huashen218/convxai-cia-dataset huggingface dataset:
Title: The Pattern is in the Details: An Evaluation of Interaction Techniques for Locating, Searching, and Contextualizing Details in Multivariate Matrix Visualizations
Authors: family: Yang
given: Yalong; family: Xia
given: Wenyu; family: Lekschas
given: Fritz; family: Nobre
given: Carolina; family: Krüger
given: Robert; family: Pfister
given: Hanspeter
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: multivariate, overview+detail, focus+context, Multi-level navigation, matrix, pan&zoom

Abstract: Matrix visualizations are widely used to display large-scale network, tabular, set, or sequential data. They typically only encode a single value per cell, e.g., through color. However, this can greatly limit the visualizations’ utility when exploring multivariate data, where each cell represents a data point with multiple values (referred to as details). Three well-established interaction approaches can be applicable in multivariate matrix visualizations (or MMV): focus+context, pan&zoom, and overview+detail. However, there is little empirical knowledge of how these approaches compare in exploring MMV. We report on two studies comparing them for locating, searching, and contextualizing details in MMV. We first compared four focus+context techniques and found that the fisheye lens overall outperformed the others. We then compared the fisheye lens, to pan&zoom and overview+detail. We found that pan&zoom was faster in locating and searching details, and as good as overview+detail in contextualizing details.
Title: RoleSeer: Understanding Informal Social Role Changes in MMORPGs via Visual Analytics
Authors: family: Xie
given: Laixin; family: Wu
given: Ziming; family: Xu
given: Peng; family: Li
given: Wei; family: Ma
given: Xiaojuan; family: Li
given: Quan
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: social role, gameplay, social network, graph embedding

Abstract: Massively multiplayer online role-playing games create virtual communities that support heterogeneous “social roles” determined by gameplay interaction behaviors under a specific social context. For all social roles, formal roles are pre-defined, obvious, and explicitly ascribed to the people holding the roles, whereas informal roles are not well-defined and unspoken. Identifying the informal roles and understanding their subtle changes are critical to designing sociability mechanisms. However, it is nontrivial to understand the existence and evolution of such roles due to their loosely defined, interconvertible, and dynamic characteristics. We propose a visual analytics system, RoleSeer, to investigate informal roles from the perspectives of behavioral interactions and depict their dynamic interconversions and transitions. Two cases, experts’ feedback, and a user study suggest that RoleSeer helps interpret the identified informal roles and explore the patterns behind role changes. We see our approach’s potential in investigating informal roles in a broader range of social games.
Title: Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games
Authors: family: Mason
given: Liam; family: Gerling
given: Kathrin; family: Dickinson
given: Patrick; family: Holopainen
given: Jussi; family: Jacobs
given: Lisa; family: Hicks
given: Kieran
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Game accessibility, game design, movement-based games

Abstract: Movement-based video games can provide engaging play experiences, and also have the potential to encourage physical activity. However, existing design guidelines for such games overwhelmingly focus on non-disabled players. Here, we explore wheelchair users’ perspectives on movement-based games as an enjoyable play activity. We created eight game concepts as discussion points for semi-structured interviews (N=6) with wheelchair users, and used Interpretative Phenomenological Analysis to understand their perspectives on physical activity and play. Themes focus on independent access, challenges in social settings, and the need for comprehensive adaptation. We also conducted an online survey (N=21) using the same game concepts, and thematic analysis highlighted the importance of adequate challenge, and considerations around multiplayer experiences. Based on these findings, we re-contextualize and expand guidelines for movement-based games previously established by Mueller and Isbister to include disabled players, and suggest design strategies that take into account their perspectives on play.
Title: Identifying Game Mechanics for Integrating Fabrication Activities within Existing Digital Games
Authors: family: Turakhia
given: Dishita G; family: Mueller
given: Stefanie; family: DesPortes
given: Kayla
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: fabrication games, game design framework, physical fabrication

Abstract: Integrating fabrication activities into existing video games provides opportunities for players to construct objects from their gameplay and bring the digital content into the physical world. In our prior work, we outlined a framework and developed a toolkit for integrating fabrication activities within existing digital games. Insights from our prior study highlighted the challenge of aligning fabrication mechanics with the existing game mechanics in order to strengthen the player aesthetics. In this paper, we address this challenge and build on our prior work by adding fabrication components to the Mechanics-Dynamics-Aesthetics (MDA) framework. We use this f-MDA framework to analyze the 47 fabrication events from the prior study. We list the new player-object aesthetics that emerge from integrating the existing game mechanics with fabrication mechanics. We identify connections between these emergent player-object aesthetics and the existing game mechanics. We discuss how designers can use this mapping to identify potential game mechanics for integrating with fabrication activities.
Title: Does Dynamically Drawn Text Improve Learning? Investigating the Effect of Text Presentation Styles in Video Learning
Authors: family: Ram
given: Ashwin; family: Zhao
given: Shengdong
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Heads-up computing, Video learning, Dynamic drawing, OHMD, Text presentation styles, Mobile HCI, Smart-glasses

Abstract: Dynamically drawn content (e.g., handwritten text) in learning videos is believed to improve users’ engagement and learning over static powerpoint-based ones. However, evidence from existing literature is inconclusive. With the emergence of Optical Head-Mounted Displays (OHMDs), recent work has shown that video learning can be adapted for on-the-go scenarios. To better understand the role of dynamic drawing, we decoupled dynamically drawn text into two factors (font style and motion of appearance) and studied their impact on learning performance under two usage scenarios (while seated with desktop and walking with OHMD). We found that although letter-traced text was more engaging for some users, most preferred learning with typeface text that displayed the entire word at once and achieved better recall (46.7% higher), regardless of the usage scenarios. Insights learned from the studies can better inform designers on how to present text in videos for ubiquitous access.
Title: Visualizing Instructions for Physical Training: Exploring Visual Cues to Support Movement Learning from Instructional Videos
Authors: family: Semeraro
given: Alessandra; family: Turmo Vidal
given: Laia
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Visual cues, fitness, video learning, physical training, sports, instructional videos, movement learning

Abstract: Instructional videos for physical training have gained popularity in recent years among sport and fitness practitioners, due to the proliferation of affordable and ubiquitous forms of online training. Yet, learning movement this way poses challenges: lack of feedback and personalised instructions, and having to rely on personal imitation capacity to learn movements. We address some of these challenges by exploring visual cues’ potential to help people imitate movements from instructional videos. With a Research through Design approach, focused on strength training, we augmented an instructional video with different sets of visual cues: directional cues, body highlights, and metaphorical visualizations. We tested each set with ten practitioners over three recorded sessions, with follow-up interviews. Through thematic analysis, we derived insights on the effect of each set of cues for supporting movement learning. Finally, we generated design takeaways to inform future HCI work on visual cues for instructional training videos.
Title: immersivePOV: Filming How-To Videos with a Head-Mounted 360° Action Camera
Authors: family: Huang
given: Kevin; family: Li
given: Jiannan; family: Sousa
given: Mauricio; family: Grossman
given: Tovi
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: POV, online learning, 360° video, how-to video, YouTube

Abstract: How-to videos are often shot using camera angles that may not be optimal for learning motor tasks, with a prevalent use of third-person perspective. We present immersivePOV, an approach to film how-to videos from an immersive first-person perspective using a head-mounted 360° action camera. immersivePOV how-to videos can be viewed in a Virtual Reality headset, giving the viewer an eye-level viewpoint with three Degrees of Freedom. We evaluated our approach with two everyday motor tasks against a baseline first-person perspective and a third-person perspective. In a between-subjects study, participants were assigned to watch the task videos and then replicate the tasks. Results suggest that immersivePOV reduced perceived cognitive load and facilitated task learning. We discuss how immersivePOV can also streamline the video production process for content creators. Altogether, we conclude that immersivePOV is an effective approach to film how-to videos for learners and content creators alike.
Title: Mobile-Friendly Content Design for MOOCs: Challenges, Requirements, and Design Opportunities
Authors: family: Kim
given: Jeongyeon; family: Choi
given: Yubin; family: Xia
given: Meng; family: Kim
given: Juho
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Content Design, MOOCs, Video-based Learning, Learning Difficulty, Mobile Learning

Abstract: Most video-based learning content is designed for desktops without considering mobile environments. We (1) investigate the gap between mobile learners’ challenges and video engineers’ considerations using mixed methods and (2) provide design guidelines for creating mobile-friendly MOOC videos. To uncover learners’ challenges, we conducted a survey (n=134) and interviews (n=21), and evaluated the mobile adequacy of current MOOCs by analyzing 41,722 video frames from 101 video lectures. Interview results revealed low readability and situationally-induced impairments as major challenges. The content analysis showed a low guideline compliance rate for key design factors. We then interviewed 11 video production engineers to investigate design factors they mainly consider. The engineers mainly focus on the size and amount of content while lacking consideration for color, complex images, and situationally-induced impairments. Finally, we present and validate guidelines for designing mobile-friendly MOOCs, such as providing adaptive and customizable visual design and context-aware accessibility support.
Title: OneLabeler: A Flexible System for Building Data Labeling Tools
Authors: family: Zhang
given: Yu; family: Wang
given: Yun; family: Zhang
given: Haidong; family: Zhu
given: Bin; family: Chen
given: Siming; family: Zhang
given: Dongmei
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: framework, data labeling, visual programming, toolkit, interactive machine learning

Abstract: Labeled datasets are essential for supervised machine learning. Various data labeling tools have been built to collect labels in different usage scenarios. However, developing labeling tools is time-consuming, costly, and expertise-demanding on software development. In this paper, we propose a conceptual framework for data labeling and OneLabeler based on the conceptual framework to support easy building of labeling tools for diverse usage scenarios. The framework consists of common modules and states in labeling tools summarized through coding of existing tools. OneLabeler supports configuration and composition of common software modules through visual programming to build data labeling tools. A module can be a human, machine, or mixed computation procedure in data labeling. We demonstrate the expressiveness and utility of the system through ten example labeling tools built with OneLabeler. A user study with developers provides evidence that OneLabeler supports efficient building of diverse data labeling tools.
Title: graphiti: Sketch-based Graph Analytics for Images and Videos
Authors: family: Saquib
given: Nazmus; family: Huq
given: Faria; family: Haque
given: Syed Arefinul
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: graph analytics, embodied mathematics

Abstract: Graph analytics is currently performed using a combination of code, symbolic algebra, and network visualizations. The analyst has to work with symbolic and abstract forms of data to construct and analyze graphs. We locate unique design opportunities at the intersection of computer vision and graph analytics, by utilizing visual variables extracted from images/videos and some direct manipulation and pen interaction techniques. We also summarize commonly used graph operations and graphical representations (graphs, simplicial complexes, hypergraphs), and map them to a few brushes and direct manipulation actions. The mapping enables us to visually construct and analyze a wide range of graphs on top of images, videos, and sketches. The design framework is implemented as a sketch-based notebook interface to demonstrate the design possibilities. User studies with scientists from various fields reveal innovative use cases for such an embodied interaction paradigm for graph analytics.
Title: CrossData: Leveraging Text-Data Connections for Authoring Data Documents
Authors: family: Chen
given: Zhutian; family: Xia
given: Haijun
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Text-based Editing, Language-oriented Authoring, Data Document, Interactive Article, Natural Language Processing

Abstract: Data documents play a central role in recording, presenting, and disseminating data. Despite the proliferation of applications and systems designed to support the analysis, visualization, and communication of data, writing data documents remains a laborious process, requiring a constant back-and-forth between data processing and writing tools. Interviews with eight professionals revealed that their workflows contained numerous tedious, repetitive, and error-prone operations. The key issue that we identified is the lack of persistent connection between text and data. Thus, we developed CrossData, a prototype that treats text-data connections as persistent, interactive, first-class objects. By automatically identifying, establishing, and leveraging text-data connections, CrossData enables rich interactions to assist in the authoring of data documents. An expert evaluation with eight users demonstrated the usefulness of CrossData, showing that it not only reduced the manual effort in writing data documents but also opened new possibilities to bridge the gap between data exploration and writing.
Title: Promptiverse: Scalable Generation of Scaffolding Prompts Through Human-AI Hybrid Knowledge Graph Annotation
Authors: family: Lee
given: Yoonjoo; family: Chung
given: John Joon Young; family: Kim
given: Tae Soo; family: Song
given: Jean Y; family: Kim
given: Juho
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Scaffolding prompt, knowledge graph, human-AI hybrid annotation

Abstract: Online learners are hugely diverse with varying prior knowledge, but most instructional videos online are created to be one-size-fits-all. Thus, learners may struggle to understand the content by only watching the videos. Providing scaffolding prompts can help learners overcome these struggles through questions and hints that relate different concepts in the videos and elicit meaningful learning. However, serving diverse learners would require a spectrum of scaffolding prompts, which incurs high authoring effort. In this work, we introduce Promptiverse, an approach for generating diverse, multi-turn scaffolding prompts at scale, powered by numerous traversal paths over knowledge graphs. To facilitate the construction of the knowledge graphs, we propose a hybrid human-AI annotation tool, Grannotate. In our study (N=24), participants produced 40 times more on-par quality prompts with higher diversity, through Promptiverse and Grannotate, compared to hand-designed prompts. Promptiverse presents a model for creating diverse and adaptive learning experiences online.
Title: Diff in the Loop: Supporting Data Comparison in Exploratory Data Analysis
Authors: family: Wang
given: April Yi; family: Epperson
given: Will; family: DeLine
given: Robert A; family: Drucker
given: Steven M.
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: data comparison, data science programming, exploratory data analysis

Abstract: Data science is characterized by evolution: since data science is exploratory, results evolve from moment to moment; since it can be collaborative, results evolve as the work changes hands. While existing tools help data scientists track changes in code, they provide less support for understanding the iterative changes that the code produces in the data. We explore the idea of visualizing differences in datasets as a core feature of exploratory data analysis, a concept we call Diff in the Loop (DITL). We evaluated DITL in a user study with 16 professional data scientists and found it helped them understand the implications of their actions when manipulating data. We summarize these findings and discuss how the approach can be generalized to different data science workflows.
Title: Weaving Stories: Toward Repertoires for Designing Things
Authors: family: Oogjes
given: Doenja; family: Wakkary
given: Ron
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: designing things, weaving, posthuman design, more-than-human, posthumanism, repertoires, first-person, research through design, e-textiles

Abstract: While much work is underway within the context of posthuman design, this research is often described from a dominantly human perspective. It rarely accounts for the creative capacities of nonhumans in design, such as materials, tools, and software. There is a need to further engage with posthuman theories conceptually, materially, and methodologically. We approach this challenge through Ron Wakkary's concept of repertoires: actions the human designer can take to increase participation of nonhumans in design research practice. This paper reports on potential repertoires' development by exploring three approaches from outside of HCI: describing the landscape, noticing, and translations. We use these methods to account for weaving events that the first author was engaged in. Through critical reflection of these accounts, we contribute three repertoires and an example of applying the theoretical framework of Designing Things.
Title: Towards Decomposable Interactive Systems: Design of a Backyard-Degradable Wireless Heating Interface
Authors: family: Song
given: Katherine W; family: Maheshwari
given: Aditi; family: Gallo
given: Eric M; family: Danielescu
given: Andreea; family: Paulos
given: Eric
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: biodegradation, sustainability, biodesign, decomposable materials, heating

Abstract: Sustainability is critical to our planet and thus our designs. Within HCI, there is a tension between the desire to create interactive electronic systems and sustainability. In this paper, we present the design of an interactive system comprising components that are entirely decomposable. We leverage the inherent material properties of natural materials, such as paper, leaf skeletons, and chitosan, along with silver nanowires to create a new system capable of being electrically controlled as a portable heater. This new decomposable system, capable of wirelessly heating to >70°C, is flexible, lightweight, low-cost, and reusable, and it maintains its functionality over long periods of heating and multiple power cycles. We detail its design and present a series of use cases, from enabling a novel resealable packaging system to acting as a catalyst for shape-changing designs and beyond. Finally, we highlight the important decomposable property of the interactive system when it meets end-of-life.
Title: The Eco-Technical Interface: Attuning to the Instrumental
Authors: family: Livio
given: Maya; family: Devendorf
given: Laura
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Instrumentalization, Poetic contextual inquiry, Multispecies design, Eco-technical interface, Noticing

Abstract: Given the ongoing environmental crisis and recent calls within HCI to engage with its cascading effects on the more-than-human world, this paper introduces the concept of the eco-technical interface as a critical zone at which designers can surface and subvert issues of multispecies relations such as nonhuman instrumentalization. The eco-technical interface represents the sites at which human, nonhuman, and technological interfaces overlap, ranging from remote sensing for conservation to smart devices for precision agriculture to community science platforms for species identification. Here, we highlight the pervasiveness of the eco-technical interface as a set of sites for further HCI inquiry, engage with the politics and instrumentalizing tendencies at three particular sites, and demonstrate tactics for cultivating attunement to, reflexively accounting for, and subverting instrumentalization in multispecies encounter.
Title: Many Islands, Many Problems: An Empirical Examination of Online Safety Behaviors in the Caribbean
Authors: family: Wilkinson
given: Daricia; family: Knijnenburg
given: Bart
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: protection motivation theory, social media, survey, Caribbean, Online safety

Abstract: Little is known about non-Western social media users’ motivations for adopting behaviors that protect them against pervasive threats to their privacy, security, and personal well-being. Drawing on Rogers’ Protection Motivation Theory (PMT), this survey study explores Caribbean people’s (N=551) perceptions of safety threats and the factors contributing to their intention to adopt protective behaviors. Our analysis revealed that prior victimization was associated with increased perceptions of vulnerability and severity of harms, which, in turn, influenced elevated safety protection behaviors. For harassment-related harms in particular, participants’ trust in social media sites increased their intention to adopt protective behaviors. We observe significant country-to-country differences, which we contextualize through interviews with experts throughout the region. Our findings provide a new understanding of users’ mental models, behaviors, and attitudes with respect to online safety. We conclude by discussing theoretical and practical implications and outline opportunities for the design of inclusive and culturally-aware safety tools.