huashen218/convxai-cia-dataset huggingface dataset:
Title: "In VR, everything is possible!": Sketching and Simulating Spatially-Aware Interactive Spaces in Virtual Reality
Authors: family: Jetter
given: Hans-Christian; family: Rädle
given: Roman; family: Feuchtner
given: Tiare; family: Anthes
given: Christoph; family: Friedl
given: Judith; family: Klokmose
given: Clemens Nylandsted
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We propose using virtual reality (VR) as a design tool for sketching and simulating spatially-aware interactive spaces. Using VR, designers can quickly experience their envisioned spaces and interactions by simulating technologies such as motion tracking, multiple networked devices, or unusual form factors such as spherical touchscreens or bezel-less display tiles. Design ideas can be rapidly iterated without restrictions by the number, size, or shape and availability of devices or sensors in the lab. To understand the potentials and challenges of designing in VR, we conducted a user study with 12 interaction designers. As their tool, they used a custom-built virtual design environment with finger tracking and physics simulations for natural interactions with virtual devices and objects. Our study identified the designers' experience of space in relation to their own bodies and playful design explorations as key opportunities. Key challenges were the complexities of building a usable yet versatile VR-based "World Editor".
Title: Menstrual (Im)Mobilities and Safe Spaces
Authors: family: Tuli
given: Anupriya; family: Chopra
given: Shaan; family: Singh
given: Pushpendra; family: Kumar
given: Neha
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: In cultural contexts where menstruation is a stigmatized health topic, daily management of menstrual hygiene comes with its set of challenges. Our research aims to identify and examine such challenges faced during menstruation in the urban environs of Delhi, India. Through participatory design activities and interviews conducted with 35 participants who identified as menstruating and female, and a survey with 139 responses, we investigate how participants deal with their periods on the go. We also examine participants' conceptualizations of safe spaces, where they are able to deal with their period on their own terms. Finally, we discuss how menstrual mobilities are being, and might be, supported through technology-based interventions for a third space, targeting the legibility, literacy, and legitimacy of surrounding environments.
Title: Kirigami Haptic Swatches: Design Methods for Cut-and-Fold Haptic Feedback Mechanisms
Authors: family: Chang
given: Zekun; family: Ta
given: Tung D.; family: Narumi
given: Koya; family: Kim
given: Heeju; family: Okuya
given: Fuminori; family: Li
given: Dongchi; family: Kato
given: Kunihiro; family: Qi
given: Jie; family: Miyamoto
given: Yoshinobu; family: Saito
given: Kazuya; family: Kawahara
given: Yoshihiro
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Kirigami Haptic Swatches demonstrate how kirigami and origami based structures enable sophisticated haptic feedback through simple cut-and-fold fabrication techniques. We leverage four types of geometric patterns: rotational erection system (RES), split-fold waterbomb (SFWB), the overlaid structure of SFWB and RES (SFWB+RES), and cylindrical origami, to render different sets of haptic feedback (i.e. linear, bistable, bouncing snap-through, and rotational force behaviors, respectively). In each structure, not only the form factor but also the force feedback properties can be tuned through geometric parameters. We experimentally analyzed and modeled the structures, and implemented software to automatically generate 2D patterns for desired haptic properties. We also demonstrate five example applications including an assistive custom keyboard, rotational switch, multi-sensory toy, task checklist, and phone accessories. We believe the Kirigami Haptic Swatches helps tinkerers, designers, and even researchers to create interactions that enrich our haptic experience.
Title: Fairness and Decision-making in Collaborative Shift Scheduling Systems
Authors: family: Uhde
given: Alarith; family: Schlicker
given: Nadine; family: Wallach
given: Dieter P.; family: Hassenzahl
given: Marc
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The strains associated with shift work decrease healthcare workers' well-being. However, shift schedules adapted to their individual needs can partially mitigate these problems. From a computing perspective, shift scheduling was so far mainly treated as an optimization problem with little attention given to the preferences, thoughts, and feelings of the healthcare workers involved. In the present study, we explore fairness as a central, human-oriented attribute of shift schedules as well as the scheduling process. Three in-depth qualitative interviews and a validating vignette study revealed that while on an abstract level healthcare workers agree on equality as the guiding norm for a fair schedule, specific scheduling conflicts should foremost be resolved by negotiating the importance of individual needs. We discuss elements of organizational fairness, including transparency and team spirit. Finally, we present a sketch for fair scheduling systems, summarizing key findings for designers in a readily usable way.
Title: Towards an Understanding of Augmented Reality Extensions for Existing 3D Data Analysis Tools
Authors: family: Wang
given: Xiyao; family: Besançon
given: Lonni; family: Rousseau
given: David; family: Sereno
given: Mickael; family: Ammi
given: Mehdi; family: Isenberg
given: Tobias
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present an observational study with domain experts to understand how augmented reality (AR) extensions to traditional PC-based data analysis tools can help particle physicists to explore and understand 3D data. Our goal is to allow researchers to integrate stereoscopic AR-based visual representations and interaction techniques into their tools, and thus ultimately to increase the adoption of modern immersive analytics techniques in existing data analysis workflows. We use Microsoft's HoloLens as a lightweight and easily maintainable AR headset and replicate existing visualization and interaction capabilities on both the PC and the AR view. We treat the AR headset as a second yet stereoscopic screen, allowing researchers to study their data in a connected multi-view manner. Our results indicate that our collaborating physicists appreciate a hybrid data exploration setup with an interactive AR extension to improve their understanding of particle collision events.
Title: The Social Network: How People with Visual Impairment use Mobile Phones in Kibera, Kenya
Authors: family: Barbareschi
given: Giulia; family: Holloway
given: Catherine; family: Arnold
given: Katherine; family: Magomere
given: Grace; family: Wetende
given: Wycliffe Ambeyi; family: Ngare
given: Gabriel; family: Olenja
given: Joyce
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Living in an informal settlement with a visual impairment can be very challenging resulting in social exclusion. Mobile phones have been shown to be hugely beneficial to people with sight loss in formal and high-income settings. However, little is known about whether these results hold true for people with visual impairment (VIPs) in informal settlements. We present the findings of a case study of mobile technology use by VIPs in Kibera, an informal settlement in Nairobi. We used contextual interviews, ethnographic observations and a co-design workshop to explore how VIPs use mobile phones in their daily lives, and how this use influences the social infrastructure of VIPs. Our findings suggest that mobile technology supports and shapes the creation of social infrastructure. However, this is only made possible through the existing support networks of the VIPs, which are mediated through four types of interaction: direct, supported, dependent and restricted.
Title: OScH in the Wild: Dissemination of Open Science Hardware and Implications for HCI
Authors: family: Fernando
given: Piyum; family: Kuznetsov
given: Stacey
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Open Science Hardware (OScH) refers to open-source alternatives for proprietary scientific equipment. While the OScH movement aims to reduce barriers for scientific experimentation both in and beyond professional labs, disseminating OScH for widespread adoption proves to be challenging in practice. To this end, we examined real-world practices related to the dissemination of OScH through a two-part study. First, we developed an open science hardware, a DIY incubator, and disseminated it through the Instructables website and maker workshops. In parallel, we interviewed eight open science hardware practitioners from different parts of the world. Insights from interviews together with our own self-reflections revealed how different OScH dissemination modalities serve unique purposes. Our findings also reveal several challenges for widespread adoption of OScH and the importance of collaborations between OScH developers. We conclude by discussing the opportunities for HCI to lower barriers for customization, support internationalization of OScH, and scaffold proactive distributed collaborations between developers and users.
Title: The Blockchain and the Commons: Dilemmas in the Design of Local Platforms
Authors: family: Cila
given: Nazli; family: Ferri
given: Gabriele; family: de Waal
given: Martijn; family: Gloerich
given: Inte; family: Karpinski
given: Tara
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper addresses the design dilemmas that arise when distributed ledger technologies (DLT) are to be applied in the governance of artificial material commons. DLTs, such as blockchain, are often presented as enabling technologies for self-governing communities, provided by their consensus mechanisms, transparent administration, and incentives for collaboration and cooperation. Yet, these affordances may also undermine public values such as privacy and displace human agency in governance procedures. In this paper, the conflicts regarding the governance of communities which collectively manage and produce a commons are discussed through the case of a fictional energy community. Three mechanisms are identified in this process: tracking use of and contributions to the commons; managing resources, and negotiating the underlying rule sets and user rights. Our effort is aimed at contributing to the HCI community by introducing a framework of three mechanisms and six design dilemmas that can aid in balancing conflicting values in the design of local platforms for commons-based resource management.
Title: Me vs. Super(wo)man: Effects of Customization and Identification in a VR Exergame
Authors: family: Koulouris
given: Jordan; family: Jeffery
given: Zoe; family: Best
given: James; family: O'Neill
given: Eamonn; family: Lutteroth
given: Christof
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Customised avatars are a powerful tool to increase identification, engagement and intrinsic motivation in digital games. We investigated the effects of customisation in a self-competitive VR exergame by modelling players and their previous performance in the game with customised avatars. In a first study we found that, similar to non-exertion games, customisation significantly increased identification and intrinsic motivation, as well as physical performance in the exergame. In a second study we identified a more complex relationship with the customisation style: idealised avatars increased wishful identification but decreased exergame performance compared to realistic avatars. In a third study, we found that 'enhancing' realistic avatars with idealised characteristics increased wishful identification, but did not have any adverse effects. We discuss the findings based on feedforward and self-determination theory, proposing notions of intrinsic identification (fostering a sense of self) and extrinsic identification (drawing away from the self) to explain the results.
Title: Ownership, Privacy, and Control in the Wake of Cambridge Analytica: The Relationship between Attitudes and Awareness
Authors: family: Shipman
given: Frank M.; family: Marshall
given: Catherine C.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Has widespread news of abuse changed the public's perceptions of how user-contributed content from social networking sites like Facebook and LinkedIn can be used? We collected two datasets that reflect participants' attitudes about content ownership, privacy, and control, one in April 2018, while Cambridge Analytica was still in the news, and another in February 2019, after the event had faded from the headlines, and aggregated the data according to participants' awareness of the story, contrasting the attitudes of those who reported the greatest awareness with those who reported the least. Participants with the greatest awareness of the news story's details have more polarized attitudes about reuse, especially the reuse of content as data. They express a heightened desire for data mobility, greater concern about networked privacy rights, increased skepticism of algorithmically targeted advertising and news, and more willingness for social media platforms to demand corrections of inaccurate or deceptive content.
Title: Ecology Meets Computer Science: Designing Tools to Reconcile People, Data, and Practices
Authors: family: Vella
given: Kellie; family: Oliver
given: Jessica L.; family: Dema
given: Tshering; family: Brereton
given: Margot; family: Roe
given: Paul
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Ecoacoustics draws together computer scientists and ecologists to achieve an understanding of ecosystems and wildlife using acoustic recordings of the environment. Computer scientists are challenged to manage increasingly large datasets while developing analytic and visualisation tools. Ecologists struggle to find and use tools that answer highly heterogeneous research questions. These two fields are naturally drawn together at the tool interface, however, less attention has been paid to how their practices influence tool design and use. We interviewed and collected email correspondence from four computer scientists and eight ecologists to learn how their practices indicate opportunities for reconciling difference through design. We found that different temporal rhythms, relationships to data, and data-driven questions demand tool configuration, data integration, and standardisation. This research outlines interfacing opportunities for new ecological research utilising large acoustic datasets, and also contributes to evolving HCI approaches in areas making use of big data and human-in-the-loop processes.
Title: Articulating Experience: Reflections from Experts Applying Micro-Phenomenology to Design Research in HCI
Authors: family: Prpa
given: Mirjana; family: Fdili-Alaoui
given: Sarah; family: Schiphorst
given: Thecla; family: Pasquier
given: Philippe
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Third wave HCI initiated a slow transformation in the methods of UX research: from widely used quantitative approaches to more recently employed qualitative techniques. Articulating the nuances, complexity, and diversity of a user's experience beyond surface descriptions remains a challenge within design. One qualitative method — micro-phenomenology — has been used in HCI/Design research since 2001. Yet, no systematic understanding of micro-phenomenology has been presented, particularly from the perspective of HCI/Design researchers who actively use it in design contexts. We interviewed 5 HCI/Design experts who utilize micro-phenomenology and present their experiences with the method. We illustrate how this method has been applied by the selected experts through developing a practice, and present conditions under which the descriptions of the experience unfold, and the values that this method can provide to HCI/Design field. Our contribution highlights the value of micro-phenomenology in articulating the experience of designers and participants, developing vocabulary for multi-sensory experiences, and unfolding embodied tacit knowledge.
Title: Genie in the Bottle: Anthropomorphized Perceptions of Conversational Agents
Authors: family: Kuzminykh
given: Anastasia; family: Sun
given: Jenny; family: Govindaraju
given: Nivetha; family: Avery
given: Jeff; family: Lank
given: Edward
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper presents a qualitative multi-phase study seeking to identify patterns in users' anthropomorphized perceptions of conversational agents. Through a comparative analysis of behavioral perceptions and visual conceptions of three agents - Alexa, Google Assistant, and Siri - we first show that the perceptions of an agent's character are structured according to five categories: approachability, sentiment toward a user, professionalism, intelligence, and individuality. We then explore visualizations of the agents' appearance and discuss the specifics assigned to each agent. Finally, we analyze associative explanations for these perceptions. We demonstrate that the anthropomorphized behavioral and visual perceptions of agents yield structural consistency and discuss how these perceptions are linked with each other and system features.
Title: Exploring Nudge Designs to Help Adolescent SNS Users Avoid Privacy and Safety Threats
Authors: family: Masaki
given: Hiroaki; family: Shibata
given: Kengo; family: Hoshino
given: Shui; family: Ishihama
given: Takahiro; family: Saito
given: Nagayuki; family: Yatani
given: Koji
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: A nudge is a method to influence individual choices without taking away freedom of choice. We are interested in whether nudges can help adolescents avoid privacy and safety threats on social network services (SNS). We conducted an online survey to compare how 11 different nudge designs influence decisions on 9 scenarios featuring various privacy and safety threats. We collected 29,608 responses from adolescent SNS users (self-claimed high school and university students), and found that nudges can help to educe potentially risk choices. Participants were more likely to avoid potentially risky choices when presented with negative frames (e.g., "90% of users would not share a photo without permission'') than affirmative ones (e.g., "10% of users would''). Social nudges displaying statistics on how likely other people would make potentially risky decisions can have a negative effect in comparison to a nudge with only general privacy and safety suggestions. We conclude by providing design considerations for privacy/safety nudges targeting adolescent SNS users.
Title: Embodied Learning in Immersive Smart Spaces
Authors: family: Gelsomini
given: Mirko; family: Leonardi
given: Giulia; family: Garzotto
given: Franca
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper presents the design and evaluation of IMAGINE, a novel interactive immersive smart space for embodied learning. In IMAGINE children use full-body movements and gestures to interact with multimedia educational contents projected on the wall and on the floor, while synchronized light effects enhance immersivity. A controlled study performed at a primary school with 48 children aged 6-8 highlights the educational potential of an immersive embodied solution, also compared to traditional teaching methods, and draws some implications for smart-space technology adoption in educational contexts.
Title: Better Because It's New: The Impact of Perceived Novelty on the Added Value of Mid-Air Haptic Feedback
Authors: family: Rutten
given: Isa; family: Geerts
given: David
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Mid-air haptic (MAH) feedback, providing touch feedback through ultrasound, has been considered an attractive substitute for the absence of physical touch during gesture-based interaction. Although the impact of MAH feedback on workload has already received some attention, the impact on other qualities of the user experience, including general attractiveness and experienced pleasure have been less investigated. In this preregistered study, involving 32 participants, we observed an added value of MAH feedback, on top of visual feedback, by increasing the attractiveness and experienced pleasure during gesture-based interaction, but not by decreasing workload. The added value regarding pleasure and attractiveness disappeared however after statistically controlling for perceived novelty. This paper highlights the importance of statistically controlling for novelty when testing the user experience of new technology during first-time use.
Title: Designing Trans Technology: Defining Challenges and Envisioning Community-Centered Solutions
Authors: family: Haimson
given: Oliver L.; family: Gorrell
given: Dykee; family: Starks
given: Denny L.; family: Weinger
given: Zu
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Transgender and non-binary people face substantial challenges in the world, ranging from social inequities and discrimination to lack of access to resources. Though technology cannot fully solve these problems, technological solutions may help to address some of the challenges trans people and communities face. We conducted a series of participatory design sessions (total N = 21 participants) to understand trans people's most pressing challenges and to involve this population in the design process. We detail four types of technologies trans people envision: technologies for changing bodies, technologies for changing appearances / gender expressions, technologies for safety, and technologies for finding resources. We found that centering trans people in the design process enabled inclusive technology design that primarily focused on sharing community resources and prioritized connection between community members.
Title: Vipo: Spatial-Visual Programming with Functions for Robot-IoT Workflows
Authors: family: Huang
given: Gaoping; family: Rao
given: Pawan S.; family: Wu
given: Meng-Han; family: Qian
given: Xun; family: Nof
given: Shimon Y.; family: Ramani
given: Karthik; family: Quinn
given: Alexander J.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Mobile robots and IoT (Internet of Things) devices can increase productivity, but only if they can be programmed by workers who understand the domain. This is especially true in manufacturing. Visual programming in the spatial context of the operating environment can enable mental models at a familiar level of abstraction. However, spatial-visual programming is still in its infancy; existing systems lack IoT integration and fundamental constructs, such as functions, that are essential for code reuse, encapsulation, or recursive algorithms. We present Vipo, a spatial-visual programming system for robot-IoT workflows. Vipo was designed with input from managers at six factories using mobile robots. Our user study (n=22) evaluated efficiency, correctness, comprehensibility of spatial-visual programming with functions.