huashen218/convxai-cia-dataset huggingface dataset:
Title: "I Bought This for Me to Look More Ordinary": A Study of Blind People Doing Online Shopping
Authors: family: Liu
given: Guanhong; family: Ding
given: Xianghua; family: Yu
given: Chun; family: Gao
given: Lan; family: Chi
given: Xingyu; family: Shi
given: Yuanchun
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: visual impairment, ordinariness, blindness, online shopping

Abstract: Online shopping, by reducing the needs for traveling, has become an essential part of lives for people with visual impairments. However, in HCI, research on online shopping for them has only been limited to the analysis of accessibility and usability issues. To develop a broader and better understanding of how visually impaired people shop online and design accordingly, we conducted a qualitative study with twenty blind people. Our study highlighted that blind people's desire of being treated as ordinary had significantly shaped their online shopping practices: very attentive to the visual appearance of the goods even they themselves could not see and taking great pain to find and learn what commodities are visually appropriate for them. This paper reports how their trying to appear ordinary is manifested in online shopping and suggests design implications to support these practices.
Title: Touchscreen Haptic Augmentation Effects on Tapping, Drag and Drop, and Path Following
Authors: family: Gordon
given: Mitchell L.; family: Zhai
given: Shumin
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: haptics, empirical study, mobile devices: phones/tablets

Abstract: We study the effects of haptic augmentation on tapping, path following, and drag & drop tasks based on a recent flagship smartphone with refined touch sensing and haptic actuator technologies. Results show actuated haptic confirmation on tapping targets was subjectively appreciated by some users but did not improve tapping speed or accuracy. For drag & drop, a clear performance improvement was measured when haptic feedback is applied to target boundary crossing, particularly when the targets are small. For path following tasks, virtual haptic feedback improved accuracy at a reduced speed in a sitting condition. Stronger results were achieved in a physical haptic mock-up. Overall, we found actuated touchscreen haptic feedback particularly effective when the touched object was visually interfered by the finger. Participants subjective experience of haptic feedback in all tasks tended to be more positive than their time or accuracy performance suggests. We compare and discuss these findings with previous results on early generations of devices. The work provides an empirical foundation to product design and future research of touch input and haptic systems.
Title: Opportunities for Automating Email Processing: A Need-Finding Study
Authors: family: Park
given: Soya; family: Zhang
given: Amy X.; family: Murray
given: Luke S.; family: Karger
given: David R.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: email, personal information management, task management

Abstract: Email management consumes significant effort from senders and recipients. Some of this work might be automatable. We performed a mixed-methods need-finding study to learn: (i) what sort of automatic email handling users want, and (ii) what kinds of information and computation are needed to support that automation. Our investigation included a design workshop to identify categories of needs, a survey to better understand those categories, and a classification of existing email automation software to determine which needs have been addressed. Our results highlight the need for: a richer data model for rules, more ways to manage attention, leveraging internal and external email context, complex processing such as response aggregation, and affordances for senders. To further investigate our findings, we developed a platform for authoring small scripts over a user's inbox. Of the automations found in our studies, half are impossible in popular email clients, motivating new design directions.
Title: Examining Augmented Virtuality Impairment Simulation for Mobile App Accessibility Design
Authors: family: Choo
given: Kenny Tsu Wei; family: Balan
given: Rajesh Krishna; family: Lee
given: Youngki
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: accessibility, virtual reality, mobile app design, empathetic design, augmented virtuality

Abstract: With mobile apps rapidly permeating all aspects of daily living with use by all segments of the population, it is crucial to support the evaluation of app usability for specific impaired users to improve app accessibility. In this work, we examine the effects of using our augmented virtuality impairment simulation system--Empath-D--to support experienced designer-developers to redesign a mockup of commonly used mobile application for cataract-impaired users, comparing this with existing tools that aid designing for accessibility. We show that the use of augmented virtuality for assessing usability supports enhanced usability challenge identification, finding more defects and doing so more accurately than with existing methods. Through our user interviews, we also show that augmented virtuality impairment simulation supports realistic interaction and evaluation to provide a concrete understanding over the usability challenges that impaired users face, and complements the existing guidelines-based approaches meant for general accessibility.
Title: Accessible Gesture Typing for Non-Visual Text Entry on Smartphones
Authors: family: Billah
given: Syed Masum; family: Ko
given: Yu-Jung; family: Ashok
given: Vikas; family: Bi
given: Xiaojun; family: Ramakrishnan
given: IV
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: accessible text entry, blind, non-visual, gesture-typing

Abstract: Gesture typing--entering a word by gliding the finger sequentially over letter to letter-- has been widely supported on smartphones for sighted users. However, this input paradigm is currently inaccessible to blind users: it is difficult to draw shape gestures on a virtual keyboard without access to key visuals. This paper describes the design of accessible gesture typing, to bring this input paradigm to blind users. To help blind users figure out key locations, the design incorporates the familiar screen-reader supported touch exploration that narrates the keys as the user drags the finger across the keyboard. The design allows users to seamlessly switch between exploration and gesture typing mode by simply lifting the finger. Continuous touch-exploration like audio feedback is provided during word shape construction that helps the user glide in the right direction of the key locations constituting the word. Exploration mode resumes once word shape is completed. Distinct earcons help distinguish gesture typing mode from touch exploration mode, and thereby avoid unintended mix-ups. A user study with 14 blind people shows 35% increment in their typing speed, indicative of the promise and potential of gesture typing technology for non-visual text entry.
Title: Gabber: Supporting Voice in Participatory Qualitative Practices
Authors: family: Rainey
given: Jay; family: Montague
given: Kyle; family: Briggs
given: Pamela; family: Anderson
given: Robert; family: Nappey
given: Thomas; family: Olivier
given: Patrick
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: collaborative sensemaking, qdas, audio annotation

Abstract: We describe the iterative design, development and learning process we undertook to produce Gabber, a digital platform that aims to support distributed capture of spoken interviews and discussions, and their qualitative analysis. Our aim is to reduce both expertise and cost barriers associated with existing technologies, making the process more inclusive. Gabber structures distributed audio data capture, facilitates participatory sensemaking, and supports collaborative reuse of audio. We describe our design and development journey across three distinct field trials over a two-year period. Reflecting on the iterative design process, we offer insights into the challenges faced by non-experts throughout their qualitative practices, and provide guidance for researchers designing systems to support engagement in these practices.
Title: Voice User Interfaces in Schools: Co-designing for Inclusion with Visually-Impaired and Sighted Pupils
Authors: family: Metatla
given: Oussama; family: Oldfield
given: Alison; family: Ahmed
given: Taimur; family: Vafeas
given: Antonis; family: Miglani
given: Sunny
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: voice user interfaces, visual impairment, inclusion, education, co-design

Abstract: Voice user interfaces (VUIs) are increasingly popular, particularly in homes. However, little research has investigated their potential in other settings, such as schools. We investigated how VUIs could support inclusive education, particularly for pupils with visual impairments (VIs). We organised focused discussions with educators at a school, with support staff from local authorities and, through bodystorming, with a class of 27 pupils. We then ran a series of co-design workshops with participants with mixed-visual abilities to design an educational VUI application. This provided insights into challenges faced by pupils with VIs in mainstream schools, and opened a space for educators, sighted and visually impaired pupils to reflect on and design for their shared learning experiences through VUIs. We present scenarios, a design space and an example application that show novel ways of using VUIs for inclusive education. We also reflect on co-designing with mixed-visual-ability groups in this space.
Title: Programmable Donations: Exploring Escrow-Based Conditional Giving
Authors: family: Elsden
given: Chris; family: Trotter
given: Ludwig; family: Harding
given: Mike; family: Davies
given: Nigel; family: Speed
given: Chris; family: Vines
given: John
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: charity, conditionality, automation, blockchains

Abstract: This paper reports on a co-speculative interview study with charitable donors to explore the future of programmable, conditional and data-driven donations. Responding to the rapid emergence of blockchain-based and AI-supported financial technologies, we specifically examine the potential of automated, third-party 'escrows', where donations are held before they are released or returned based on specified rules and conditions. To explore this we conducted pilot workshops with 9 participants and an interview study in which 14 further participants were asked about their experiences of donating money, and invited to co-speculate on a service for programmable giving. The study elicited how data-driven conditionality and automation could be leveraged to create novel donor experiences, however also illustrated the inherent tensions and challenges involved in giving programmatically. Reflecting on these findings, our paper contributes implications both for the design of programmable aid platforms, and the design of escrow-based financial services in general.
Title: Like A Second Skin: Understanding How Epidermal Devices Affect Human Tactile Perception
Authors: family: Nittala
given: Aditya Shekhar; family: Kruttwig
given: Klaus; family: Lee
given: Jaeyeon; family: Bennewitz
given: Roland; family: Arzt
given: Eduard; family: Steimle
given: Jürgen
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: materials, haptics, tactile perception, epidermal devices, skin interfaces, psychophysics, on-body interaction

Abstract: The emerging class of epidermal devices opens up new opportunities for skin-based sensing, computing, and interaction. Future design of these devices requires an understanding of how skin-worn devices affect the natural tactile perception. In this study, we approach this research challenge by proposing a novel classification system for epidermal devices based on flexural rigidity and by testing advanced adhesive materials, including tattoo paper and thin films of poly (dimethylsiloxane) (PDMS). We report on the results of three psychophysical experiments that investigated the effect of epidermal devices of different rigidity on passive and active tactile perception. We analyzed human tactile sensitivity thresholds, two-point discrimination thresholds, and roughness discrimination abilities on three different body locations (fingertip, hand, forearm). Generally, a correlation was found between device rigidity and tactile sensitivity thresholds as well as roughness discrimination ability. Surprisingly, thin epidermal devices based on PDMS with a hundred times the rigidity of commonly used tattoo paper resulted in comparable levels of tactile acuity. The material offers the benefit of increased robustness against wear and the option to re-use the device. Based on our findings, we derive design recommendations for epidermal devices that combine tactile perception with device robustness.
Title: Exploring Crowdsourced Work in Low-Resource Settings
Authors: family: Chopra
given: Manu; family: Medhi Thies
given: Indrani; family: Pal
given: Joyojeet; family: Scott
given: Colin; family: Thies
given: William; family: Seshadri
given: Vivek
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: digitization, low-resource settings, regional languages, mobile crowdsourcing, microtasks

Abstract: While researchers have studied the benefits and hazards of crowdsourcing for diverse classes of workers, most work has focused on those having high familiarity with both computers and English. We explore whether paid crowdsourcing can be inclusive of individuals in rural India, who are relatively new to digital devices and literate mainly in local languages. We built an Android application to measure the accuracy with which participants can digitize handwritten Marathi/Hindi words. The tasks were based on the real-world need for digitizing handwritten Devanagari script documents. Results from a two-week, mixed-methods study show that participants achieved 96.7% accuracy in digitizing handwritten words on low-end smartphones. A crowdsourcing platform that employs these users performs comparably to a professional transcription firm. Participants showed overwhelming enthusiasm for completing tasks, so much so that we recommend imposing limits to prevent overuse of the application. We discuss the implications of these results for crowdsourcing in low-resource areas.
Title: Using Both Hands: Tangibles for Stroke Rehabilitation in the Home
Authors: family: Kytö
given: Mikko; family: Maye
given: Laura; family: McGookin
given: David
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: stroke, tangible interaction, rehabilitation, bimanual, bilateral, home

Abstract: Stroke is one of the most common cause of long-term disability in the world, significantly reducing quality of life through impairing motor functions and cognitive abilities. Whilst rehabilitation exercises can help in the recovery of motor function impairments, stroke survivors rarely exercise enough, leading to far from optimal recovery. In this paper, we investigate how upper limb stroke rehabilitation can be supported using interactive tangible bimanual devices in the home. We customise the rehabilitation activities based on individual rehabilitation requirements and motivation of stroke survivors. Through evaluation with five stroke survivors, we uncovered insight into how tangible stroke rehabilitation systems for the home should be designed. The evaluation revealed the special importance of tailorable form factor and supporting self-awareness and grip exercises in order to increase the independency of stroke survivors to carry out activities of daily living.
Title: Barriers to End-User Designers of Augmented Fabrication
Authors: family: Mahapatra
given: Chandan; family: Jensen
given: Jonas Kjeldmand; family: McQuaid
given: Michael; family: Ashbrook
given: Daniel
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: 3d design, 3d printing, augmented fabrication

Abstract: Augmented fabrication is the practice of designing and fabricating an artifact to work with existing objects. Although common both in the wild and as an area for research tools, little is known about how novices approach the task of designing under the constraints of interfacing with real-world objects. In this paper, we report the results of a study of fifteen novice end users in an augmented fabrication design task. We discuss obstacles encountered in four contexts: capturing information about physical objects, transferring information to 3D~modeling software, digitally modeling a new object, and evaluating whether the new object will work when fabricated. Based on our findings, we suggest how future tools can better support augmented fabrication in each of these contexts.
Title: Bookly: An Interactive Everyday Artifact Showing the Time of Physically Accumulated Reading Activity
Authors: family: Ju
given: Somi; family: Lee
given: Kyung-Ryong; family: Kim
given: Subin; family: Park
given: Young-Woo
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: book, data physicalization, reading motivation, self-reflection

Abstract: We introduce Bookly, an interactive artifact that physically represents the accumulated time of users' reading activity through abstract volumetric changes. Bookly accumulates the time of actions (e.g., picking up and putting down books) that users performed for reading and provides a designated space for the ongoing book being read. The results of our 2-week in-field study with six participants showed that continuous exposure to volumetric changes representing the accumulated time of reading activities helped the users to understand their unsettled reading patterns. Bookly also motivated the users to improve their reading behavior by gradually making reading part of their schedules. Additionally, the definite distinction of the ongoing book improved its visual affordance and accessibility for the users to start reading books. Based on the findings, we confirmed the possibility of making intangible data physical for self-reflection to enhance changes in behaviors that are difficult to perform due to weak motivation.
Title: Empowering Expression for Users with Aphasia through Constrained Creativity
Authors: family: Neate
given: Timothy; family: Roper
given: Abi; family: Wilson
given: Stephanie; family: Marshall
given: Jane
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: creative writing, content creation, poetry, accessibility, constrained creativity, creativity, speech impairments, aphasia

Abstract: Creative activities allow people to express themselves in rich, nuanced ways. However, being creative does not always come easily. For example, people with speech and language impairments, such as aphasia, face challenges in creative activities that involve language. In this paper, we explore the concept of constrained creativity as a way of addressing this challenge and enabling creative writing. We report an app, MakeWrite, that supports the constrained creation of digital texts through automated redaction. The app was co-designed with and for people with aphasia and was subsequently explored in a workshop with a group of people with aphasia. Participants were not only successful in crafting novel language, but, importantly, self-reported that the app was crucial in enabling them to do so. We refect on the potential of technology-supported constrained creativity as a means of empowering expression amongst users with diverse needs.
Title: The Race Towards Digital Wellbeing: Issues and Opportunities
Authors: family: Monge Roffarello
given: Alberto; family: De Russis
given: Luigi
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: habit formation, self-monitoring, smartphone addiction, digital wellbeing

Abstract: As smartphone use increases dramatically, so do studies about technology overuse. Many different mobile apps for breaking "smartphone addiction" and achieving "digital wellbeing" are available. However, it is still not clear whether and how such solutions work. Which functionality do they have? Are they effective and appreciated? Do they have a relevant impact on users' behavior? To answer these questions, (i) we reviewed the features of 42 digital wellbeing apps, (ii) we performed a thematic analysis on 1,128 user reviews of such apps, and (iii) we conducted a 3-week-long in-the-wild study of Socialize, an app that includes the most common digital wellbeing features, with 38 participants. We discovered that digital wellbeing apps are appreciated and useful for some specific situations. However, they do not promote the formation of new habits and they are perceived as not restrictive enough, thus not effectively helping users to change their behavior with smartphones.
Title: Empowering End Users in Debugging Trigger-Action Rules
Authors: family: Corno
given: Fulvio; family: De Russis
given: Luigi; family: Monge Roffarello
given: Alberto
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: internet of things, semantic web, end-user debugging, trigger-action programming, petri nets

Abstract: End users can program trigger-action rules to personalize the joint behavior of their smart devices and online services. Trigger-action programming is, however, a complex task for non-programmers and errors made during the composition of rules may lead to unpredictable behaviors and security issues, e.g., a lamp that is continuously flashing or a door that is unexpectedly unlocked. In this paper, we introduce EUDebug, a system that enables end users to debug trigger-action rules. With EUDebug, users compose rules in a web-based application like IFTTT. EUDebug highlights possible problems that the set of all defined rules may generate and allows their step-by-step simulation. Under the hood, a hybrid Semantic Colored Petri Net (SCPN) models, checks, and simulates trigger-action rules and their interactions. An exploratory study on 15 end users shows that EUDebug helps identifying and understanding problems in trigger-action rules, which are not easily discoverable in existing platforms.
Title: Mapping the Landscape of Creativity Support Tools in HCI
Authors: family: Frich
given: Jonas; family: MacDonald Vermeulen
given: Lindsay; family: Remy
given: Christian; family: Biskjaer
given: Michael Mose; family: Dalsgaard
given: Peter
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: creativity support tools (csts), literature review, creativity, meta-analysis

Abstract: Creativity Support Tools (CSTs) play a fundamental role in the study of creativity in Human-Computer Interaction (HCI). Even so, there is no consensus definition of the term 'CST' in HCI, and in most studies, CSTs have been construed as one-off exploratory prototypes, typically built by the researchers themselves. This makes it difficult to clearly demarcate CST research, but also to compare findings across studies, which impedes advancement in digital creativity as a growing field of research. Based on a literature review of 143 papers from the ACM Digital Library (1999-2018), we contribute a first overview of the key characteristics of CSTs developed by the HCI community. Moreover, we propose a tentative definition of a CST to help strengthen knowledge sharing across CST studies. We end by discussing our study's implications for future HCI research on CSTs and digital creativity.