huashen218/convxai-cia-dataset huggingface dataset:
Title: Emotion Work in Experience-Centered Design
Authors: family: Balaam
given: Madeline; family: Comber
given: Rob; family: Clarke
given: Rachel E.; family: Windlin
given: Charles; family: Ståhl
given: Anna; family: Höök
given: Kristina; family: Fitzpatrick
given: Geraldine
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: experience-centered design, design research, emotion work

Abstract: Experience Centered Design (ECD) implores us to develop empathic relationships and understanding of participants, to actively work with our senses and emotions within the design process. However, theories of experience-centered design do little to account for emotion work undertaken by design researchers when doing this. As a consequence, how a design researcher's emotions are experienced, navigated and used as part of an ECD process are rarely published. So, while emotion is clearly a tool that we use, we don't share with one another how, why and when it gets used. This has a limiting effect on how we understand design processes, and opportunities for training. Here, we share some of our experiences of working with ECD. We analyse these using Hochschild's framework of emotion work to show how and where this work occurs. We use our analysis to question current ECD practices and provoke debate.
Title: Voice as a Design Material: Sociophonetic Inspired Design Strategies in Human-Computer Interaction
Authors: family: Sutton
given: Selina Jeanne; family: Foulkes
given: Paul; family: Kirk
given: David; family: Lawson
given: Shaun
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: design material, sociophonetics, voice user interface, computer synthesized speech, experience-centered design

Abstract: While there is a renewed interest in voice user interfaces (VUI) in HCI, little attention has been paid to the design of VUI voice output beyond intelligibility and naturalness. We draw on the field of sociophonetics - the study of the social factors that influence the production and perception of speech - to highlight how current VUIs are based on a limited and homogenised set of voice outputs. We argue that current systems do not adequately consider the diversity of peoples' speech, how that diversity represents sociocultural identities, and how voices have the potential to shape user perceptions and experiences. Ultimately, as other technological developments have influenced the ideologies of language, the voice outputs of VUIs will influence the ideologies of speech. Based on our argument, we pose three design strategies for VUI voice output design - individualisation, context awareness, and diversification - to motivate new ways of conceptualising and designing these technologies.
Title: A Promise Is A Promise: The Effect of Commitment Devices on Computer Security Intentions
Authors: family: Frik
given: Alisa; family: Malkin
given: Nathan; family: Harbach
given: Marian; family: Peer
given: Eyal; family: Egelman
given: Serge
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: decision-making, usable security, commitment devices, nudges, behavioral economics

Abstract: Commitment devices are a technique from behavioral economics that have been shown to mitigate the effects of present bias---the tendency to discount future risks and gains in favor of immediate gratifications. In this paper, we explore the feasibility of using commitment devices to nudge users towards complying with varying online security mitigations. Using two online experiments, with over 1,000 participants total, we offered participants the option to be reminded or to schedule security tasks in the future. We find that both reminders and commitment nudges can increase users' intentions to install security updates and enable two-factor authentication, but not to configure automatic backups. Using qualitative data, we gain insights into the reasons for postponement and how to improve future nudges. We posit that current nudges may not live up to their full potential, as the timing options offered to users may be too rigid.
Title: Security - Visible, Yet Unseen?
Authors: family: Distler
given: Verena; family: Zollinger
given: Marie-Laure; family: Lallemand
given: Carine; family: Roenne
given: Peter B.; family: Ryan
given: Peter Y. A.; family: Koenig
given: Vincent
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: e-voting, usable security, security mechanisms, empirical study, user experience

Abstract: An unsolved debate in the field of usable security concerns whether security mechanisms should be visible, or blackboxed away from the user for the sake of usability. However, tying this question to pragmatic usability factors only might be simplistic. This study aims at researching the impact of displaying security mechanisms on User Experience (UX) in the context of e-voting. Two versions of an e-voting application were designed and tested using a between-group experimental protocol (N=38). Version D displayed security mechanisms, while version ND did not reveal any security-related information. We collected data on UX using standardised evaluation scales and semi-structured interviews. Version D performed better overall in terms of UX and need fulfilment. Qualitative analysis of the interviews gives further insights into factors impacting perceived security. Our study adds to existing research suggesting a conceptual shift from usability to UX and discusses implications for designing and evaluating secure systems.
Title: Designing User Interface Elements to Improve the Quality and Civility of Discourse in Online Commenting Behaviors
Authors: family: Seering
given: Joseph; family: Fang
given: Tianmi; family: Damasco
given: Luca; family: Chen
given: Mianhong 'Cherie'; family: Sun
given: Likang; family: Kaufman
given: Geoff
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: online communities, captchas, persuasive design, commenting, user interfaces

Abstract: Ensuring high-quality, civil social interactions remains a vexing challenge in many online spaces. In the present work, we introduce a novel approach to address this problem: using psychologically "embedded'' CAPTCHAs containing stimuli intended to prime positive emotions and mindsets. An exploratory randomized experiment (N = 454 Mechanical Turk workers) tested the impact of eight new CAPTCHA designs implemented on a simulated, politically charged comment thread. Results revealed that the two interventions that were the most successful at activating positive affect also significantly increased the positivity of tone and analytical complexity of argumentation in participants' responses. A focused follow-up experiment (N = 120 Mechanical Turk workers) revealed that exposure to CAPTCHAs featuring image sets previously validated to evoke low-arousal positive emotions significantly increased the positivity of sentiment and the levels of complexity and social connectedness in participants' posts. We offer several explanations for these results and discuss the practical and ethical implications of designing interfaces to influence discourse in online forums.
Title: Warping Deixis: Distorting Gestures to Enhance Collaboration
Authors: family: Sousa
given: Maurício; family: dos Anjos
given: Rafael Kufner; family: Mendes
given: Daniel; family: Billinghurst
given: Mark; family: Jorge
given: Joaquim
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: body warping, pointing gestures, deixis, collaboration

Abstract: When engaged in communication, people often rely on pointing gestures to refer to out-of-reach content. However, observers frequently misinterpret the target of a pointing gesture. Previous research suggests that to perform a pointing gesture, people place the index finger on or close to a line connecting the eye to the referent, while observers interpret pointing gestures by extrapolating the referent using a vector defined by the arm and index finger. In this paper we present Warping Deixis, a novel approach to improving the perception of pointing gestures and facilitate communication in collaborative Extended Reality environments. By warping the virtual representation of the pointing individual, we are able to match the pointing expression to the observer's perception. We evaluated our approach in a co-located side by side virtual reality scenario. Results suggest that our approach is effective in improving the interpretation of pointing gestures in shared virtual environments.
Title: The Mental Image Revealed by Gaze Tracking
Authors: family: Wang
given: Xi; family: Ley
given: Andreas; family: Koch
given: Sebastian; family: Lindlbauer
given: David; family: Hays
given: James; family: Holmqvist
given: Kenneth; family: Alexa
given: Marc
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: eye tracking, gaze pattern, mental imagery

Abstract: Humans involuntarily move their eyes when retrieving an image from memory. This motion is often similar to actually observing the image. We suggest to exploit this behavior as a new modality in human computer interaction, using the motion of the eyes as a descriptor of the image. Interaction requires the user's eyes to be tracked but no voluntary physical activity. We perform a controlled experiment and develop matching techniques using machine learning to investigate if images can be discriminated based on the gaze patterns recorded while users merely think about image. Our results indicate that image retrieval is possible with an accuracy significantly above chance. We also show that this result generalizes to images not used during training of the classifier and extends to uncontrolled settings in a realistic scenario.
Title: Care and Design: An Ethnography of Mutual Recognition in the Context of Advanced Dementia
Authors: family: Foley
given: Sarah; family: Pantidi
given: Nadia; family: McCarthy
given: John
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: dementia, ethnography, experience-centered design, recognition theory

Abstract: While there have been considerable developments in designing for dementia within HCI, there is still a lack of empirical understanding of the experience of people with advanced dementia and the ways in which design can support and enrich their lives. In this paper, we present our findings from a long-term ethnographic study, which aimed to gain an understanding of their lived experience and inform design practices for and with people with advanced dementia in residential care. We present our findings using the social theory of recognition as an analytic lens to account for recognition in practice and its challenges in care and research. We discuss how we, as the HCI community, can pragmatically engage with people with advanced dementia and propose a set of considerations for those who wish to design for and with the values of recognition theory to promote collaboration, agency and social identity in advanced dementia care.
Title: Communication Cost of Single-user Gesturing Tool in Laparoscopic Surgical Training
Authors: family: Feng
given: Yuanyuan; family: Li
given: Katie; family: Semsar
given: Azin; family: McGowan
given: Hannah; family: Mun
given: Jacqueline; family: Zahiri
given: H. Reza; family: George
given: Ivan; family: Park
given: Adrian; family: Kleinsmith
given: Andrea; family: Mentis
given: Helena M.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: team communication, communication content, turn-taking, surgical training, instructional collaborative tasks, shared display, common ground

Abstract: Multi-user input over a shared display has been shown to support group process and improve performance. However, current gesturing systems for instructional collaborative tasks limit the input to experts and overlook the needs of novices in making references on a shared display. In this paper, we investigate the effects of a single-user gesturing tool on the communication between trainer and trainees in a laparoscopic surgical training. By comparing the communication structure and content between the trainings with and without the gesturing tool, we show that the communication becomes more imbalanced and the trainees become less active when using the single-user gesturing tool. Our findings highlight the needs to grant all parties the same level of access to a shared display and suggest further directions in designing a shared display for instructional collaborative tasks.
Title: Resolving Target Ambiguity in 3D Gaze Interaction through VOR Depth Estimation
Authors: family: Mardanbegi
given: Diako; family: Langlotz
given: Tobias; family: Gellersen
given: Hans
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: eye tracking, vestibulo-ocular reflex, depth estimation, disambiguation, vergence

Abstract: Target disambiguation is a common problem in gaze interfaces, as eye tracking has accuracy and precision limitations. In 3D environments this is compounded by objects overlapping in the field of view, as a result of their positioning at different depth with partial occlusion. We introduce VOR depth estimation, a method based on the Vestibulo-ocular reflex of the eyes in compensation of head movement, and explore its application to resolve target ambiguity. The method estimates gaze depth by comparing the rotations of the eye and the head when the users look at a target and deliberately rotate their head. We show that VOR eye movement presents an alternative to vergence for gaze depth estimation, that is feasible also with monocular tracking. In an evaluation of its use for target disambiguation, our method outperforms vergence for targets presented at greater depth.
Title: Slow Robots for Unobtrusive Posture Correction
Authors: family: Shin
given: Joon-Gi; family: Onchi
given: Eiji; family: Reyes
given: Maria Jose; family: Song
given: Junbong; family: Lee
given: Uichin; family: Lee
given: Seung-Hee; family: Saakes
given: Daniel
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: ergonomics, robot monitor, slow interaction

Abstract: Prolonged static and unbalanced sitting postures during computer usage contribute to musculoskeletal discomfort. In this paper, we investigated the use of a very slow moving monitor for unobtrusive posture correction. In a first study, we identified display velocities below the perception threshold and observed how users (without being aware) responded by gradually following the monitor's motion. From the result, we designed a robotic monitor that moves imperceptible to counterbalance unbalanced sitting postures and induces posture correction. In an evaluation study (n=12), we had participants work for four hours without and with our prototype (8 in total). Results showed that actuation increased the frequency of non-disruptive swift posture corrections and significantly reduced the duration of unbalanced sitting. Most users appreciated the monitor correcting their posture and reported less physical fatigue. With slow robots, we make the first step toward using actuated objects for unobtrusive behavioral changes.
Title: Understanding Digitally-Mediated Empathy: An Exploration of Visual, Narrative, and Biosensory Informational Cues
Authors: family: Curran
given: Max T.; family: Gordon
given: Jeremy Raboff; family: Lin
given: Lily; family: Sridhar
given: Priyashri Kamlesh; family: Chuang
given: John
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: biosensing, social computing, computer-mediated communication, empathy

Abstract: Digitally sharing our experiences engages a process of empathy shaped by available informational cues. Biosensory data is one informative cue, but the relationship to empathy is underexplored. In this study, we investigate this process by showing a video of a "target'' person's visual perspective watching a virtual reality film to sixty "observers''. We vary information available to observers via three experimental conditions: a baseline unmodified video, video with narrative text, or with a graph of electrodermal activity (EDA) of the target. Compared to baseline, narrative text increased empathic accuracy (EA) while EDA had an opposite, negative effect. Qualitatively, observers describe their empathic processes as using their own feelings supplemented with the information presented depending on the interpretability of that information. Both narration and EDA prompted observers to reconsider assumptions about another's experience. Our findings lead to a discussion of digitally-mediated empathy with implications for associated research and product development.
Title: Understanding Personal Productivity: How Knowledge Workers Define, Evaluate, and Reflect on Their Productivity
Authors: family: Kim
given: Young-Ho; family: Choe
given: Eun Kyoung; family: Lee
given: Bongshin; family: Seo
given: Jinwook
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: productivity, knowledge worker, productivity tracking, personal informatics, diary study, self-monitoring, self-tracking

Abstract: Productivity tracking tools often determine productivity based on the time interacting with work-related applications. To deconstruct productivity's diverse and nebulous nature, we investigate how knowledge workers conceptualize personal productivity and delimit productive tasks in both work and non-work contexts. We report a 2-week diary study followed by a semi-structured interview with 24 knowledge workers. Participants captured productive activities and provided the rationale for why the activities were assessed to be productive. They reported a wide range of productive activities beyond typical desk-bound work-ranging from having a personal conversation with dad to getting a haircut. We found six themes that characterize the productivity assessment-work product, time management, worker's state, attitude toward work, impact & benefit, and compound task and identified how participants interleaved multiple facets when assessing their productivity. We discuss how these findings could inform the design of a comprehensive productivity tracking system that covers a wide range of productive activities.
Title: Vistribute: Distributing Interactive Visualizations in Dynamic Multi-Device Setups
Authors: family: Horak
given: Tom; family: Mathisen
given: Andreas; family: Klokmose
given: Clemens N.; family: Dachselt
given: Raimund; family: Elmqvist
given: Niklas
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: distributed user interfaces, cross-device interaction, cross-device visualization, information visualization, multi-display environments

Abstract: We present Vistribute, a framework for the automatic distribution of visualizations and UI components across multiple heterogeneous devices. Our framework consists of three parts: (i) a design space considering properties and relationships of interactive visualizations, devices, and user preferences in multi-display environments; (ii) specific heuristics incorporating these dimensions for guiding the distribution for a given interface and device ensemble; and (iii) a web-based implementation instantiating these heuristics to automatically generate a distribution as well as providing interaction mechanisms for user-defined adaptations. In contrast to existing UI distribution systems, we are able to infer all required information by analyzing the visualizations and devices without relying on additional input provided by users or programmers. In a qualitative study, we let experts create their own distributions and rate both other manual distributions and our automatic ones. We found that all distributions provided comparable quality, hence validating our framework.
Title: Dancing With Drones: Crafting Novel Artistic Expressions Through Intercorporeality
Authors: family: Eriksson
given: Sara; family: Unander-Scharin
given: Åsa; family: Trichon
given: Vincent; family: Unander-Scharin
given: Carl; family: Kjellström
given: Hedvig; family: Höök
given: Kristina
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: movement-based interaction, intercorporeality

Abstract: Movement-based interactions are gaining traction, requiring a better understanding of how such expressions are shaped by designers. Through an analysis of an artistic process aimed to deliver a commissioned opera where custom-built drones are performing on stage alongside human performers, we observed the importance of achieving an intercorporeal understanding to shape body-based emotional expressivity. Our analysis reveals how the choreographer moves herself to: (1) imitate and feel the affordances and expressivity of the drones' 'otherness' through her own bodily experience; (2) communicate to the engineer of the team how she wants to alter the drones' behaviors to be more expressive; (3) enact and interactively alter her choreography. Through months of intense development and creative work, such an intercorporeal understanding was achieved by carefully crafting the drones' behaviors, but also by the choreographer adjusting her own somatics and expressions. The choreography arose as a result of the expressivity they enabled together.
Title: Crossing-Based Selection with Virtual Reality Head-Mounted Displays
Authors: family: Tu
given: Huawei; family: Huang
given: Susu; family: Yuan
given: Jiabin; family: Ren
given: Xiangshi; family: Tian
given: Feng
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: fitts' law, ray-casting selection, pointing, virtual reality head-mounted displays, crossing

Abstract: This paper presents the first investigation into using the goal-crossing paradigm for object selection with virtual reality (VR) head-mounted displays. Two experiments were carried out to evaluate ray-casting crossing tasks with target discs in 3D space and goal lines on 2D plane respectively in comparison to ray-casting pointing tasks. Five factors, i.e. task difficulty, the direction of movement constraint (collinear vs. orthogonal), the nature of the task (discrete vs. continuous), field of view of VR devices and target depth, were considered in both experiments. Our findings are: (1) crossing generally had shorter or no longer time, and higher or similar accuracy than pointing, indicating crossing can complement or substitute pointing; (2) crossing tasks can be well modelled with Fitts' Law; (3) crossing performance depended on target depth; (4) crossing target discs in 3D space differed from crossing goal lines on 2D plane in many aspects such as time and error performance, the effects of target depth and the parameters of Fitts' models. Based on these findings, we formulate a number of design recommendations for crossing-based interaction in VR.