huashen218/convxai-cia-dataset huggingface dataset:
Title: The Space of Possibilities: Political Economies of Technology Innovation in Sub-Saharan Africa
Authors: family: Csikszentmihalyi
given: Christopher; family: Mukundane
given: Jude; family: Rodrigues
given: Gemma F.; family: Mwesigwa
given: Daniel; family: Kasprzak
given: Michelle
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: africa, hci4d, m4d, sub-saharan africa, postcolonial

Abstract: HCI researchers work within spaces of possibility for potential designs of technology. New methods (e.g., user centrism); expected types of interaction (user with device); and potential applications (urban navigation) can extend the boundaries of these possibilities. However, structural and systemic factors can also foreclose them. A recent wide and shallow survey of 116 individuals involved in technology development across 26 countries in sub-Saharan Africa reveals how factors of political economy significantly impact upon technological possibilities. Monopolies, international power dynamics, race, and access to capital open or constrain technological possibilities at least as much as device-centric or user-focused constraints do. Though their thrust may have been anticipated by reference to political economic trends, the structural constraints we found were underestimated by technologists even a decade ago. We discuss the implications for technology development in Africa and beyond.
Title: "Genderfluid" or "Attack Helicopter": Responsible HCI Research Practice with Non-binary Gender Variation in Online Communities
Authors: family: Jaroszewski
given: Samantha; family: Lottridge
given: Danielle; family: Haimson
given: Oliver L.; family: Quehl
given: Katie
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: transgender, gender, fantasy sports, social media, tumblr, non-binary, survey research, trolling, lgbtq, online communities

Abstract: As non-binary genders become increasingly prevalent, researchers face decisions in how to collect, analyze and interpret research participants' genders. We present two case studies on surveys with thousands of respondents, of which hundreds reported gender as something other than simply women or men. First, Tumblr, a blogging platform, resulted in a rich set of gender identities with very few aggressive or resistive responses; the second case study, online Fantasy Football, yielded opposite proportions. By focusing on variation rather than dismissing non-binary responses as noise, we suggest that researchers can better capture gender in a way that 1) addresses gender variation without othering or erasing non-binary respondents; and 2) minimizes "trolls'" opportunity to use surveys as a mischief platform. The analyses of these two distinct case studies find significant gender differences in community dimensions of participation in both networked spaces as well as offering a model for inclusive mixed-methods HCI research.
Title: “Debrief O'Clock”: Planning, Recording, and Making Sense of a Day in the Field in Design Research
Authors: family: Taylor
given: Jennyfer Lawrence; family: Soro
given: Alessandro; family: Roe
given: Paul; family: Lee Hong
given: Anita; family: Brereton
given: Margot
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: qualitative analysis, fieldnotes, field studies, field data, design research documentation

Abstract: Design research is generative, intuitive, experiential, and tactical. Documenting the design research process helps to communicate these decisions, judgements, and values that are embodied in design products. Yet, practices for documenting design research are underreported in the CHI community, particularly for immersive design research field studies. We contribute the "Debrief O'Clock" fieldnote practice for documenting design research field studies, comprising collaborative discussion sessions and the production of written research accounts. We show how the Debrief O'Clock practice emerged in the context of a Digital Community Noticeboard project with a very remote Australian Aboriginal community, and explain three key purposes of Debrief O'Clock as: 1) an early stage data recording and analysis process; 2) a tactical manoeuvre in responsive project planning; and 3) a mechanism for personal debriefing and reflexivity. We conclude with a series of open practical, ethical, and methodological questions to advance the discussion of design research documentation practices.
Title: Family Health Promotion in Low-SES Neighborhoods: A Two-Month Study of Wearable Activity Tracking
Authors: family: Saksono
given: Herman; family: Castaneda-Sceppa
given: Carmen; family: Hoffman
given: Jessica; family: Seif El-Nasr
given: Magy; family: Morris
given: Vivien; family: Parker
given: Andrea G.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: low-socioeconomic status, family, self-monitoring, physical activity trackers, wearables, caregivers, neighborhoods, crime, personal health informatics, places

Abstract: Low-socioeconomic status (SES) families face increased barriers to physical activity (PA)-a behavior critical for reducing and preventing chronic disease. Research has explored how wearable PA trackers can encourage increased activity, and how the adoption of such trackers is driven by people's emotions and social needs. However, more work is needed to understand how PA trackers are perceived and adopted by low-SES families, where PA may be deprioritized due to economic stresses, limited resources, and perceived crime. Accordingly, we conducted a two-month, in-depth qualitative study, exploring low-SES caregivers' perspectives on PA tracking and promotion. Our findings show how PA tracking was impacted by caregivers' attitudes toward safety, which were influenced by how they perceived social connections within their neighborhoods; and cognitive-emotional processes. We conclude that PA tracking tools for low-SES families should help caregivers and children to experience and celebrate progress.
Title: Crowdsourcing vs Laboratory-Style Social Acceptability Studies? Examining the Social Acceptability of Spatial User Interactions for Head-Worn Displays
Authors: family: Alallah
given: Fouad; family: Neshati
given: Ali; family: Sheibani
given: Nima; family: Sakamoto
given: Yumiko; family: Bunt
given: Andrea; family: Irani
given: Pourang; family: Hasan
given: Khalad
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: head-worn displays, social acceptance, input modalities, crowdsourcing

Abstract: The use of crowdsourcing platforms for data collection in HCI research is attractive in their ability to provide rapid access to large and diverse participant samples. As a result, several researchers have conducted studies investigating the similarities and differences between data collected through crowdsourcing and more traditional, laboratory-style data collection. We add to this body of research by examining the feasibility of conducting social acceptability studies via crowdsourcing. Social acceptability can be a key determinant for the early adoption of emerging technologies, and as such, we focus our investigation on social acceptability for Head-Worn Display (HWD) input modalities. Our results indicate that data collected via a crowdsourced experiment and a laboratory-style setting did not differ at a statistically significant level. These results provide initial support for crowdsourcing platforms as viable options for conducting social acceptability research.
Title: Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes
Authors: family: Denny
given: Paul; family: McDonald
given: Fiona; family: Empson
given: Ruth; family: Kelly
given: Philip; family: Petersen
given: Andrew
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: gamification, peerwise, points, self-testing, badges

Abstract: Preparing for exams is an important yet stressful time for many students. Self-testing is known to be an effective preparation strategy, yet some students lack motivation to engage or persist in self-testing activities. Adding game elements to a platform supporting self-testing may increase engagement and, by extension, exam performance. We conduct a randomized controlled experiment (n=701) comparing the effect of two game elements -- a points system and a badge system -- used individually and in combination. We find that the badge system elicits significantly higher levels of voluntary self-testing activity and this effect is particularly pronounced amongst a relatively small cohort. Importantly, this increased activity translates to a significant improvement in exam scores. Our data supports a causal relationship between gamification and learning outcomes, mediated by self-testing behavior. This provides empirical support for Landers' theory of gamified learning when the gamified activity is conducted prior to measuring learning outcomes.
Title: Going the Distance: Trust Work for Citizen Participation
Authors: family: Corbett
given: Eric; family: Le Dantec
given: Christopher A.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: digital civics, community engagement, trust

Abstract: Trust is a vital component of citizen participation-whether citizens decide to engage in opportunities for participation in local government can hinge entirely on the existence of trust between citizens and public officials. Understanding the role of trust in this space is vital for HCI and the growing area of Digital Civics which works to improve or create new modes of citizen participation. Currently, however, trust is understudied from the perspectives of public officials. This gap creates a critical blind spot as technical interventions may be mismatched to the ways trust is put into action by public officials working to support citizen participation. We begin to address this gap by presenting a broad qualitative study of how public officials in a large US city operationalize trust in citizen participation. We found trust is enacted through ongoing practices that man-age distance in relationships between public officials and city residents.
Title: Methods for Intentional Encoding of High Capacity Human-Designable Visual Markers
Authors: family: Jung
given: Joshua D. A.; family: Vogel
given: Daniel
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: encoding, designable marker, user study, fiducial marker

Abstract: Previous techniques for human-designable visual markers have focused on small encoding spaces, and assume artists do not need to encode specific bit representations. We present a general framework for human-designable visual markers for artists to encode specific bit representations in large spaces. A three-part study, conducted over three weeks, methodically evaluates the usability of different encoding methods when artists encode specific bit representations. The methods span different shape characteristics suitable for artist encoding (convexity, hollowness, number, size, and distance from centroid) and visualization tools are proposed to aid in this process. We further demonstrate that any of the methods presented may be practically used to encode a URL with the aid of a universally available database like TinyURL (rather than a task-specific database), making human-designable visual markers practical for applications such as advertisements.
Title: Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games
Authors: family: Alharthi
given: Sultan A.; family: Torres
given: Ruth C.; family: Khalaf
given: Ahmed S.; family: Toups
given: Zachary O.; family: Dolgov
given: Igor; family: Nacke
given: Lennart E.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: sensemaking, collaboration, distributed multiplayer games, planning, annotation, coordination, game design

Abstract: In distributed multiplayer games, it can be difficult to communicate strategic information for planning game moves and player interactions. Often, players spend extra time communicating, reducing their engagement in the game. Visual annotations in game maps and in the gameworld can address this problem and result in more efficient player communication. We studied the impact of real-time feedback on planning annotations, specifically two different annotation types, in a custom-built, third-person, multiplayer game and analyzed their effects on player performance, experience, workload, and annotation use. We found that annotations helped engage players in collaborative planning, which reduced frustration, and shortened goal completion times. Based on these findings, we discuss how annotating in virtual game spaces enables collaborative planning and improves team performance.
Title: Let's Talk About Race: Identity, Chatbots, and AI
Authors: family: Schlesinger
given: Ari; family: O'Hara
given: Kenton P.; family: Taylor
given: Alex S.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: chatbots, race, artificial intelligence

Abstract: Why is it so hard for chatbots to talk about race? This work explores how the biased contents of databases, the syntactic focus of natural language processing, and the opaque nature of deep learning algorithms cause chatbots difficulty in handling race-talk. In each of these areas, the tensions between race and chatbots create new opportunities for people and machines. By making the abstract and disparate qualities of this problem space tangible, we can develop chatbots that are more capable of handling race-talk in its many forms. Our goal is to provide the HCI community with ways to begin addressing the question, how can chatbots handle race-talk in new and improved ways?
Title: Extracting Regular FOV Shots from 360 Event Footage
Authors: family: Truong
given: Anh; family: Chen
given: Sara; family: Yumer
given: Ersin; family: Salesin
given: David; family: Li
given: Wilmot
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: video summaries, 360 video, event video, video editing

Abstract: Video summaries are a popular way to share important events, but creating good summaries is hard. It requires expertise in both capturing and editing footage. While hiring a professional videographer is possible, this is too costly for most casual events. An alternative is to place 360 video cameras around an event space to capture footage passively and then extract regular field-of-view (RFOV) shots for the summary. This paper focuses on the problem of extracting such RFOV shots. Since we cannot actively control the cameras or the scene, it is hard to create "ideal' shots that adhere strictly to traditional cinematography rules. To better understand the tradeoffs, we study human preferences for static and moving camera RFOV shots generated from 360 footage. From the findings, we derive design guidelines. As a secondary contribution, we use these guidelines to develop automatic algorithms that we demonstrate in a prototype user interface for extracting RFOV shots from 360 videos.
Title: “Is More Better?”: Impact of Multiple Photos on Perception of Persona Profiles
Authors: family: Salminen
given: Joni; family: Nielsen
given: Lene; family: Jung
given: Soon-Gyo; family: An
given: Jisun; family: Kwak
given: Haewoon; family: Jansen
given: Bernard J.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: personas, user perceptions, online data representations

Abstract: In this research, we investigate if and how more photos than a single headshot can heighten the level of information provided by persona profiles. We conduct eye-tracking experiments and qualitative interviews with variations in the photos: a single headshot, a headshot and images of the persona in different contexts, and a headshot with pictures of different people representing key persona attributes. The results show that more contextual photos significantly improve the information end users derive from a persona profile; however, showing images of different people creates confusion and lowers the informativeness. Moreover, we discover that choice of pictures results in various interpretations of the persona that are biased by the end users' experiences and preconceptions. The results imply that persona creators should consider the design power of photos when creating persona profiles.
Title: Speak Up: A Multi-Year Deployment of Games to Motivate Speech Therapy in India
Authors: family: Nanavati
given: Amal; family: Dias
given: M. Bernardine; family: Steinfeld
given: Aaron
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: ictd, capacity building, speech therapy, ethnography, assistive technologies

Abstract: The ability to communicate is crucial to leading an independent life. Unfortunately, individuals from developing communities who are deaf and hard of hearing tend to encounter difficulty communicating, due to a lack of educational resources. We present findings from a two-year deployment of Speak Up, a suite of voice-powered games to motivate speech therapy, at a school for the deaf in India. Using ethnographic methods, we investigated the interplay between Speak Up and local educational practices. We found that teachers' speech therapy goals had evolved to differ from those encoded in the games, that the games influenced classroom dynamics, and that teachers had improved their computer literacy and developed creative uses for the games. We used these insights to further enhance Speak Up by creating an explicit teacher role in the games, making changes that encouraged teachers to build their computer literacy, and adding an embodied agent.
Title: Understanding the Effect of In-Video Prompting on Learners and Instructors
Authors: family: Shin
given: Hyungyu; family: Ko
given: Eun-Young; family: Williams
given: Joseph Jay; family: Kim
given: Juho
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: reflection, learners, feedback, instructors, online education, mooc, in-video prompting

Abstract: Online instructional videos are ubiquitous, but it is difficult for instructors to gauge learners' experience and their level of comprehension or confusion regarding the lecture video. Moreover, learners watching the videos may become disengaged or fail to reflect and construct their own understanding. This paper explores instructor and learner perceptions of in-video prompting where learners answer reflective questions while watching videos. We conducted two studies with crowd workers to understand the effect of prompting in general, and the effect of different prompting strategies on both learners and instructors. Results show that some learners found prompts to be useful checkpoints for reflection, while others found them distracting. Instructors reported the collected responses to be generally more specific than what they have usually collected. Also, different prompting strategies had different effects on the learning experience and the usefulness of responses as feedback.
Title: Force Jacket: Pneumatically-Actuated Jacket for Embodied Haptic Experiences
Authors: family: Delazio
given: Alexandra; family: Nakagaki
given: Ken; family: Klatzky
given: Roberta L.; family: Hudson
given: Scott E.; family: Lehman
given: Jill Fain; family: Sample
given: Alanson P.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: haptics, virtual reality, force feedback, wearable, pneumatic actuation, vibrotactile

Abstract: Immersive experiences seek to engage the full sensory system in ways that words, pictures, or touch alone cannot. With respect to the haptic system, however, physical feedback has been provided primarily with handheld tactile experiences or vibration-based designs, largely ignoring both pressure receptors and the full upper-body area as conduits for expressing meaning that is consistent with sight and sound. We extend the potential for immersion along these dimensions with the Force Jacket, a novel array of pneumatically-actuated airbags and force sensors that provide precisely directed force and high frequency vibrations to the upper body. We describe the pneumatic hardware and force control algorithms, user studies to verify perception of airbag location and pressure magnitude, and subsequent studies to define full-torso, pressure and vibration-based feel effects such as punch, hug, and snake moving across the body. We also discuss the use of those effects in prototype virtual reality applications.
Title: Toward Health Information Technology that Supports Overweight/Obese Women in Addressing Emotion- and Stress-Related Eating
Authors: family: Barbarin
given: Andrea M.; family: Saslow
given: Laura R.; family: Ackerman
given: Mark S.; family: Veinot
given: Tiffany C.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: emotional eating, mhealth, overweight, food diary, weight loss, diet tracking, obesity, qualitative, stress eating

Abstract: Emotion- and stressed-related eating (ESRE) is associated with weight management difficulties and is more likely to affect women than men. Additionally, health information technology (HIT) for weight management tends to be less effective for women than it is for men, and less effective for people who engage in ESRE. Therefore, this study explores how HIT can support overweight/obese women curb ESRE behavior. Study participants, all adult overweight/obese women (BMI ' 25), logged dietary intake for 10 days with the Lose It! smartphone app as an elicitation exercise. Cross sectional, semi-structured interviews (N = 22) were then conducted to explore technology support needs concerning ESRE behavior. Findings revealed participants had the following needs: holistic health goal development, building motivation to achieve goals, and assistance with handling stress. Resulting HIT guidelines include supporting holistic health goals, developing and sustaining motivation, exchange of emotional support, understanding of behavior, and change in ESRE mindset.
Title: From Scanning Brains to Reading Minds: Talking to Engineers about Brain-Computer Interface
Authors: family: Merrill
given: Nick; family: Chuang
given: John
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: brain-computer interface, mind-reading, technology probe

Abstract: We presented software engineers in the San Francisco Bay Area with a working brain-computer interface (BCI) to surface the narratives and anxieties around these devices among technical practitioners. Despite this group's heterogeneous beliefs about the exact nature of the mind, we find a shared belief that the contents of the mind will someday be "read' or "decoded' by machines. Our findings help illuminate BCI's imagined futures among engineers. We highlight opportunities for researchers to involve themselves preemptively in this nascent space of intimate biosensing devices, suggesting our findings' relevance to long-term futures of privacy and cybersecurity.