huashen218/convxai-cia-dataset huggingface dataset:
Title: Collaborative Practices with Structured Data: Do Tools Support What Users Need?
Authors: family: Koesten
given: Laura; family: Kacprzak
given: Emilia; family: Tennison
given: Jeni; family: Simperl
given: Elena
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: collaborative tools, structured data, human data interaction

Abstract: Collaborative work with data is increasingly common and spans a broad range of activities - from creating or analysing data in a team, to sharing it with others, to reusing someone else's data in a new context. In this paper, we explore collaboration practices around structured data and how they are supported by current technology. We present the results of an interview study with twenty data practitioners, from which we derive four high-level user needs for tool support. We compare them against the capabilities of twenty systems that are commonly associated with data activities, including data publishing software, wikis, web-based collaboration tools, and online community platforms. Our findings suggest that data-centric collaborative work would benefit from: structured documentation of data and its lifecycle; advanced affordances for conversations among collaborators; better change control; and custom data access. The findings help us formalise practices around data teamwork, and build a better understanding how people's motivations and barriers when working with structured data.
Title: RayCursor: A 3D Pointing Facilitation Technique based on Raycasting
Authors: family: Baloup
given: Marc; family: Pietrzak
given: Thomas; family: Casiez
given: Géry
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: pointing technique, virtual reality, visual feedforward

Abstract: Raycasting is the most common target pointing technique in virtual reality environments. However, performance on small and distant targets is impacted by the accuracy of the pointing device and the user's motor skills. Current pointing facilitation techniques are currently only applied in the context of the virtual hand, i.e. for targets within reach. We propose enhancements to Raycasting: filtering the ray, and adding a controllable cursor on the ray to select the nearest target. We describe a series of studies for the design of the visual feedforward, filtering technique, as well as a comparative study between different 3D pointing techniques. Our results show that highlighting the nearest target is one of the most efficient visual feedforward technique. We also show that filtering the ray reduces error rate in a drastic way. Finally we show the benefits of RayCursor compared to Raycasting and another technique from the literature.
Title: Finding Information on Non-Rectangular Interfaces
Authors: family: Simon
given: Florine; family: Roudaut
given: Anne; family: Irani
given: Pourang; family: Serrano
given: Marcos
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: visualisation, non-rectangular interface, visual search, user interfaces design

Abstract: With upcoming breakthroughs in free-form display technologies, new user interface design challenges have emerged. Here, we investigate a question, which has been widely explored on traditional GUIs but unexplored on non-rectangular interfaces: what are the user strategies in terms of visual search when information is not presented in a traditional rectangular layout? To achieve this, we present two complementary studies investigating eye movements in different visual search tasks. Our results unveil which areas are seen first according to different visual structures. By doing so we address the question of where to place relevant content for the UI designers of non-rectangular displays.
Title: Augmentation not Duplication: Considerations for the Design of Digitally-Augmented Comic Books
Authors: family: Kljun
given: Matjaž; family: Pucihar
given: Klen Čopič; family: Alexander
given: Jason; family: Weerasinghe
given: Maheshya; family: Campos
given: Cuauhtli; family: Ducasse
given: Julie; family: Kopacin
given: Barbara; family: Grubert
given: Jens; family: Coulton
given: Paul; family: Čelar
given: Miha
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: augmented reality, comic books, digital augmentation

Abstract: Digital-augmentation of print-media can provide contextually relevant audio, visual, or haptic content to supplement the static text and images. The design of such augmentation--its medium, quantity, frequency, content, and access technique--can have a significant impact on the reading experience. In the worst case, such as where children are learning to read, the print medium can become a proxy for accessing digital content only, and the textual content is avoided. In this work, we examine how augmented content can change the reader's behaviour with a comic book. We first report on the usage of a commercially available augmented comic for children, providing evidence that a third of all readers converted to simply viewing the digital media when printed content is duplicated. Second, we explore the design space for digital content augmentation in print media. Third, we report a user study with 136 children that examined the impact of both content length and presentation in a digitally-augmented comic book. From this, we report a series of design guidelines to assist designers and editors in the development of digitally-augmented print media.
Title: Swire: Sketch-based User Interface Retrieval
Authors: family: Huang
given: Forrest; family: Canny
given: John F.; family: Nichols
given: Jeffrey
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: user interface design, design examples, deep learning, sketching, computer vision, data-driven design, information retrieval

Abstract: Sketches and real-world user interface examples are frequently used in multiple stages of the user interface design process. Unfortunately, finding relevant user interface examples, especially in large-scale datasets, is a highly challenging task because user interfaces have aesthetic and functional properties that are only indirectly reflected by their corresponding pixel data and meta-data. This paper introduces Swire, a sketch-based neural-network-driven technique for retrieving user interfaces. We collect the first large-scale user interface sketch dataset from the development of Swire that researchers can use to develop new sketch-based data-driven design interfaces and applications. Swire achieves high performance for querying user interfaces: for a known validation task it retrieves the most relevant example as within the top-10 results for over 60% of queries. With this technique, for the first time designers can accurately retrieve relevant user interface examples with free-form sketches natural to their design workflows. We demonstrate several novel applications driven by Swire that could greatly augment the user interface design process.
Title: `I make up a silly name': Understanding Children's Perception of Privacy Risks Online
Authors: family: Zhao
given: Jun; family: Wang
given: Ge; family: Dally
given: Carys; family: Slovak
given: Petr; family: Edbrooke-Childs
given: Julian; family: Van Kleek
given: Max; family: Shadbolt
given: Nigel
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: scaffolding, privacy, family technologies, children, tablet computers

Abstract: Children under 11 are often regarded as too young to comprehend the implications of online privacy. Perhaps as a result, little research has focused on younger kids' risk recognition and coping. Such knowledge is, however, critical for designing efficient safeguarding mechanisms for this age group. Through 12 focus group studies with 29 children aged 6-10 from UK schools, we examined how children described privacy risks related to their use of tablet computers and what information was used by them to identify threats. We found that children could identify and articulate certain privacy risks well, such as information oversharing or revealing real identities online; however, they had less awareness with respect to other risks, such as online tracking or game promotions. Our findings offer promising directions for supporting children's awareness of cyber risks and the ability to protect themselves online.
Title: Supporting Coping with Parkinson's Disease Through Self Tracking
Authors: family: Mishra
given: Sonali R.; family: Klasnja
given: Predrag; family: MacDuffie Woodburn
given: John; family: Hekler
given: Eric B.; family: Omberg
given: Larsson; family: Kellen
given: Michael; family: Mangravite
given: Lara
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: personal informatics, coping with chronic disease, quality of life, symptom tracking, parkinson's disease, health informatics

Abstract: Self-tracking can help people understand their medical condition and the factors that influence their symptoms. However, it is unclear how tracking technologies should be tailored to help people cope with the progression of a degenerative disease. To understand how smartphone apps and other tracking technologies can support people in coping with an incurable illness, we interviewed both people with Parkinson's Disease (n=17) and care partners (n=6) who help people with Parkinson's manage their lives. We describe how symptom trackers can help people identify and solve problems to improve their quality of life, the role symptom trackers can play in helping people combat their own tendencies towards avoidance and denial, and the complex role of care partners in defining and tracking ambiguous symptoms. Our findings yield insights that can guide the design of tracking technologies to help people with Parkinson's Disease accept and plan for their condition.
Title: What.Hack: Engaging Anti-Phishing Training Through a Role-playing Phishing Simulation Game
Authors: family: Wen
given: Zikai Alex; family: Lin
given: Zhiqiu; family: Chen
given: Rowena; family: Andersen
given: Erik
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: situated learning, anti-phishing, applied game

Abstract: Phishing attacks are a major problem, as evidenced by the DNC hackings during the 2016 US presidential election, in which staff were tricked into sharing passwords by fake Google security emails, granting access to confidential information. Vulnerabilities such as these are due in part to insufficient and tiresome user training in cybersecurity. Ideally, we would have more engaging training methods that teach cybersecurity in an active and entertaining way. To address this need, we introduce the game What.Hack, which not only teaches phishing concepts but also simulates actual phishing attacks in a role-playing game to encourage the player to practice defending themselves. Our user study shows that our game design is more engaging and effective in improving performance than a standard form of training and a competing training game design (which does not simulate phishing attempts through role-playing).
Title: Position Exchange Workshops: A Method to Design for Each Other in Families
Authors: family: Muñoz
given: Diego; family: Ploderer
given: Bernd; family: Brereton
given: Margot
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: renegotiation of relationships, position exchange workshops, position exchange, parent-adult child relationship, family relationships, dialogicality

Abstract: Existing methods for researching and designing to support relationships between parents and their adult children tend to lead to designs that respect the differences between them. We conducted 14 Position Exchange Workshops with parents and their adult children, where the child has left home in recent years, aiming to explicate and confront their positions in creative and supportive ways. We designed three co-design methods (Card Sort for Me & You, Would I Lie to You? and A Magic Machine for You) to support participants to explore, understand, empathize, and design for each other. The findings show that the methods facilitated understanding, renegotiating, and reimagining their current positions. We discuss how positions can help consider both perspectives in the design process. This paper seeks to contribute (1) how the notion of positions enables generating understandings of the relationship, and (2) a set of methods influenced by position exchange, empathy, and playful engagement that help explore human relationships.
Title: Behavioural Biometrics in VR: Identifying People from Body Motion and Relations in Virtual Reality
Authors: family: Pfeuffer
given: Ken; family: Geiger
given: Matthias J.; family: Prange
given: Sarah; family: Mecke
given: Lukas; family: Buschek
given: Daniel; family: Alt
given: Florian
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: relation, proprioception, behavioural biometrics, motion, adaptive uis, virtual reality

Abstract: Every person is unique, with individual behavioural characteristics: how one moves, coordinates, and uses their body. In this paper we investigate body motion as behavioural biometrics for virtual reality. In particular, we look into which behaviour is suitable to identify a user. This is valuable in situations where multiple people use a virtual reality environment in parallel, for example in the context of authentication or to adapt the VR environment to users' preferences. We present a user study (N=22) where people perform controlled VR tasks (pointing, grabbing, walking, typing), monitoring their head, hand, and eye motion data over two sessions. These body segments can be arbitrarily combined into body relations, and we found that these movements and their combination lead to characteristic behavioural patterns. We present an extensive analysis of which motion/relation is useful to identify users in which tasks using classification methods. Our findings are beneficial for researchers and practitioners alike who aim to build novel adaptive and secure user interfaces in virtual reality.
Title: SeeingVR: A Set of Tools to Make Virtual Reality More Accessible to People with Low Vision
Authors: family: Zhao
given: Yuhang; family: Cutrell
given: Edward; family: Holz
given: Christian; family: Morris
given: Meredith Ringel; family: Ofek
given: Eyal; family: Wilson
given: Andrew D.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: unity, virtual reality, accessibility, low vision

Abstract: Current virtual reality applications do not support people who have low vision, i.e., vision loss that falls short of complete blindness but is not correctable by glasses. We present SeeingVR, a set of 14 tools that enhance a VR application for people with low vision by providing visual and audio augmentations. A user can select, adjust, and combine different tools based on their preferences. Nine of our tools modify an existing VR application post hoc via a plugin without developer effort. The rest require simple inputs from developers using a Unity toolkit we created that allows integrating all 14 of our low vision support tools during development. Our evaluation with 11 participants with low vision showed that SeeingVR enabled users to better enjoy VR and complete tasks more quickly and accurately. Developers also found our Unity toolkit easy and convenient to use.
Title: The Magic Machine Workshops: Making Personal Design Knowledge
Authors: family: Andersen
given: Kristina; family: Wakkary
given: Ron
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: making, design research, material practise, magic

Abstract: New technologies emerge into an increasingly complex everyday life. How can we engage users further into material practices that explore ideas and notions of these new things? This paper proposes a set of qualities for short, intense, workshop-like experiences, created to generate strong individual commitments, and expose underlying personal desires as drivers for ideas. By making use of open-ended making to engage participants in the imagination of new things, we aim to allow a broad range of knowledge to materialise, focused on the making of work that is about technology, rather than of technology.
Title: Thermporal: An Easy-To-Deploy Temporal Thermographic Sensor System to Support Residential Energy Audits
Authors: family: Mauriello
given: Matthew Louis; family: McNally
given: Brenna; family: Froehlich
given: Jon E.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: temporal thermography, quantitative thermography, ubiquitous computing, sustainable hci, building energy audits

Abstract: Underperforming, degraded, and missing insulation in US residential buildings is common. Detecting these issues, however, can be difficult. Using thermal cameras during energy audits can aid in locating potential insulation issues, but prior work indicates it is challenging to determine their severity using thermal imagery alone. In this work, we present an easy-to-deploy, temporal thermographic sensor system designed to support residential energy audits through quantitative analysis of building envelope performance. We then offer an evaluation of the system through two studies: (i) a one-week, in-home field study in five homes and (ii) a semi-structured interview study with five professional energy auditors. Our results show our system helps raise awareness, improves homeowners' ability to gauge the severity of issues, and provides opportunities for new interactions between homeowners, building data, and professional auditors.
Title: Our Friends Electric: Reflections on Advocacy and Design Research for the Voice Enabled Internet
Authors: family: Rogers
given: Jon; family: Clarke
given: Loraine; family: Skelly
given: Martin; family: Taylor
given: Nick; family: Thomas
given: Pete; family: Thorne
given: Michelle; family: Larsen
given: Solana; family: Odrozek
given: Katarzyna; family: Kloiber
given: Julia; family: Bihr
given: Peter; family: Jain
given: Anab; family: Arden
given: Jon; family: von Grafenstein
given: Max
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: critical design, speculative design, voice, design research, internet of things, film, advocacy, product design, internet

Abstract: Emerging technologies---such as the voice enabled internet---present many opportunities and challenges for HCI research and society as a whole. Advocating for better, healthier implementations of these technologies will require us to communicate abstract values, such as trust, to an audience that ranges from the general public to technologists and even policymakers. In this paper, we show how a combination of film-making and product design can help to illustrate these abstract values. Working as part of a wider international advocacy campaign, Our Friends Electric focuses on the voice enabled internet, translating abstract notions of Internet Health into comprehensible digital futures for the relationship between our voice and the internet. We conclude with a call for designers of physical things to be more involved with the development of trust, privacy and security in this powerful emerging technological landscape.
Title: (Re-)Framing Menopause Experiences for HCI and Design
Authors: family: Bardzell
given: Jeffrey; family: Bardzell
given: Shaowen; family: Lazar
given: Amanda; family: Su
given: Norman Makoto
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: scenarios, menopause, design framing, women's health

Abstract: Informed by considerations from medicine and wellness research, experience design, investigations of new and emerging technologies, and sociopolitical critique, HCI researchers have demonstrated that women's health is a complex and rich topic. Turning these research outputs into productive interventions, however, is difficult. We argue that design is well positioned to address such a challenge thanks to its methodological traditions of problem setting and framing situated in synthetic (rather than analytic) knowledge production. In this paper, we focus on designing for experiences of menopause. Building on our prior empirical work on menopause and our commitment to pursue design informed by women's lived experience, we iteratively generated dozens of design frames and accompanying design crits. We document the unfolding of our design reasoning, showing how good-seeming insights nonetheless often lead to bad designs, while working progressively towards stronger insights and design constructs. The latter we offer as a contribution to researchers and practitioners who work at the intersections of women's health and design.
Title: Playing Blind: Revealing the World of Gamers with Visual Impairment
Authors: family: Andrade
given: Ronny; family: Rogerson
given: Melissa J.; family: Waycott
given: Jenny; family: Baker
given: Steven; family: Vetere
given: Frank
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: digital games, empowerment, visual impairment, audiogames

Abstract: Previous research on games for people with visual impairment (PVI) has focused on co-designing or evaluating specific games - mostly under controlled conditions. In this research, we follow a game-agnostic, "in-the-wild" approach, investigating the habits, opinions and concerns of PVI regarding digital games. To explore these issues, we conducted an online survey and follow-up interviews with gamers with VI (GVI). Dominant themes from our analysis include the particular appeal of digital games to GVI, the importance of social trajectories and histories of gameplay, the need to balance complexity and accessibility in both games targeted to PVI and mainstream games, opinions about the state of the gaming industry, and accessibility concerns around new and emerging technologies such as VR and AR. Our study gives voice to an underrepresented group in the gaming community. Understanding the practices, experiences and motivations of GVI provides a valuable foundation for informing development of more inclusive games.
Title: On the Internet, Nobody Knows You're a Dog... Unless You're Another Dog
Authors: family: Hirskyj-Douglas
given: Ilyena; family: Lucero
given: Andrés
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: animal-computer interaction, dog-computer interaction, design fiction, animal internet

Abstract: How humans use computers has evolved from human-machine interfaces to human-human computer mediated communication. Whilst the field of animal-computer interaction has roots in HCI, technology developed in this area currently only supports animal-computer communication. This design fiction paper presents animal-animal connected interfaces, using dogs as an instance. Through a co-design workshop, we created six proposals. The designs focused on what a dog internet could look like and how interactions might be presented. Analysis of the narratives and conceived designs indicated that participants' concerns focused around asymmetries within the interaction. This resulted in the use of objects seen as familiar to dogs. This was conjoined with interest in how to initiate and end interactions, which was often achieved through notification systems. This paper builds upon HCI methods for unconventional users, and applies a design fiction approach to uncover key questions towards the creation of animal-to-animal interfaces.