrated that using sensor and interaction data from students' smartphones can give insight into stress, depression, mood, suicide risk and more. The approach, which is sometimes termed Digital Phenotyping, has potential to transform how mental health and wellbeing can be monitored and understood. The approach could also transform how interventions are designed, delivered and evaluated. To date, little work has addressed the human and ethical side of digital phenotyping, including how students feel about being monitored. In this paper we report findings from in-depth focus groups, prototyping and interviews with students. We find they are positive about mental health technology, but also that there are multi-layered issues to address if digital phenotyping is to become acceptable. Using an acceptability framework, we set out the key design challenges that need to be addressed.
Title: A-line: 4D Printing Morphing Linear Composite Structures
Authors: family: Wang
given: Guanyun; family: Tao
given: Ye; family: Capunaman
given: Ozguc Bertug; family: Yang
given: Humphrey; family: Yao
given: Lining
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: line-shaped interface, 3d printing, 4d printing, morphing, line-based structure, self-folding, shape-changing interface

Abstract: This paper presents A-line, a 4D printing system for designing and fabricating morphing three-dimensional shapes out of simple linear elements. In addition to the commonly known benefit of 4D printing to save printing time, printing materials, and packaging space, A-line also takes advantage of the unique properties of thin lines, including their suitability for compliant mechanisms and ability to travel through narrow spaces and self-deploy or self-lock on site. A-line integrates a method of bending angle control in up to eight directions for one printed line segment, using a single type of thermoplastic material. A software platform to support the design, simulation and tool path generation is developed to support the design and manufacturing of various A-line structures. Finally, the design space of A-line is explored through four application areas, including line sculpting, compliant mechanisms, self-deploying, and self-locking structures.
Title: A Field Study of Teachers Using a Curriculum-integrated Digital Game
Authors: family: Peddycord-Liu
given: Zhongxiu; family: Cateté
given: Veronica; family: Vandenberg
given: Jessica; family: Barnes
given: Tiffany; family: Lynch
given: Collin F.; family: Rutherford
given: Teomara
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: k12, classroom integration, teachers, educational games

Abstract: We present a new framework describing how teachers use ST Math, a curriculum-integrated, year-long educational game, in 3rd-4th grade classrooms. We combined authentic classroom observations with teacher interviews to identify teacher needs and practices. Our findings extended and contrasted with prior work on teachers' behaviors around classroom games, identifying differences likely arising from a digital platform and year-long curricular integration. We suggest practical ways that curriculum-integrated games can be designed to help teachers support effective classroom culture and practice.
Title: Feeling Fireworks: An Inclusive Tactile Firework Display
Authors: family: Reusser
given: Dorothea; family: Knoop
given: Espen; family: Siegwart
given: Roland; family: Beardsley
given: Paul
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: haptic device, accessibility, large interactive screen

Abstract: This paper presents a novel design for a large-scale interactive tactile display. Fast dynamic tactile effects are created at high spatial resolution on a flexible screen, using directable nozzles that spray water jets onto the rear of the screen. The screen further has back-projected visual content and touch interaction. The technology is demonstrated in Feeling Fireworks, a tactile firework show. The goal is to make fireworks more inclusive for the Blind and Low-Vision (BLV) community. A BLV focus group provided input during the development process, and a user study with BLV users showed that Feeling Fireworks is an enjoyable and meaningful experience. A user study with sighted users showed that users could accurately label the correspondence between the designed tactile firework effects and corresponding visual fireworks. Beyond the Feeling Fireworks application, this is a novel approach for scalable tactile displays with potential for broader use.
Title: Social Play in an Exergame: How the Need to Belong Predicts Adherence
Authors: family: Kaos
given: Maximus D.; family: Rhodes
given: Ryan E.; family: Hämäläinen
given: Perttu; family: Graham
given: T.C. Nicholas
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: social play, program belonging, exergames

Abstract: The general trend in exercise interventions, including those based on exergames, is to see high initial enthusiasm but significantly declining adherence. Social play is considered a core tenet of the design of exercise interventions help foster motivation to play. To determine whether social play aids in adherence to exergames, we analyzed data from a study involving five waves of six-week exergame trials between a single-player and multiplayer group. In this paper, we examine the multiplayer group to determine who might benefit from social play and why. We found that people who primarily engage in group play have superior adherence to people who primarily play alone. People who play alone in a multiplayer exergame have worse adherence than playing a single-player version, which can undo any potential benefit of social play. The primary construct distinguishing group versus alone players is their sense of program belonging. Program belonging is, thus, crucial to multiplayer exergame design.
Title: Around the (Virtual) World: Infinite Walking in Virtual Reality Using Electrical Muscle Stimulation
Authors: family: Auda
given: Jonas; family: Pascher
given: Max; family: Schneegass
given: Stefan
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: locomotion, electrical muscle stimulation, virtual reality, walking

Abstract: Virtual worlds are infinite environments in which the user can move around freely. When shifting from controller-based movement to regular walking as an input, the limitation of the real world also limits the virtual world. Tackling this challenge, we propose the use of electrical muscle stimulation to limit the necessary real-world space to create an unlimited walking experience. We thereby actuate the users` legs in a way that they deviate from their straight route and thus, walk in circles in the real world while still walking straight in the virtual world. We report on a study comparing this approach to vision shift - the state of the art approach - as well as combining both approaches. The results show that particularly combining both approaches yield high potential to create an infinite walking experience.
Title: How Do Distance Learners Connect?
Authors: family: Sun
given: Na; family: Wang
given: Xiying; family: Rosson
given: Mary Beth
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: online learning community, distance learning, shared identity, connection strategies

Abstract: Distance learners often experience social isolation and impoverished social interaction with their remote peers. To better understand the connections that distance learners are able to build with peers, we interviewed them about whether and how they perceive or cultivate connections with one another. Our analysis reveals how connections in an online learning environment are formed and experienced across different social contexts and technology affordances, and what strategies and practices enable and inhibit these connections. We discuss the implications of our findings for concepts of shared identity and evolving peer relationships among online learners and for design directions that might address their social needs.
Title: Security Managers Are Not The Enemy Either
Authors: family: Reinfelder
given: Lena; family: Landwirth
given: Robert; family: Benenson
given: Zinaida
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: security managers, organizational security

Abstract: Security managers are leading employees whose decisions shape security measures and thus influence the everyday work of all users in their organizations. To understand how security managers handle user requirements and behavior, we conducted semi-structured interviews with seven security managers from large-scale German companies. Our results indicate that due to the absence of organizational structures that include users into security development processes, security managers unintentionally obtain a negative view on users. Their distrust towards users leads to the creation of technical security measures that cannot be influenced by users in any way. However, as previous research has repeatedly shown, rigid security measures lead to frustration and discouragement of users, and also to creative (but usually insecure) methods of security circumvention. We conclude that in order to break through this vicious cycle, security managers need organizational structures, methods and tools that facilitate systematic feedback from users.
Title: Older Voices: Supporting Community Radio Production for Civic Participation in Later Life
Authors: family: Reuter
given: Arlind; family: Bartindale
given: Tom; family: Morrissey
given: Kellie; family: Scharf
given: Thomas; family: Liddle
given: Jennifer
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: ageing, community radio, civic participation, digital civics

Abstract: Community radio can support the process of having a voice in one's community as a part of civic action, and promote community dialogue. However, older adults are underrepresented as producers of community radio shows in the UK, and face different challenges to their younger colleagues. By working within the radio production group of an existing organisation of older adults, we identify the motivations and challenges in supporting this type of civic participation in media in later life. Key challenges were identified, including audience engagement, content persistence and process sustainability. In response, we 1) supported the group's audience engagement using Facebook Live and a phone-in option, and 2) developed a digital production tool. Reporting on the continued use of the tool by the organisation, we discuss how tailored and non-intrusive processes mediated by digital technology can support older adults in delivering richer media experiences whilst serving their civic participatory interests.
Title: Reveal: Investigating Proactive Location-Based Reminiscing with Personal Digital Photo Repositories
Authors: family: McGookin
given: David
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: reminiscence, location-based systems, personal digital photography

Abstract: Recording experiences and memories is an important role for digital photography, with smartphone cameras leading to individuals taking increasing numbers of pictures of everyday experiences. Increasingly, these are automatically stored in personal, cloud-backed, photo repositories. However, such experiences can be forgotten quickly, with images 'lost' within the user's library, loosing their role in supporting reminiscing. We investigate how users might be provoked to view these images and the benefits they bring through the development and evaluation of a proactive, location-based reminiscing tool, called Reveal. We outline how a location-based approach allowed participants to reflect more widely on their photo practice, and the potential of such reminiscing tools to support effective management and curation of individual's increasingly large personal photo collections.
Title: "What is Fair Shipping, Anyway?": Using Design Fiction to Raise Ethical Awareness in an Industrial Context
Authors: family: Wu
given: Yiying; family: Lyckvi
given: Sus; family: Roto
given: Virpi
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: design methodology, value fiction, ethics of automation, design methods, design fiction, b2b industries

Abstract: The HCI community cares for the human and social aspects of technologies. Ethical discussion on the social implications of new technologies often happen among researchers, but it is important to raise this discussion also in the industry that designs and implements new systems. In this paper, we introduce a case in which design fiction was used as an ethical discussion tool among company partners. We report the process of creating and prototyping a fictional world embedded with conflicting values that aimed to shift the focus from industrial merits towards societal values and raise discussion among participants. Moreover, we examine the challenges and propose suggestions in crafting critiques and friction to the industrial context. Our findings suggest why and how one should use design fiction as a means to raise ethical awareness in a technology- and profit-focused context, to support further activities on developing more humane technological futures.
Title: Our Story: Addressing Challenges in Development Contexts for Sustainable Participatory Video
Authors: family: Bartindale
given: Tom; family: Varghese
given: Delvin; family: Schofield
given: Guy; family: Tsukamoto
given: Miki
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: editing, ictd, mobile, participatory video

Abstract: Participatory Video (PV) is emerging as a rich and valuable method for monitoring and evaluating (M & E) projects in the International Development sector. Although shown to be useful for engaging communities within short-term monitoring exercises or promotion, PV in these contexts presents significant complexity and logistical challenges for sustained uptake by Development organizations. In this paper, we present Our Story, a digitally mediated work flow iteratively designed and deployed on initiatives in Indonesia and Namibia. Developed in collaboration with the International Federation of Red Cross and Red Crescent (IFRC), it supports end-to-end PV production in the field, and was specifically developed to make PV a more sustainable tool for monitoring. We discuss and evaluate Our Story, reporting on how by lowering skills barriers for facilitators and leveraging consumer technology, PV can be delivered at scale.
Title: Integrating Multimedia Tools to Enrich Interactions in Live Streaming for Language Learning
Authors: family: Chen
given: Di (Laura); family: Freeman
given: Dustin; family: Balakrishnan
given: Ravin
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: interactive experiences, language learning, multimodal communication, live streaming, multimedia

Abstract: Online language lessons have adopted live broadcasted videos to provide more real-time interactive experiences between language teachers and learners. However, learner interactions are primarily limited to the built-in text chat in the live stream. Using text alone, learners cannot get feedback on important aspects of a language, such as speaking skills, that are afforded only by offering richer types of interactions. We present results from a 2-week in-the-wild study, in which we investigate the use of text, audio, video, image, and stickers as interaction tools for language teachers and learners in live streaming. Our language teacher explored three different teaching strategies over four live streamed English lessons, while nine students watched and interacted using multimodal tools. The findings reveal that multimodal communication yields instant feedback and increased engagement, but its use is dependent on factors such as group size, surroundings, time, and online identity.
Title: Spaces and Traces: Implications of Smart Technology in Public Housing
Authors: family: Kozubaev
given: Sandjar; family: Rochaix
given: Fernando; family: DiSalvo
given: Carl; family: Le Dantec
given: Christopher A.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: design research, smart homes, participatory design, public housing, privacy

Abstract: Smart home technologies are beginning to become more widespread and common, even as their deployment and implementation remain complex and spread across different competing commercial ecosystems. Looking beyond the middle-class, single-family home often at the center of the smart home narrative, we report on a series of participatory design workshops held with residents and building managers to better understand the role of smart home technologies in the context of public housing in the U.S. The design workshops enabled us to gather insight into the specific challenges and opportunities of deploying smart home technologies in a setting where issues of privacy, data collection and ownership, and autonomy collide with diverse living arrangements, where income, age, and the consequences of monitoring and data aggregation setup an expanding collection of design implications in the ecosystems of smart home technologies.
Title: Mazi: Tangible Technologies as a Channel for Collaborative Play
Authors: family: Nonnis
given: Antonella; family: Bryan-Kinns
given: Nick
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: children, autism, tangible user interfaces, social interaction, smart textiles, sensory integration, play

Abstract: This paper investigates how haptic and auditory stimulation can be playfully implemented as an accessible and stimulating form of interaction for children. We present the design of Mazi, a sonic Tangible User Interface (TUI) designed to encourage spontaneous and collaborative play between children with high support needs autism. We report on a five week study of Mazi with five children aged between 6 and 9 years old at a Special Education Needs (SEN) school in London, UK. We found that collaborative play emerged from the interaction with the system especially in regards to socialization and engagement. Our study contributes to exploring the potential of user-centered TUI development as a channel to facilitate social interaction while providing sensory regulation for children with SENs.
Title: Making Diabetes Education Interactive: Tangible Educational Toys for Children with Type-1 Diabetes
Authors: family: Kyfonidis
given: Charalampos; family: Lennon
given: Marilyn
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: user-centred design, children, tangible interaction, diabetes education

Abstract: Younger children (under 9 years) with type-1 diabetes are often very passive in the management of their condition and can face difficulties in accessing and understanding basic diabetes related information. This can make transitioning to self-management in later years very challenging. Previous research has mostly focused on educational interventions for older children.To create an educational tool which can support the diabetes educational process of younger children, we conducted a multiphase and multi-stakeholder user-centred design process. The result is an interactive tool that illustrates diabetes concepts in an age-appropriate way with the use of tangible toys. The tool was evaluated inside a paediatric diabetes clinic with clinicians, children and parents and was found to be engaging, acceptable and effective. In addition to providing implications for the design and adoption of educational tools for children in a clinical setting, we discuss the challenges for conducting user-centred design in such a setting.
Title: Ten-Minute Silence: A New Notification UX of Mobile Instant Messenger
Authors: family: Shin
given: In-geon; family: Seok
given: Jin-min; family: Lim
given: Youn-kyung
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: notifications, social interaction, mobile instant messaging

Abstract: People receive a tremendous number of messages through mobile instant messaging (MIM), which generates crowded notifications. This study highlights our attempt to create a new notification rule to reduce this crowdedness, which can be recognized by both senders and recipients. We developed an MIM app that provides only one notification per conversation session, which is a group of consecutive messages distinguished based on a ten-minute silence period. Through the two-week field study, 20,957 message logs and interview data from 17 participants revealed that MIM notifications affect not only the recipients' experiences before opening the app but also the entire conversation experience, including that of the senders. The new notification rule created new social norms for the participants' use of MIM. We report themes about the changes in the MIM experience, which will expand the role of notifications for future MIM apps.
Title: Quantitative Measurement of Tool Embodiment for Virtual Reality Input Alternatives
Authors: family: Alzayat
given: Ayman; family: Hancock
given: Mark; family: Nacenta
given: Miguel A.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: embodied interaction, ready-to-hand, unready-to-hand, tools, virtual reality

Abstract: Virtual reality (VR) strives to replicate the sensation of the physical environment by mimicking people's perceptions and experience of being elsewhere. These experiences are of-ten mediated by the objects and tools we interact with in the virtual world (e.g., a controller). Evidence from psychology posits that when using the tool proficiently, it becomes em-bodied (i.e., an extension of one's body). There is little work,however, on how to measure this phenomenon in VR, andon how different types of tools and controllers can affect the experience of interaction. In this work, we leverage cognitive psychology and philosophy literature to construct the Locus-of-Attention Index (LAI), a measure of tool embodiment. We designed and conducted a study that measures readiness-to-hand and unreadiness-to-hand for three VR interaction techniques: hands, a physical tool, and a VR controller. The study shows that LAI can measure differences in embodiment with working and broken tools and that using the hand directly results in more embodiment than using controllers.