huashen218/convxai-cia-dataset huggingface dataset:
Title: Beyond Schematic Capture: Meaningful Abstractions for Better Electronics Design Tools
Authors: family: Lin
given: Richard; family: Ramesh
given: Rohit; family: Iannopollo
given: Antonio; family: Sangiovanni Vincentelli
given: Alberto; family: Dutta
given: Prabal; family: Alon
given: Elad; family: Hartmann
given: Björn
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: printed circuit board (pcb) design, schematic capture, pcb layout, electronics design automation (eda) tools

Abstract: Printed Circuit Board (PCB) design tools are critical in helping users build non-trivial electronics devices. While recent work recognizes deficiencies with current tools and explores novel methods, little has been done to understand modern designers and their needs. To gain better insight into their practices, we interview fifteen electronics designers of a variety of backgrounds. Our open-ended, semi-structured interviews examine both overarching design flows and details of individual steps. One major finding was that most creative engineering work happens during system architecture, yet current tools operate at lower abstraction levels and create significant tedious work for designers. From that insight, we conceptualize abstractions and primitives for higher-level tools and elicit feedback from our participants on clickthrough mockups of design flows through an example project. We close with our observation on opportunities for improving board design tools and discuss generalizability of our findings beyond the electronics domain.
Title: TutoriVR: A Video-Based Tutorial System for Design Applications in Virtual Reality
Authors: family: Thoravi Kumaravel
given: Balasaravanan; family: Nguyen
given: Cuong; family: DiVerdi
given: Stephen; family: Hartmann
given: Björn
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, software tutorials, design applications

Abstract: Virtual Reality painting is a form of 3D-painting done in a Virtual Reality (VR) space. Being a relatively new kind of art form, there is a growing interest within the creative practices community to learn it. Currently, most users learn using community posted 2D-videos on the internet, which are a screencast recording of the painting process by an instructor. While such an approach may suffice for teaching 2D-software tools, these videos by themselves fail in delivering crucial details that required by the user to understand actions in a VR space. We conduct a formative study to identify challenges faced by users in learning to VR-paint using such video-based tutorials. Informed by results of this study, we develop a VR-embedded tutorial system that supplements video tutorials with 3D and contextual aids directly in the user's VR environment. An exploratory evaluation showed users were positive about the system and were able to use the proposed system to recreate painting tasks in VR.
Title: Can Mobile Augmented Reality Stimulate a Honeypot Effect? Observations from Santa's Lil Helper
Authors: family: Kelly
given: Ryan M.; family: Ferdous
given: Hasan Shahid; family: Wouters
given: Niels; family: Vetere
given: Frank
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: audience, honeypot effect, augmented reality, public space

Abstract: In HCI, the honeypot effect describes a form of audience engagement in which a person's interaction with a technology stimulates passers-by to observe, approach and engage in an interaction themselves. In this paper we explore the potential for honeypot effects to arise in the use of mobile augmented reality (AR) applications in urban spaces. We present an observational study of Santa's Lil Helper, a mobile AR game that created a Christmas-themed treasure hunt in a metropolitan area. Our study supports a consideration of three factors that may impede the honeypot effect: the presence of people in relation to the game and its interactive components; the visibility of gameplay in urban space; and the extent to which the game permits a shared experience. We consider how these factors can inform the design of future AR experiences that are capable of stimulating honeypot effects in public space.
Title: Infrastructuring the Imaginary: How Sea-Level Rise Comes to Matter in the San Francisco Bay Area
Authors: family: Soden
given: Robert; family: Kauffman
given: Nate
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: civic technology, infrastructure, crisis informatics, environment, climate change, science and technology studies

Abstract: Information infrastructures have become integral components of policy debates related to climate change and sustainability. To better understand this relationship, we studied the tools used to forecast and respond to sea-level rise in the San Francisco Bay Area, where active debates on how to best prepare for this issues are underway and will have important consequences for the future of the region. Drawing on 18 months of qualitative research we argue that competing visions of the problem are intimately intertwined with different elements of information infrastructure and beliefs about the role of data in policymaking. Current infrastructure in the region, far from being a neutral actor in these debates, exhibits an infrastructural bias, privileging some approaches over others. We identify some of the tactics that community organizations deploy to subvert the claims of sea-level rise experts and advance their own perspective, which prioritizes considerations of justice over technical expertise.
Title: A Place to Play: The (Dis)Abled Embodied Experience for Autistic Children in Online Spaces
Authors: family: Ringland
given: Kathryn E.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: embodied experience, social media, inclusion, virtual worlds, social interaction, autism, communication, disability

Abstract: Play is the work of children-but access to play is not equal from child to child. Having access to a place to play is a challenge for marginalized children, such as children with disabilities. For autistic children, playing with other children in the physical world may be uncomfortable or even painful. Yet, having practice in the social skills play provides is essential for childhood development. In this ethnographic work, I explore how one community uses the sense of place and the digital embodied experience in a virtual world specifically to give autistic children access to play with their peers. The contribution of this work is twofold. First, I demonstrate how various physical and virtual spaces work together to make play possible. Second, I demonstrate these spaces, though some of them are digital, are no more or less "real" than the physical spaces making up a schoolyard or playground.
Title: 'Think secure from the beginning': A Survey with Software Developers
Authors: family: Assal
given: Hala; family: Chiasson
given: Sonia
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: secure programming, hci for development, security, survey

Abstract: Vulnerabilities persist despite existing software security initiatives and best practices. This paper focuses on the human factors of software security, including human behaviour and motivation. We conducted an online survey to explore the interplay between developers and software security processes, e.g., we looked into how developers influence and are influenced by these processes. Our data included responses from 123 software developers currently employed in North America who work on various types of software applications. Whereas developers are often held responsible for security vulnerabilities, our analysis shows that the real issues frequently stem from a lack of organizational or process support to handle security throughout development tasks. Our participants are self-motivated towards software security, and the majority did not dismiss it but identified obstacles to achieving secure code. Our work highlights the need to look beyond the individual, and take a holistic approach to investigate organizational issues influencing software security.
Title: "Wait, Do I Know This Person?": Understanding Misdirected Email
Authors: family: Rader
given: Emilee; family: Munasinghe
given: Anjali
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: misdirected email, usernames, authentication, mixed-method

Abstract: Email is an essential tool for communication and social interaction. It also functions as a broadcast medium connecting businesses with their customers, as an authentication mechanism, and as a vector for scams and security threats. These uses are enabled by the fact that the only barrier to reaching someone by email is knowing his or her email address. This feature has given rise to the spam email industry but also has another side-effect that is becoming increasingly common: misdirected email, or legitimate emails that are intended for somebody else but are sent to the wrong recipient. In this paper we present findings from an interview study and survey focusing on characteristics of misdirected email messages, possible reasons why they happen, and how people manage these messages when they receive them. Misdirected email arises as a result of signifiers (usernames) which were selected by people for social and self-representation purposes, that are also used by machines for addressing. Because there is no mechanism for dealing with misdirected emails in a systematic way, individual recipients must choose whether to take action and how much effort to put forth to prevent potential negative consequences for themselves and others.
Title: Effects of Locomotion and Visual Overview on Spatial Memory when Interacting with Wall Displays
Authors: family: Jansen
given: Yvonne; family: Schjerlund
given: Jonas; family: Hornbæk
given: Kasper
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: overview, spatial memory, wall display, locomotion

Abstract: Wall displays support people in interacting with large information spaces in two ways: On the one hand, the physical space in front of such displays enables them to navigate information spaces physically. On the other hand, the visual overview of the information space on the display may promote the formation of spatial memory; from studies of desktop computers we know this can boost performance. However, it remains unclear how the benefits of locomotion and overviews relate and whether one is more important than the other. We study this question through a wall display adaptation of the classic Data Mountain system to separate the effects of locomotion and visual overview. Our findings suggest that overview improves recall and that the combination of overview and locomotion outperforms all other combinations of factors.
Title: Crowdsourcing Multi-label Audio Annotation Tasks with Citizen Scientists
Authors: family: Cartwright
given: Mark; family: Dove
given: Graham; family: Méndez Méndez
given: Ana Elisa; family: Bello
given: Juan P.; family: Nov
given: Oded
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: crowdsourcing, citizen science, audio annotation

Abstract: Annotating rich audio data is an essential aspect of training and evaluating machine listening systems. We approach this task in the context of temporally-complex urban soundscapes, which require multiple labels to identify overlapping sound sources. Typically this work is crowdsourced, and previous studies have shown that workers can quickly label audio with binary annotation for single classes. However, this approach can be difficult to scale when multiple passes with different focus classes are required to annotate data with multiple labels. In citizen science, where tasks are often image-based, annotation efforts typically label multiple classes simultaneously in a single pass. This paper describes our data collection on the Zooniverse citizen science platform, comparing the efficiencies of different audio annotation strategies. We compared multiple-pass binary annotation, single-pass multi-label annotation, and a hybrid approach: hierarchical multi-pass multi-label annotation. We discuss our findings, which support using multi-label annotation, with reference to volunteer citizen scientists' motivations.
Title: Interactive Repair of Tables Extracted from PDF Documents on Mobile Devices
Authors: family: Hoffswell
given: Jane; family: Liu
given: Zhicheng
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: data tables, mobile devices, table classification, pdf, error taxonomy, interaction techniques, error correction

Abstract: PDF documents often contain rich data tables that offer opportunities for dynamic reuse in new interactive applications. We describe a pipeline for extracting, analyzing, and parsing PDF tables based on existing machine learning and rule-based techniques. Implementing and deploying this pipeline on a corpus of 447 documents with 1,171 tables results in only 11 tables that are correctly extracted and parsed. To improve the results of automatic table analysis, we first present a taxonomy of errors that arise in the analysis pipeline and discuss the implications of cascading errors on the user experience. We then contribute a system with two sets of lightweight interaction techniques (gesture and toolbar), for viewing and repairing extraction errors in PDF tables on mobile devices. In an evaluation with 17 users involving both a phone and a tablet, participants effectively repaired common errors in 10 tables, with an average time of about 2 minutes per table.
Title: Frequency-Based Design of Smart Textiles
Authors: family: Mikkonen
given: Jussi; family: Townsend
given: Riikka
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: frequency, smart textile design practice, arduino, lissajous

Abstract: Despite the increasing amount of smart textile design practitioners, the methods and tools commonly available have not progressed to the same scale. Most smart textile interaction designs today rely on detecting changes in resistance. The tools and sensors for this are generally limited to DC-voltage-divider based sensors and multimeters. Furthermore, the textiles and the materials used in smart textile design can exhibit behaviour making it difficult to identify even simple interactions using those means. For instance, steel-based textiles exhibit intrinsic semiconductive properties that are difficult to identify with current methods. In this paper, we show an alternative way to measure interaction with smart textiles. By relying on visualisation known as Lissajous-figures and frequency-based signals, we can detect even subtle and varied forms of interaction with smart textiles. We also show an approach to measuring frequency-based signals and present an Arduino-based system called Teksig to support this type of textile practice.
Title: 3D Pen + 3D Printer: Exploring the Role of Humans and Fabrication Machines in Creative Making
Authors: family: Takahashi
given: Haruki; family: Kim
given: Jeeeun
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: creativity, 3d printer, digital fabrication, 3d pen

Abstract: The emergence of a 3D pen brings 3D modeling from a screen-based computer-aided design (CAD) system and 3D printing to direct and rapid crafting by 3D doodling. However, 3D doodling remains challenging, requiring craft skills to rapidly express an idea, which is critical in creative making. We explore a new process of 3D modeling using 3D pen + 3D printer. Our pilot study shows that users need support to reduce the number of non-creative tasks to explore a wide design strategy. With the opportunity to invent a new 3D modeling process that needs to incorporate both a pen and printer, we propose techniques and a system that empower users to print while doodling to focus on creative exploration. Our user study shows that users can create diverse 3D models using a pen and printer. We discuss the roles of the human and fabrication machine for the future of fabrication.
Title: Metaphoria: An Algorithmic Companion for Metaphor Creation
Authors: family: Gero
given: Katy Ilonka; family: Chilton
given: Lydia B.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: natural language processing, writing support, co-creativity, generative art, human-computer collaboration

Abstract: Creative writing, from poetry to journalism, is at the crux of human ingenuity and social interaction. Existing creative writing support tools produce entire passages or fully formed sentences, but these approaches fail to adapt to the writer's own ideas and intentions. Instead we posit to build tools that generate ideas coherent with the writer's context and encourage writers to produce divergent outcomes. To explore this, we focus on supporting metaphor creation. We present Metaphoria, an interactive system that generates metaphorical connections based on an input word from the writer. Our studies show that Metaphoria provides more coherent suggestions than existing systems, and supports the expression of writers' unique intentions. We discuss the complex issue of ownership in human-machine collaboration and how to build adaptive creativity support tools in other domains.
Title: RePlay: Contextually Presenting Learning Videos Across Software Applications
Authors: family: Fraser
given: C. Ailie; family: Ngoon
given: Tricia J.; family: Dontcheva
given: Mira; family: Klemmer
given: Scott
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: cross-application, video tutorials, contextual search

Abstract: Complex activities often require people to work across multiple software applications. However, people frequently lack valuable knowledge about at least one application, especially as software changes and new software emerges. Existing help systems either lack contextual knowledge or are tightly-knit into a single application. We introduce an application-independent approach for contextually presenting video learning resources and demonstrate it through the RePlay system. RePlay uses accessibility APIs to gather context about the user's activity. It leverages an existing search engine to present relevant videos and highlights key segments within them using video captions. We report on a week-long field study (n=7) and a lab study (n=24) showing that contextual assistance helps people spend less time away from their task than web video search and replaces current video navigation strategies. Our findings highlight challenges with representing and using context across applications.
Title: The Promise of Empathy: Design, Disability, and Knowing the "Other"
Authors: family: Bennett
given: Cynthia L.; family: Rosner
given: Daniela K.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: design methods, disability, empathy

Abstract: This paper examines the promise of empathy, the name commonly given to the initial phase of the human-centered design process in which designers seek to understand their intended users in order to inform technology development. By analyzing popular empathy activities aimed at understanding people with disabilities, we examine the ways empathy works to both powerfully and problematically align designers with the values of people who may use their products. Drawing on disability studies and feminist theorizing, we describe how acts of empathy building may further distance people with disabilities from the processes designers intend to draw them into. We end by reimagining empathy as guided by the lived experiences of people with disabilities who are traditionally positioned as those to be empathized.
Title: Just Give Me What I Want: How People Use and Evaluate Music Search
Authors: family: Hosey
given: Christine; family: Vujović
given: Lara; family: St. Thomas
given: Brian; family: Garcia-Gathright
given: Jean; family: Thom
given: Jennifer
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: music, search, mindsets, user behavior

Abstract: Music-streaming platforms offer users a large amount of content for consumption. Finding the right music can be challenging and users often need to search through extensive catalogs provided by these platforms. Prior research has focused on general-domain web search, which is designed to meet a broad range of user goals. Here, we study search in the domain of music, seeking to understand how and why people use search and how they evaluate their search experiences on a music-streaming platform. Over two studies, we conducted semi-structured interviews with 27 participants, asking about their search habits and preferences, and observing their behavior while searching for music. Analysis revealed participants evaluated their search experiences along two dimensions: success and effort. Importantly, how participants perceived success and effort differed by their mindset, or the way they assessed the results of their query. We conclude with recommendations to improve the user experience of music search.
Title: Towards Enabling Blind People to Independently Write on Printed Forms
Authors: family: Feiz
given: Shirin; family: Billah
given: Syed Masum; family: Ashok
given: Vikas; family: Shilkrot
given: Roy; family: Ramakrishnan
given: IV
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: form, wiy, write-it-yourself, 3d print, writing, blind, paper

Abstract: Filling out printed forms (e.g., checks) independently is currently impossible for blind people, since they cannot pinpoint the locations of the form fields, and quite often, they cannot even figure out what fields (e.g., name) are present in the form. Hence, they always depend on sighted people to write on their behalf, and help them affix their signatures. Extant assistive technologies have exclusively focused on reading, with no support for writing. In this paper, we introduce WiYG, a Write-it-Yourself guide that directs a blind user to the different form fields, so that she can independently fill out these fields without seeking assistance from a sighted person. Specifically, WiYG uses a pocket-sized custom 3D printed smartphone attachment, and well-established computer vision algorithms to dynamically generate audio instructions that guide the user to the different form fields. A user study with 13 blind participants showed that with WiYG, users could correctly fill out the form fields at the right locations with an accuracy as high as 89.5%.