huashen218/convxai-cia-dataset huggingface dataset:
Title: Mapping Machine Learning Advances from HCI Research to Reveal Starting Places for Design Innovation
Authors: family: Yang
given: Qian; family: Banovic
given: Nikola; family: Zimmerman
given: John
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: research transfer, data mining, sensitizing concept, user experience, machine learning, bibliometric

Abstract: HCI has become particularly interested in using machine learning (ML) to improve user experience (UX). However, some design researchers claim that there is a lack of design innovation in envisioning how ML might improve UX. We investigate this claim by analyzing 2,494 related HCI research publications. Our review confirmed a lack of research integrating UX and ML. To help span this gap, we mined our corpus to generate a topic landscape, mapping out 7 clusters of ML technical capabilities within HCI. Among them, we identified 3 under-explored clusters that design researchers can dig in and create sensitizing concepts for. To help operationalize these technical design materials, our analysis then identified value channels through which the technical capabilities can provide value for users: self, context, optimal, and utility-capability. The clusters and the value channels collectively mark starting places for envisioning new ways for ML technology to improve people's lives.
Title: Pentelligence: Combining Pen Tip Motion and Writing Sounds for Handwritten Digit Recognition
Authors: family: Schrapel
given: Maximilian; family: Stadler
given: Max-Ludwig; family: Rohs
given: Michael
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: neural networks, digital pens, digit recognition, writing motion, handwriting recognition, writing sound, sound emissions

Abstract: Digital pens emit ink on paper and digitize handwriting. The range of the pen is typically limited to a special writing surface on which the pen's tip is tracked. We present Pentelligence, a pen for handwritten digit recognition that operates on regular paper and does not require a separate tracking device. It senses the pen tip's motions and sound emissions when stroking. Pen motions and writing sounds exhibit complementary properties. Combining both types of sensor data substantially improves the recognition rate. Hilbert envelopes of the writing sounds and mean-filtered motion data are fed to neural networks for majority voting. The results on a dataset of 9408 handwritten digits taken from 26 individuals show that motion+sound outperforms single-sensor approaches at an accuracy of 78.4% for 10 test users. Retraining the networks for a single writer on a dataset of 2120 samples increased the precision to 100% for single handwritten digits at an overall accuracy of 98.3%.
Title: Exploring Multimodal Watch-back Tactile Display using Wind and Vibration
Authors: family: Shim
given: Youngbo Aram; family: Lee
given: Jaeyeon; family: Lee
given: Geehyuk
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: watch-back tactile display, airflow display, multimodal tactile display, wearable tactile display, vibrotactile display

Abstract: A tactile display on the back of a smartwatch is an attractive output option; however, its channel capacity is limited owing to the small contact area. In order to expand the channel capacity, we considered using two perceptually distinct types of stimuli, wind and vibration, together on the same skin area. The result is a multimodal tactile display that combines wind and vibration to create "colored" tactile sensations on the wrist. As a first step toward this goal, we conducted in this study four user experiments with a wind-vibration tactile display to examine different ways of combining wind and vibration: Individual, Sequential, and Simultaneous. The results revealed the sequential combination of wind and vibration to exhibit the highest potential, with an information transfer capacity of 3.29 bits. In particular, the transition of tactile modality was perceived at an accuracy of 98.52%. The current results confirm the feasibility and potential of a multimodal tactile display combining wind and vibration.
Title: eKichabi: Information Access through Basic Mobile Phones in Rural Tanzania
Authors: family: Weld
given: Galen; family: Perrier
given: Trevor; family: Aker
given: Jenny; family: Blumenstock
given: Joshua E.; family: Dillon
given: Brian; family: Kamanzi
given: Adalbertus; family: Kokushubira
given: Editha; family: Webster
given: Jennifer; family: Anderson
given: Richard J.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: tanzania, basic mobile phones, ussd, ict4d, hci4d

Abstract: This paper presents eKichabi, a tool for retrieving contact information for agriculture-related enterprises in Tanzania. eKichabi is an Unstructured Supplementary Service Data (USSD) application which users can access through basic mobile phones. We describe our focus groups, a design iteration, deployment in four villages, and follow up interviews by phone. This work demonstrates the feasibility of USSD for information access applications that have the potential for deployment on a large scale in the developing world. From user interviews, we identified strong evidence of eKichabi fulfilling an unmet need for business related information, both in identifying business contacts in other villages, as well locating specific service providers. One of our key findings demonstrates that users access information through multiple modes, including text search, in addition to menu navigation organized by both business sector category and geographic area.
Title: Understanding Identity Presentation in Medical Crowdfunding
Authors: family: Kim
given: Jennifer G.; family: Hong
given: Hwajung; family: Karahalios
given: Karrie
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: self-presentation, identity, medical crowdfunding

Abstract: People desire to present themselves favorably to others. However, medical crowdfunding beneficiaries are often expected to present their dire medical conditions and financial straits to solicit financial support. To investigate how beneficiaries convey their situation on medical crowdfunding pages and how contributors perceive the presented information, we interviewed both medical crowdfunding beneficiaries and contributors. While beneficiaries emphasized the serious of their medical situations to signal their deservedness of support, contributor participants gave less attention to that content. Rather, they focused on their impression of the beneficiary's character formed by various features of contributions such as the contributor's names, messages, and shared pictures. These contribution features further signaled common connections between the beneficiary and contributors and each contributor's unique involvement in the beneficiary's medical journey. However, the contribution amount resulted in judgement about other contributors. We suggest design opportunities and challenges that apply these results to the design of medical crowdfunding interfaces.
Title: Pocket Transfers: Interaction Techniques for Transferring Content from Situated Displays to Mobile Devices
Authors: family: Mäkelä
given: Ville; family: Khamis
given: Mohamed; family: Mecke
given: Lukas; family: James
given: Jobin; family: Turunen
given: Markku; family: Alt
given: Florian
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: public displays, ubiquitous computing, cross-device interaction, multimodal, mid-air gestures, content transfer, gaze

Abstract: We present Pocket Transfers: interaction techniques that allow users to transfer content from situated displays to a personal mobile device while keeping the device in a pocket or bag. Existing content transfer solutions require direct manipulation of the mobile device, making inter-action slower and less flexible. Our introduced tech-niques employ touch, mid-air gestures, gaze, and a mul-timodal combination of gaze and mid-air gestures. We evaluated the techniques in a novel user study (N=20), where we considered dynamic scenarios where the user approaches the display, completes the task, and leaves. We show that all pocket transfer techniques are fast and seen as highly convenient. Mid-air gestures are the most efficient touchless method for transferring a single item, while the multimodal method is the fastest touchless method when multiple items are transferred. We provide guidelines to help researchers and practitioners choose the most suitable content transfer techniques for their systems.
Title: Understanding the Family Perspective on the Storage, Sharing and Handling of Family Civic Data
Authors: family: Bowyer
given: Alex; family: Montague
given: Kyle; family: Wheater
given: Stuart; family: McGovern
given: Ruth; family: Lingam
given: Raghu; family: Balaam
given: Madeline
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: design games, big data, civic data, user-centered design, personal data, family, healthcare, ethnographic interviews, family research, ubicomp, data privacy, family design games, data sharing, social care, data security, boundary objects, dynamic consent

Abstract: Across social care, healthcare and public policy, enabled by the "big data" revolution (which has normalized large-scale data-based decision-making), there are moves to "join up" citizen databases to provide care workers with holistic views of families they support. In this context, questions of personal data privacy, security, access, control and (dis-)empowerment are critical considerations for system designers and policy makers alike. To explore the family perspective on this landscape of what we call Family Civic Data, we carried out ethnographic interviews with four North-East families. Our design-game-based interviews were effective for engaging both adults and children to talk about the impact of this dry, technical topic on their lives. Our findings, delivered in the form of design guidelines, show support for dynamic consent: families would feel most empowered if involved in an ongoing co-operative relationship with state welfare and civic authorities through shared interaction with their data.
Title: The Effects of Adding Search Functionality to Interactive Visualizations on the Web
Authors: family: Feng
given: Mi; family: Deng
given: Cheng; family: Peck
given: Evan M.; family: Harrison
given: Lane
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: evaluation, visualization, search, interaction

Abstract: The widespread use of text-based search in user interfaces has led designers in visualization to occasionally add search functionality to their creations. Yet it remains unclear how search may impact a person's behavior. Given the unstructured context of the web, users may not have explicit information-seeking goals and designers cannot make assumptions about user attention. To bridge this gap, we observed the impact of integrating search with five visualizations across 830 online participants. In an unguided task, we find that (1) the presence of text-based search influences people's information-seeking goals, (2) search can alter the data that people explore and how they engage with it, and (3) the effects of search are amplified in visualizations where people are familiar with the underlying dataset. These results suggest that text-search in web visualizations drives users towards more diverse information seeking goals, and may be valuable in a range of existing visualization designs.
Title: Towards Design Principles for Visual Analytics in Operations Contexts
Authors: family: Conlen
given: Matthew; family: Stalla
given: Sara; family: Jin
given: Chelly; family: Hendrie
given: Maggie; family: Mushkin
given: Hillary; family: Lombeyda
given: Santiago; family: Davidoff
given: Scott
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: visualization, operations, visual design, qualitative methods, theory, design principles, contextual inquiry, design research methods, information seeking & search

Abstract: Operations engineering teams interact with complex data systems to make technical decisions that ensure the operational efficacy of their missions. To support these decision-making tasks, which may require elastic prioritization of goals dependent on changing conditions, custom analytics tools are often developed. We were asked to develop such a tool by a team at the NASA Jet Propulsion Laboratory, where rover telecom operators make decisions based on models predicting how much data rovers can transfer from the surface of Mars. Through research, design, implementation, and informal evaluation of our new tool, we developed principles to inform the design of visual analytics systems in operations contexts. We offer these principles as a step towards understanding the complex task of designing these systems. The principles we present are applicable to designers and developers tasked with building analytics systems in domains that face complex operations challenges such as scheduling, routing, and logistics.
Title: Displaying Invisible Objects: Why People Rarely Re-read E-books
Authors: family: Gruning
given: Jane
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: digital objects, goodreads, virtual possessions, kindle, e-readers, e-books, display, books, ownership

Abstract: This study of paper and e-books investigates how specific affordances of physical and digital objects relate to people's valuations and uses of those objects over time. We found that while the visibility of paper books amplified the meaningfulness of organizational and display actions taken with regards to those objects, the systems that supported interactions with e-books instead tended to make such actions less meaningful. We argue that these systems also discouraged re-uses of e-books for most participants -- the important exceptions being several participants who used the book-focused social networking site Goodreads. This paper details how the affordances and limitations that resulted from the material constructions of paper and e-books impacted participants' uses of and feelings towards those objects, and examines the implications of using a supplementary online system for displaying digital objects.
Title: A Visual Interaction Cue Framework from Video Game Environments for Augmented Reality
Authors: family: Dillman
given: Kody R.; family: Mok
given: Terrance Tin Hoi; family: Tang
given: Anthony; family: Oehlberg
given: Lora; family: Mitchell
given: Alex
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: interaction cues, game design, augmented reality, guidance

Abstract: Based on an analysis of 49 popular contemporary video games, we develop a descriptive framework of visual interaction cues in video games. These cues are used to inform players what can be interacted with, where to look, and where to go within the game world. These cues vary along three dimensions: the purpose of the cue, the visual design of the cue, and the circumstances under which the cue is shown. We demonstrate that this framework can also be used to describe interaction cues for augmented reality applications. Beyond this, we show how the framework can be used to generatively derive new design ideas for visual interaction cues in augmented reality experiences.
Title: Designing Coherent Gesture Sets for Multi-scale Navigation on Tabletops
Authors: family: Rusnák
given: Vít; family: Appert
given: Caroline; family: Chapuis
given: Olivier; family: Pietriga
given: Emmanuel
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: multi-scale navigation, multi-touch interaction, tabletop

Abstract: Multi-scale navigation interfaces were originally designed to enable single users to explore large visual information spaces on desktop workstations. These interfaces can also be quite useful on tabletops. However, their adaptation to co-located multi-user contexts is not straightforward. The literature describes different interfaces, that only offer a limited subset of navigation actions. In this paper, we first identify a comprehensive set of actions to effectively support multi-scale navigation. We report on a guessability study in which we elicited user-defined gestures for triggering these actions, showing that there is no natural design solution, but that users heavily rely on the now-ubiquitous slide, pinch and turn gestures. We then propose two interface designs based on this set of three basic gestures: one involves two-hand variations on these gestures, the other combines them with widgets. A comparative study suggests that users can easily learn both, and that the gesture-based, visually-minimalist design is a viable option, that saves display space for other controls.
Title: HindSight: Enhancing Spatial Awareness by Sonifying Detected Objects in Real-Time 360-Degree Video
Authors: family: Schoop
given: Eldon; family: Smith
given: James; family: Hartmann
given: Bjoern
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: sonification, computer vision, 360-degree video, augmented perception

Abstract: Our perception of our surrounding environment is limited by the constraints of human biology. The field of augmented perception asks how our sensory capabilities can be usefully extended through computational means. We argue that spatial awareness can be enhanced by exploiting recent advances in computer vision which make high-accuracy, real-time object detection feasible in everyday settings. We introduce HindSight, a wearable system that increases spatial awareness by detecting relevant objects in live 360-degree video and sonifying their position and class through bone conduction headphones. HindSight uses a deep neural network to locate and attribute semantic information to objects surrounding a user through a head-worn panoramic camera. It then uses bone conduction headphones, which preserve natural auditory acuity, to transmit audio notifications for detected objects of interest. We develop an application using HindSight to warn cyclists of approaching vehicles outside their field of view and evaluate it in an exploratory study with 15 users. Participants reported increases in perceived safety and awareness of approaching vehicles when using HindSight.
Title: Uncertainty Displays Using Quantile Dotplots or CDFs Improve Transit Decision-Making
Authors: family: Fernandes
given: Michael; family: Walls
given: Logan; family: Munson
given: Sean; family: Hullman
given: Jessica; family: Kay
given: Matthew
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: uncertainty visualization, transit predictions, cumulative distribution plots, dotplots, mobileinterfaces

Abstract: Everyday predictive systems typically present point predictions, making it hard for people to account for uncertainty when making decisions. Evaluations of uncertainty displays for transit prediction have assessed people's ability to extract probabilities, but not the quality of their decisions. In a controlled, incentivized experiment, we had subjects decide when to catch a bus using displays with textual uncertainty, uncertainty visualizations, or no-uncertainty (control). Frequency-based visualizations previously shown to allow people to better extract probabilities (quantile dotplots) yielded better decisions. Decisions with quantile dotplots with 50 outcomes were(1) better on average, having expected payoffs 97% of optimal(95% CI: [95%,98%]), 5 percentage points more than control (95% CI: [2,8]); and (2) more consistent, having within-subject standard deviation of 3 percentage points (95% CI:[2,4]), 4 percentage points less than control (95% CI: [2,6]).Cumulative distribution function plots performed nearly as well, and both outperformed textual uncertainty, which was sensitive to the probability interval communicated. We discuss implications for real time transit predictions and possible generalization to other domains.
Title: What to Put on the User: Sensing Technologies for Studies and Physiology Aware Systems
Authors: family: Hänsel
given: Katrin; family: Poguntke
given: Romina; family: Haddadi
given: Hamed; family: Alomainy
given: Akram; family: Schmidt
given: Albrecht
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: affective computing, validation, stress, wearable technology

Abstract: Fitness trackers not just provide easy means to acquire physiological data in real-world environments due to affordable sensing technologies, they further offer opportunities for physiology-aware applications and studies in HCI; however, their performance is not well understood. In this paper, we report findings on the quality of 3 sensing technologies: PPG-based wrist trackers (Apple Watch, Microsoft Band 2), an ECG-belt (Polar H7) and reference device with stick-on ECG electrodes (Nexus 10). We collected physiological (heart rate, electrodermal activity, skin temperature) and subjective data from 21 participants performing combinations of physical activity and stressful tasks. Our empirical research indicates that wrist devices provide a good sensing performance in stationary settings. However, they lack accuracy when participants are mobile or if tasks require physical activity. Based on our findings, we suggest a textitDesign Space for Wearables in Research Settings and reflected on the appropriateness of the investigated technologies in research contexts.
Title: Lost in Migration: Information Management and Community Building in an Online Health Community
Authors: family: Nakikj
given: Drashko; family: Mamykina
given: Lena
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: social computing platform, socio-emotional support, information management, informational support, balanced design, community building, online health community, platform migration

Abstract: The ever-growing volume of information within online health communities (OHCs) presents an urgent need for new solutions that improve the efficiency of information organization and retrieval for their members. To meet this need, OHCs may choose to adopt off-the-shelf platforms that provide novel features for information management, but were not specifically designed to meet these communities' needs. The questions remain, however, as to the impact of these new platforms on social dynamics within OHCs and their well-being. To examine these questions, we qualitatively studied a migration of a popular OHC, focusing on diabetes self-management, between two off-the-shelf social computing platforms. Despite improving information management, the migration served as a catalyst to reveal the importance of features for identity management and closed circle communication that were not apparent to either the management or the membership of the community. We describe the study and draw implications for research and design for OHCs.