huashen218/convxai-cia-dataset huggingface dataset:
Title: Craftspeople as Technical Collaborators: Lessons Learned through an Experimental Weaving Residency
Authors: family: Devendorf
given: Laura; family: Arquilla
given: Katya; family: Wirtanen
given: Sandra; family: Anderson
given: Allison; family: Frost
given: Steven
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: While craft has had increasing influence on HCI research, HCI researchers tend to engage craft in limited capacities, often focusing on the juxtapositions of "traditional" craft and "innovative" computing. In this paper, we describe the structure and results of a six-week "experimental weaving residency" to show how HCI practitioners, engineers, and craftspeople perform similar work and can productively collaborate to envision new technological interfaces at early stages of development. We address both social and technical challenges of residencies and critically reflect on biases about technical and craft labor that we held prior to the residency. We share our experiences and lessons learned in the hopes of supporting future collaborations with craftspeople and broadening the techniques we use to address design challenges.
Title: Telewalk: Towards Free and Endless Walking in Room-Scale Virtual Reality
Authors: family: Rietzler
given: Michael; family: Deubzer
given: Martin; family: Dreja
given: Thomas; family: Rukzio
given: Enrico
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Natural navigation in VR is challenging due to spatial limitations. While Teleportation enables navigation within very small physical spaces and without causing motion sickness symptoms, it may reduce the feeling of presence and spacial awareness. Redirected walking (RDW), in contrast, allows users to naturally walk while staying inside a finite, but still very large, physical space. We present Telewalk, a novel locomotion approach that combines curvature and translation gains known from RDW research in a perceivable way. This combination enables Telewalk to be applied even within a physical space of 3m x 3m. Utilizing the head rotation as input device enables directional changes without any physical turns to keep the user always on an optimal circular path inside the real world while freely walking inside the virtual one. In a user study we found that even though motion sickness susceptible participants reported respective symptoms, Telewalk did result in stronger feelings of presence and immersion and was seen as more natural then Teleportation.
Title: Eyes on the Road: Detecting Phone Usage by Drivers Using On-Device Cameras
Authors: family: Khurana
given: Rushil; family: Goel
given: Mayank
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Using a phone while driving is distracting and dangerous. It increases the accident chances by 400%. Several techniques have been proposed in the past to detect driver distraction due to phone usage. However, such techniques usually require instrumenting the user or the car with custom hardware. While detecting phone usage in the car can be done by using the phone's GPS, it is harder to identify whether the phone is used by the driver or one of the passengers. In this paper, we present a lightweight, software-only solution that uses the phone's camera to observe the car's interior geometry to distinguish phone position and orientation. We then use this information to distinguish between driver and passenger phone use. We collected data in 16 different cars with 33 different users and achieved an overall accuracy of 94% when the phone is held in hand and 92.2% when the phone is docked (1 sec. delay). With just a software upgrade, this work can enable smartphones to proactively adapt to the user's context in the car and and substantially reduce distracted driving incidents.
Title: Support Strategies for Remote Guides in Assisting People with Visual Impairments for Effective Indoor Navigation
Authors: family: Kamikubo
given: Rie; family: Kato
given: Naoya; family: Higuchi
given: Keita; family: Yonetani
given: Ryo; family: Sato
given: Yoichi
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: People with visual impairments often require mobility assistance of sighted guides but they are not always available. Recent technological strides have opened up new directions for sighted guidance services, assigning guides from a network of remote workers to provide real-time assistance via audio/video communication. However, little has been known regarding desirable support characteristics of remote guides or challenges experienced in guide practices without the requisite expertise. To recommend support strategies that contribute to facilitating a successful platform for remote sighted guidance, this paper presents a comparative study of the performance of trained and untrained sighted guides who are recruited for a remote scenario in assisting people with visual impairments in indoor navigation. As an outcome of this research, we provide a deeper understanding of design opportunities for HCI to scaffold requirements of remote guides, such that their collaborative efforts and environmental knowledge influence the user experience. Based on our empirical insights, we suggest to develop the expertise of remote guides through: a) preliminary guidance cooperation awareness b) guidelines for verbal description methods, and c) approaches to compensate for the lack of environmental knowledge.
Title: Towards A Design For Life: Redesigning For Reminiscence With Looked After Children
Authors: family: Gray
given: Stuart; family: Hahn
given: Rachel; family: Cater
given: Kirsten; family: Watson
given: Debbie; family: Williams
given: Keir; family: Metcalfe
given: Tom; family: Meineck
given: Chloe
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: For 'looked-after' and adopted children, physical objects are often the only remaining link to their pasts; a portal to stories of former families, homes, and events. The act of reminiscence, known as 'life story work', can help children to process their pasts and overcome trauma. This paper describes the user-centred redesign of Trove, a digital and physical memory box for storing and curating stories about precious objects. We describe our redesign process, synthesising the insights from previous Trove evaluations with looked-after and adopted children, and three re-design workshops with 4 looked-after children at a therapeutic residential school. Our findings advocate for prioritisation of Trove's digital and physical security, the sustainability of its companionship, and the provision of multimedia storytelling to encourage the construction of identity narratives. Inspired by this, we present and discuss the redeveloped Trove, before analysing our participatory design approach with these complex and under-represented groups.
Title: The Next Generation of Human-Drone Partnerships: Co-Designing an Emergency Response System
Authors: family: Agrawal
given: Ankit; family: Abraham
given: Sophia J.; family: Burger
given: Benjamin; family: Christine
given: Chichi; family: Fraser
given: Luke; family: Hoeksema
given: John M.; family: Hwang
given: Sarah; family: Travnik
given: Elizabeth; family: Kumar
given: Shreya; family: Scheirer
given: Walter; family: Cleland-Huang
given: Jane; family: Vierhauser
given: Michael; family: Bauer
given: Ryan; family: Cox
given: Steve
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The use of semi-autonomous Unmanned Aerial Vehicles (UAV) to support emergency response scenarios, such as fire surveillance and search and rescue, offers the potential for huge societal benefits. However, designing an effective solution in this complex domain represents a "wicked design" problem, requiring a careful balance between trade-offs associated with drone autonomy versus human control, mission functionality versus safety, and the diverse needs of different stakeholders. This paper focuses on designing for situational awareness (SA) using a scenario-driven, participatory design process. We developed SA cards describing six common design-problems, known as SA demons, and three new demons of importance to our domain. We then used these SA cards to equip domain experts with SA knowledge so that they could more fully engage in the design process. We designed a potentially reusable solution for achieving SA in multi-stakeholder, multi-UAV, emergency response applications.
Title: The DELAY Framework: Designing for Extended LAtencY
Authors: family: Hansen
given: Derek L.; family: Hughes
given: Amanda Lee; family: Cram
given: Sophie; family: Harker
given: Austin Bond; family: Ashton
given: Brinnley; family: Hirschi
given: Karli; family: Dorton
given: Ben; family: Bothwell
given: Nate; family: Stevens
given: Ashley
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper introduces the Designing for Extended Latency (DELAY) Framework meant to inspire new systems that support social interaction in high-latency settings such as interplanetary communication, intermittent internet access, and time-zone incompatibilities. The framework includes six dimensions: Goal, Communication Genre, Sequencing, Cardinality, Mutability, and Responsiveness. We describe the iterative design process used to create the Framework, as well as three novel prototypes designed to increase social connectedness and social presence in high-latency situations: 1) the InSync app that allows partners to perform activities simultaneously even though they only see proof of their synchronicity later; 2) the After the Beep system that lets users leave IoT messages that are triggered by the recipients; and 3) the Surrogate platform where players play group battle games against "surrogate" artificial intelligence avatars that mimic unavailable individuals. Data from two design workshops validates the usefulness of the framework for generating new solutions to high-latency scenarios.
Title: Challenges of Designing Consent: Consent Mechanics in Video Games as Models for Interactive User Agency
Authors: family: Nguyen
given: Josef; family: Ruberg
given: Bonnie
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper argues for a conceptual framework that treats user consent in interactive technologies as a design challenge necessitating careful, culturally-informed consideration. We draw on recent work in HCI as well as queer and feminist theory that understands consent as rooted in negotiating agency in order to frame our exploration of unique difficulties and potential solutions to meaningful opportunities for user consent in the design of computational technologies. Through a critical analysis of three video games that offer different models of consent-each of which communicates different values through its design-we introduce the concept of consent mechanics. Consent mechanics describe designed interactions that allow players to consent to or opt out of in-game experiences, often those related to sexuality or intimacy. Here, we approach video games as windows onto design considerations surrounding interactive technologies more broadly, suggesting crucial questions and tactics for how to design user agency ethically into computational systems.
Title: RunAhead: Exploring Head Scanning based Navigation for Runners
Authors: family: Gallo
given: Danilo; family: Shreepriya
given: Shreepriya; family: Willamowski
given: Jutta
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Navigation systems for runners commonly provide turn-by-turn directions via voice and/or map-based visualizations. While voice directions require permanent attention, map-based guidance requires regular consultation. Both disrupt the running activity. To address this, we designed RunAhead, a navigation system using head scanning to query for navigation feedback, and we explored its suitability for runners in an outdoor experiment. In our design, we provide the runner with simple and intuitive navigation feedback on the path s/he is looking at through three different feedback modes: haptic, music and audio cues. In our experiment, we compare the resulting three versions of RunAhead with a baseline voice-based navigation system. We find that demand and error are equivalent across all four conditions. However, the head scanning based haptic and music conditions are preferred over the baseline and these preferences are impacted by runners' habits. With this study we contribute insights for designing navigation support for runners.
Title: Design Study "Lite" Methodology: Expediting Design Studies and Enabling the Synergy of Visualization Pedagogy and Social Good
Authors: family: Syeda
given: Uzma Haque; family: Murali
given: Prasanth; family: Roe
given: Lisa; family: Berkey
given: Becca; family: Borkin
given: Michelle A.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Design studies are frequently used to conduct problem-driven visualization research by working with real-world domain experts. In visualization pedagogy, design studies are often introduced but rarely practiced due to their large time requirements. This limits students to a classroom curriculum, often involving projects that may not have implications beyond the classroom. Thus we present the Design Study "Lite" Methodology, a novel framework for implementing design studies with novice students in 14 weeks. We utilized the Design Study "Lite" Methodology in conjunction with Service-Learning to teach five Data Visualization courses and demonstrate that it benefits not only the students but also the community through service to non-profit partners. In this paper, we provide a detailed breakdown of the methodology and how Service-Learning can be incorporated with it. We also include an extensive reflection on the methodology and provide recommendations for future applications of the framework for teaching visualization courses and research.
Title: "It Should Be a Game for Fun, Not Exercise": Tensions in Designing Health-Related Features for Pokémon GO
Authors: family: Kim
given: Yoojung; family: Bhattacharya
given: Arpita; family: Kientz
given: Julie A.; family: Lee
given: Jin Ha
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Leveraging existing popular games such as Pokémon GO to promote health can engage people in healthy activities without sacrificing gaming appeal. However, little is known about what potential tensions arise from incorporating new health-related features to already existing and popular games and how to resolve those tensions from players' perspectives. In this paper, we identify design tensions surrounding the appeals of Pokémon GO, perspectives on different health needs, and mobile health technologies. By conducting surveys and design workshops with 20 avid Pokémon GO players, we demonstrate four design tensions: (1) diverse goals and rewards vs. data accuracy, (2) strong bonds between players and characters vs. gaming obsession, (3) collaborative play vs. social anxiety, and (4) connection of in-real-life experiences with the game vs. different individual contexts. We provide design implications to resolve these tensions in Pokémon GO and discuss how to extend our findings to the broader context of health promotion in location-based games.
Title: A Postmortem on Playtesting: Exploring the Impact of Playtesting on the Critical Reception of Video Games
Authors: family: Mirza-Babaei
given: Pejman; family: Stahlke
given: Samantha; family: Wallner
given: Günter; family: Nova
given: Atiya
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Game studios aim to develop titles that deliver a fun and engaging experience for players. Playtesting promises to help identify opportunities to improve player experience and assist developers in achieving their design intent. However, a lack of research on the added value of playtesting means that many studios are still uncertain about its commercial viability and impact on product success. This gap in understanding is further complicated by the vague definition of "success" afforded by sales figures and review scores. In this paper, we assess reported feature quality of three commercial titles by analyzing playtesting reports and game reviews. By comparing themes and design issues expressed in game reviews to the results of pre-release playtesting for each game, we aim to highlight the value of playtesting and propose a set of guidelines for selecting playtest methods based on the needs of a given game evaluation. Through the real-world case studies presented, this paper contributes to the growing domain of games user research and highlights the value of playtesting in game development.
Title: Bug or Feature? Covert Impairments to Human Computer Interaction
Authors: family: Monaco
given: John V.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Computer users commonly experience interaction anomalies, such as the text cursor jumping to another location in a document, perturbed mouse pointer motion, or a disagreement between tactile input and touch screen location. These anomalies impair interaction and require the user to take corrective measures, such as resetting the text cursor or correcting the trajectory of the pointer to reach a desired target. Impairments can result from software bugs, physical hardware defects, and extraneous input. However, some designs alter the course of interaction through covert impairments, anomalies introduced intentionally and without the user's knowledge. There are various motivations for doing so rooted in disparate fields including biometrics, electronic voting, and entertainment. We examine this kind of deception by systematizing four different ways computer interaction may become impaired and three different goals of the designer, providing insight to the design of systems that implement covert impairments.
Title: Investigating Opportunities for Crowdsourcing in Church-Based Health Interventions: A Participatory Design Study
Authors: family: Stowell
given: Elizabeth; family: O'Leary
given: Teresa K.; family: Kimani
given: Everlyne; family: Paasche-Orlow
given: Michael K.; family: Bickmore
given: Timothy; family: Parker
given: Andrea G.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Churches play a major role in providing social support to address health inequities within Black communities, in part by connecting members to key organizations and services. While public health has a history of disseminating interventions in faith communities, little work has explored the use of crowdsourcing to tailor interventions to the unique culture of each church community. Following Community Based Participatory Research principles, we partnered with two predominantly Black churches, and report on a series of three participatory design sessions with nine participants. We developed a novel storyboarding method to explore how crowdsourcing could promote health in these faith-based communities. Our findings characterize existing supports within the church community, and how church social structures impact member access to these supports. We further identify motivations to engage with a church-situated health application, and how these motivations translate to crowdsourcing tasks. Finally, we discuss considerations for public health crowdsourcing tasks.
Title: Improving Crowd-Supported GUI Testing with Structural Guidance
Authors: family: Chen
given: Yan; family: Pandey
given: Maulishree; family: Song
given: Jean Y.; family: Lasecki
given: Walter S.; family: Oney
given: Steve
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Crowd testing is an emerging practice in Graphical User Interface (GUI) testing, where developers recruit a large number of crowd testers to test GUI features. It is often easier and faster than a dedicated quality assurance team, and its output is more realistic than that of automated testing. However, crowds of testers working in parallel tend to focus on a small set of commonly-used User Interface (UI) navigation paths, which can lead to low test coverage and redundant effort. In this paper, we introduce two techniques to increase crowd testers' coverage: interactive event-flow graphs and GUI-level guidance. The interactive event-flow graphs track and aggregate every tester's interactions into a single directed graph that visualizes the cases that have already been explored. Crowd testers can interact with the graphs to find new navigation paths and increase the coverage of the created tests. We also use the graphs to augment the GUI (GUI-level guidance) to help testers avoid only exploring common paths. Our evaluation with 30 crowd testers on 11 different test pages shows that the techniques can help testers avoid redundant effort while also increasing untrained testers' coverage by 55%. These techniques can help us develop more robust software that works in more mission-critical settings not only by performing more thorough testing with the same effort that has been put in before but also by integrating them into different parts of the development pipeline to make more reliable software in the early development stage.
Title: EarBuddy: Enabling On-Face Interaction via Wireless Earbuds
Authors: family: Xu
given: Xuhai; family: Shi
given: Haitian; family: Yi
given: Xin; family: Liu
given: WenJia; family: Yan
given: Yukang; family: Shi
given: Yuanchun; family: Mariakakis
given: Alex; family: Mankoff
given: Jennifer; family: Dey
given: Anind K.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Past research regarding on-body interaction typically requires custom sensors, limiting their scalability and generalizability. We propose EarBuddy, a real-time system that leverages the microphone in commercial wireless earbuds to detect tapping and sliding gestures near the face and ears. We develop a design space to generate 27 valid gestures and conducted a user study (N=16) to select the eight gestures that were optimal for both human preference and microphone detectability. We collected a dataset on those eight gestures (N=20) and trained deep learning models for gesture detection and classification. Our optimized classifier achieved an accuracy of 95.3%. Finally, we conducted a user study (N=12) to evaluate EarBuddy's usability. Our results show that EarBuddy can facilitate novel interaction and that users feel very positively about the system. EarBuddy provides a new eyes-free, socially acceptable input method that is compatible with commercial wireless earbuds and has the potential for scalability and generalizability