huashen218/convxai-cia-dataset huggingface dataset:
Title: Design Goals for Playful Technology to Support Physical Activity Among Wheelchair Users
Authors: family: Mason
given: Liam; family: Gerling
given: Kathrin; family: Dickinson
given: Patrick; family: De Angeli
given: Antonella
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: integrated behavioral model, wheelchair, accessibility, games

Abstract: Playful technology has the potential to support physical activity (PA) among wheelchair users, but little is known about design considerations for this audience, who experience significant access barriers. In this paper, we lever-age the Integrated Behavioural Model (IBM) to understand wheelchair users' perspectives on PA, technology, and play.First, we present findings from an interview study with eight physically active wheelchair users. Second, we build on the interviews in a survey that received 44 responses from a broader group of wheelchair users. Results show that the anticipation of positive experiences was the strongest predictor of engagement with PA, and that accessibility concerns act as barriers both in terms of PA participation and technology use. We present four design goals - emphasizing enjoyment,involving others, building knowledge and enabling flexibility - to make our findings actionable for researchers and designers wishing to create accessible playful technology to support PA.
Title: Designing 'True Colors': A Social Wearable that Affords Vulnerability
Authors: family: Dagan
given: Ella; family: Márquez Segura
given: Elena; family: Altarriba Bertran
given: Ferran; family: Flores
given: Miguel; family: Isbister
given: Katherine
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: play-to-lose, caring, larp, "social wearables, social affordances, social touch", vulnerability, interruptions, rtd, co- located social play, embodied interaction, research through design, wearables

Abstract: Vulnerability is a common experience in everyday life and is frequently perceived as a flaw to be excised in technology design. Yet, research indicates it is an essential aspect of wholehearted living among others. In this paper, we present the design and deployment of 'True Colors', a novel wearable device intended to support social interaction in a live action roleplay game (LARP) setting. We describe the Research-through-Design process that helped us to discover and articulate the possibility space of vulnerability in the design of social wearables, as support for producing a sense of social empowerment and connection among wearers within the LARP. We draw conclusions that may be of value to others designing wearables and related technologies aimed at supporting co-located social interaction in games/play.
Title: Investigating Slowness as a Frame to Design Longer-Term Experiences with Personal Data: A Field Study of Olly
Authors: family: Odom
given: William; family: Wakkary
given: Ron; family: Hol
given: Jeroen; family: Naus
given: Bram; family: Verburg
given: Pepijn; family: Amram
given: Tal; family: Chen
given: Amy Yo Sue
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: temporality, slow technology, research through design, personal data, home, digital music

Abstract: We describe the design and deployment of Olly, a domestic music player that enables people to re-experience digital music they listened to in the past. Olly uses its owner's Last.FM listening history metadata archive to occasionally select a song from their past, but offers no user control over what is selected or when. We deployed Olly in 3 homes for 15 months to explore how its slow pace might support experiences of reflection and reminiscence. Findings revealed that Olly became highly integrated in participants lives with sustained engagement over time. They drew on Olly to reflect on past life experiences and reactions indicated an increase in perceived value of their Last.FM archive. Olly also provoked reflections on the temporalities of personal data and technology. Findings are interpreted to present opportunities for future HCI research and practice.
Title: From HCI to HCI-Amusement: Strategies for Engaging what New Technology Makes Old
Authors: family: Devendorf
given: Laura; family: Andersen
given: Kristina; family: Rosner
given: Daniela K.; family: Wakkary
given: Ron; family: Pierce
given: James
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: contributions, design research, fluxus, hci-amusements

Abstract: Notions of what counts as a contribution to HCI continue to be contested as our field expands to accommodate perspectives from the arts and humanities. This paper aims to advance the position of the arts and further contribute to these debates by actively exploring what a "non-contribution" would look like in HCI. We do this by taking inspiration from Fluxus, a collective of artists in the 1950's and 1960's who actively challenged and reworked practices of fine arts institutions by producing radically accessible, ephemeral, and modest works of "art-amusement." We use Fluxus to develop three analogous forms of "HCI-amusements," each of which shed light on dominant practices and values within HCI by resisting to fit into its logics.
Title: Evaluating the Impact of a Mobile Neurofeedback App for Young Children at School and Home
Authors: family: Antle
given: Alissa N.; family: McLaren
given: Elgin-Skye; family: Fiedler
given: Holly; family: Johnson
given: Naomi
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: hci for mental health, children, field studies, self-regulation, brain computer interfaces, positive computing

Abstract: About 18% of children in industrialized countries suffer from anxiety. We designed a mobile neurofeedback app, called Mind-Full, based on existing design guidelines. Our goal was for young children in lower socio-economic status schools to improve their ability to self-regulate anxiety by using Mind-Full. In this paper we report on quantitative outcomes from a sixteen-week field evaluation with 20 young children (aged 5 to 8). Our methodological contribution includes using a control group, validated measures of anxiety and stress, and assessing transfer and maintenance. Results from teacher and parent behavioral surveys indicated gains in children's ability to self-regulate anxiety at school and home; a decrease in anxious behaviors at home; and cortisol tests showed variable improvement in physiological stress levels. We contribute to HCI for mental health with evidence that it is viable to use a mobile app in lower socio-economic status schools to improve children's mental health.
Title: Geodesy: Self-rising 2.5D Tiles by Printing along 2D Geodesic Closed Path
Authors: family: Gu
given: Jianzhe; family: Breen
given: David E.; family: Hu
given: Jenny; family: Zhu
given: Lifeng; family: Tao
given: Ye; family: Van de Zande
given: Tyson; family: Wang
given: Guanyun; family: Zhang
given: Yongjie Jessica; family: Yao
given: Lining
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: 3d printing, morphing, shell structure, non-developable surface, shape-changing interface, self-folding, 4d printing

Abstract: Thermoplastic and Fused Deposition Modeling (FDM) based 4D printing are rapidly expanding to allow for space- and material-saving 2D printed sheets morphing into 3D shapes when heated. However, to our knowledge, all the known examples are either origami-based models with obvious folding hinges, or beam-based models with holes on the morphing surfaces. Morphing continuous double-curvature surfaces remains a challenge, both in terms of a tailored toolpath-planning strategy and a computational model that simulates it. Additionally, neither approach takes surface texture as a design parameter in its computational pipeline. To extend the design space of FDM-based 4D printing, in Geodesy, we focus on the morphing of continuous double-curvature surfaces or surface textures. We suggest a unique tool path - printing thermoplastics along 2D closed geodesic paths to form a surface with one raised continuous double-curvature tiles when exposed to heat. The design space is further extended to more complex geometries composed of a network of rising tiles (i.e., surface textures). Both design components and the computational pipeline are explained in the paper, followed by several printed geometric examples.
Title: In a Silent Way: Communication Between AI and Improvising Musicians Beyond Sound
Authors: family: McCormack
given: Jon; family: Gifford
given: Toby; family: Hutchings
given: Patrick; family: Llano Rodriguez
given: Maria Teresa; family: Yee-King
given: Matthew; family: d'Inverno
given: Mark
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: extra-musical communication, improvisation, ai systems

Abstract: Collaboration is built on trust, and establishing trust with a creative Artificial Intelligence is difficult when the decision process or internal state driving its behaviour isn't exposed. When human musicians improvise together, a number of extra-musical cues are used to augment musical communication and expose mental or emotional states which affect musical decisions and the effectiveness of the collaboration. We developed a collaborative improvising AI drummer that communicates its confidence through an emoticon-based visualisation. The AI was trained on musical performance data, as well as real-time skin conductance, of musicians improvising with professional drummers, exposing both musical and extra-musical cues to inform its generative process. Uni- and bi-directional extra-musical communication with real and false values were tested by experienced improvising musicians. Each condition was evaluated using the FSS-2 questionnaire, as a proxy for musical engagement. The results show a positive correlation between extra-musical communication of machine internal state and human musical engagement.
Title: Towards Collaboration Translucence: Giving Meaning to Multimodal Group Data
Authors: family: Echeverria
given: Vanessa; family: Martinez-Maldonado
given: Roberto; family: Buckingham Shum
given: Simon
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: collaboration, cscw, pervasive computing, learning analytics

Abstract: Collocated, face-to-face teamwork remains a pervasive mode of working, which is hard to replicate online. Team members' embodied, multimodal interaction with each other and artefacts has been studied by researchers, but due to its complexity, has remained opaque to automated analysis. However, the ready availability of sensors makes it increasingly affordable to instrument work spaces to study teamwork and groupwork. The possibility of visualising key aspects of a collaboration has huge potential for both academic and professional learning, but a frontline challenge is the enrichment of quantitative data streams with the qualitative insights needed to make sense of them. In response, we introduce the concept of collaboration translucence, an approach to make visible selected features of group activity. This is grounded both theoretically (in the physical, epistemic, social and affective dimensions of group activity), and contextually (using domain-specific concepts). We illustrate the approach from the automated analysis of healthcare simulations to train nurses, generating four visual proxies that fuse multimodal data into higher order patterns.
Title: At Your Service: Designing Voice Assistant Personalities to Improve Automotive User Interfaces
Authors: family: Braun
given: Michael; family: Mainz
given: Anja; family: Chadowitz
given: Ronee; family: Pfleging
given: Bastian; family: Alt
given: Florian
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: voice assistant, personalization, automotive ui, personality

Abstract: This paper investigates personalized voice characters for in-car speech interfaces. In particular, we report on how we designed different personalities for voice assistants and compared them in a real world driving study. Voice assistants have become important for a wide range of use cases, yet current interfaces are using the same style of auditory response in every situation, despite varying user needs and personalities. To close this gap, we designed four assistant personalities (Friend, Admirer, Aunt, and Butler) and compared them to a baseline (Default) in a between-subject study in real traffic conditions. Our results show higher likability and trust for assistants that correctly match the user's personality while we observed lower likability, trust, satisfaction, and usefulness for incorrectly matched personalities, each in comparison with the Default character. We discuss design aspects for voice assistants in different automotive use cases.
Title: Toward Algorithmic Accountability in Public Services: A Qualitative Study of Affected Community Perspectives on Algorithmic Decision-making in Child Welfare Services
Authors: family: Brown
given: Anna; family: Chouldechova
given: Alexandra; family: Putnam-Hornstein
given: Emily; family: Tobin
given: Andrew; family: Vaithianathan
given: Rhema
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: algorithmic bias, automated decision systems, algorithmic accountability, child welfare services, decision-support, participatory design

Abstract: Algorithmic decision-making systems are increasingly being adopted by government public service agencies. Researchers, policy experts, and civil rights groups have all voiced concerns that such systems are being deployed without adequate consideration of potential harms, disparate impacts, and public accountability practices. Yet little is known about the concerns of those most likely to be affected by these systems. We report on workshops conducted to learn about the concerns of affected communities in the context of child welfare services. The workshops involved 83 study participants including families involved in the child welfare system, employees of child welfare agencies, and service providers. Our findings indicate that general distrust in the existing system contributes significantly to low comfort in algorithmic decision-making. We identify strategies for improving comfort through greater transparency and improved communication strategies. We discuss the implications of our study for accountable algorithm design for child welfare applications.
Title: ActiveInk: (Th)Inking with Data
Authors: family: Romat
given: Hugo; family: Henry Riche
given: Nathalie; family: Hinckley
given: Ken; family: Lee
given: Bongshin; family: Appert
given: Caroline; family: Pietriga
given: Emmanuel; family: Collins
given: Christopher
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: ink, active reading, visualization, digital pen

Abstract: During sensemaking, people annotate insights: underlining sentences in a document or circling regions on a map. They jot down their hypotheses: drawing correlation lines on scatterplots or creating personal legends to track patterns. We present ActiveInk, a system enabling people to seamlessly transition between exploring data and externalizing their thoughts using pen and touch. ActiveInk enables the natural use of pen for active reading behaviors, while supporting analytic actions by activating any of these ink strokes. Through a qualitative study with eight participants, we contribute observations of active reading behaviors during data exploration and design principles to support sensemaking.
Title: Evaluating the Effect of Feedback from Different Computer Vision Processing Stages: A Comparative Lab Study
Authors: family: Kittley-Davies
given: Jacob; family: Alqaraawi
given: Ahmed; family: Yang
given: Rayoung; family: Costanza
given: Enrico; family: Rogers
given: Alex; family: Stein
given: Sebastian
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: controlled study, keypoints, stop motion animation, computer vision, feedback, processing pipelines

Abstract: Computer vision and pattern recognition are increasingly being employed by smartphone and tablet applications targeted at lay-users. An open design challenge is to make such systems intelligible without requiring users to become technical experts. This paper reports a lab study examining the role of visual feedback. Our findings indicate that the stage of processing from which feedback is derived plays an important role in users' ability to develop coherent and correct understandings of a system's operation. Participants in our study showed a tendency to misunderstand the meaning being conveyed by the feedback, relating it to processing outcomes and higher level concepts, when in reality the feedback represented low level features. Drawing on the experimental results and the qualitative data collected, we discuss the challenges of designing interactions around pattern matching algorithms.
Title: Smart and Fermented Cities: An Approach to Placemaking in Urban Informatics
Authors: family: Freeman
given: Guo; family: Bardzell
given: Jeffrey; family: Bardzell
given: Shaowen; family: Liu
given: Szu-Yu (Cyn); family: Lu
given: Xi; family: Cao
given: Diandian
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: urban informatics, smart cities, placemaking

Abstract: What makes a city meaningful to its residents? What attracts people to live in a city and to care for it? Today, we might see such questions as concerns for HCI, given the emerging agendas of smart and connected cities, IoT, and ubiquitous computing: city residents' perceptions of and attitudes towards smart city technologies will play a role in technology acceptance. Theories of "placemaking" from humanist geography and urban planning address themselves to such concerns, and they have been taken up in HCI and urban informatics research. This theory offers ideas for developing community attachment, heightening the legibility of the city, and intensifying lived experiences in the city. We add to this body of research with an analysis of several initiatives of City Yeast, a community-based design collective in Taiwan that proposes the metaphor of fermentation as an approach to placemaking. We unpack how this approach shapes their design practice and link its implications to urban informatics research in HCI. We suggest that smart cities can also be pursued by leveraging the knowledge of city residents and helping to facilitate their participation in acts of perceiving, envisioning, and improving their local communities, including but not limited to smart and connected technologies.
Title: Deaf and Hard-of-hearing Individuals' Preferences for Wearable and Mobile Sound Awareness Technologies
Authors: family: Findlater
given: Leah; family: Chinh
given: Bonnie; family: Jain
given: Dhruv; family: Froehlich
given: Jon; family: Kushalnagar
given: Raja; family: Lin
given: Angela Carey
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: user study, deaf, mobile, sound awareness, online survey, hearing loss, hard of hearing, wearable

Abstract: To investigate preferences for mobile and wearable sound awareness systems, we conducted an online survey with 201 DHH participants. The survey explores how demographic factors affect perceptions of sound awareness technologies, gauges interest in specific sounds and sound characteristics, solicits reactions to three design scenarios (smartphone, smartwatch, head-mounted display) and two output modalities (visual, haptic), and probes issues related to social context of use. While most participants were highly interested in being aware of sounds, this interest was modulated by communication preference--that is, for sign or oral communication or both. Almost all participants wanted both visual and haptic feedback and 75% preferred to have that feedback on separate devices (e.g., haptic on smartwatch, visual on head-mounted display). Other findings related to sound type, full captions vs. keywords, sound filtering, notification styles, and social context provide direct guidance for the design of future mobile and wearable sound awareness systems.
Title: The Impact of User Characteristics and Preferences on Performance with an Unfamiliar Voice User Interface
Authors: family: Myers
given: Chelsea M.; family: Furqan
given: Anushay; family: Zhu
given: Jichen
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: empirical analysis, voice, multimodal interfaces, user experience, voice user interfaces

Abstract: Voice User Interfaces (VUIs) are increasing in popularity. However, their invisible nature with no or limited visuals makes it difficult for users to interact with unfamiliar VUIs. We analyze the impact of user characteristics and preferences on how users interact with a VUI-based calendar, DiscoverCal. While recent VUI studies analyze user behavior through self-reported data, we extend this research by analyzing both VUI usage data and self-reported data to observe correlations between both data types. Results from our user study (n=50) led to four key findings: 1) programming experience did not have a wide-spread impact on performance metrics while 2) assimilation bias did, 3) participants with more technical confidence exhibited a trial-and-error approach, and 4) desiring more guidance from our VUI correlated with performance metrics that indicate cautious users.
Title: Pinpoint: A PCB Debugging Pipeline Using Interruptible Routing and Instrumentation
Authors: family: Strasnick
given: Evan; family: Follmer
given: Sean; family: Agrawala
given: Maneesh
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: pcb, debugging, in-circuit testing, instrumentation, printed circuit board, design tool, design-for-test, jig

Abstract: Difficulties in accessing, isolating, and iterating on the components and connections of a printed circuit board (PCB) create unique challenges in PCB debugging. Manual probing methods are slow and error prone, and even dedicated PCB testing equipment remains limited by its inability to modify the circuit during testing. We present Pinpoint, a tool that facilitates in-circuit PCB debugging through techniques such as programmatically probing signals, dynamically disconnecting components and subcircuits to test in isolation, and splicing in new elements to explore potential modifications. Pinpoint automatically instruments a PCB design and generates designs for a physical jig board that interfaces the user's PCB to our custom testing hardware and to software tools. We evaluate Pinpoint's ability to facilitate the debugging of various PCB issues by instrumenting and testing different classes of boards, as well as by characterizing its technical limitations and by soliciting feedback through a guided exploration with PCB designers.