huashen218/convxai-cia-dataset huggingface dataset:
Title: Multi-plié: A Linear Foldable and Flattenable Interactive Display to Support Efficiency, Safety and Collaboration
Authors: family: Pauchet
given: Sylvain; family: Vinot
given: Jean-Luc; family: Letondal
given: Catherine; family: Lemort
given: Alexandre; family: Lavenir
given: Claire; family: Lecomte
given: Timothée; family: Rey
given: Stéphanie; family: Becquet
given: Valentin; family: Crouzet
given: Guillaume
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: ethnography, design, aeronautics, touchscreens, tangible interaction, shape-changing interfaces, safety

Abstract: We present the design concept of an accordion-fold interactive display to address the limits of touch-based interaction in airliner cockpits. Based on an analysis of pilot activity, tangible design principles for this design concept are identified. Two resulting functional prototypes are explored during participatory workshops with pilots, using activity scenarios. This exploration validated the design concept by revealing its ability to match pilot responsibilities in terms of safety, efficiency and collaboration. It provides an efficient visual perception of the system for real-time collaborative operations and tangible interaction to strengthen the perception of action and to manage safety through anticipation and awareness. The design work and insights enabled to specify further our needs regarding flexible screens. They also helped to better characterize the design concept as based on continuity of a developed surface, predictability of aligned folds and pleat face roles, embodied interactive properties, and flexibility through affordable reconfigurations.
Title: Apprise: Supporting the Critical-Agency of Victims of Human Trafficking in Thailand
Authors: family: Thinyane
given: Hannah; family: Bhat
given: Karthik S.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: forced labor, value sensitive design, critical-agency, human trafficking

Abstract: Human trafficking and forced labor are global issues affecting millions of people around the world. This paper describes an initiative that we are currently undertaking to understand the role technology can play to support the critical-agency of migrant workers in these situations of severe exploitation. Building on five consultations with more than 170 direct and indirect stakeholders in Thailand, the paper presents the co-design, development, and evaluation of Apprise, a mobile app to support the identification of victims of human trafficking using a Value Sensitive Design approach. It also provides a critical reflection on the use of digital technology in the initial screening of potential victims of human trafficking, to understand in what ways Apprise can support the critical agency of migrant workers in vulnerable situations.
Title: JigFab: Computational Fabrication of Constraints to Facilitate Woodworking with Power Tools
Authors: family: Leen
given: Danny; family: Veuskens
given: Tom; family: Luyten
given: Kris; family: Ramakers
given: Raf
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: computational fabrication, cad, wood working

Abstract: We present JigFab, an integrated end-to-end system that supports casual makers in designing and fabricating constructions with power tools. Starting from a digital version of the construction, JigFab achieves this by generating various types of constraints that configure and physically aid the movement of a power tool. Constraints are generated for every operation and are custom to the work piece. Constraints are laser cut and assembled together with predefined parts to reduce waste. JigFab's constraints are used according to an interactive step-by-step manual. JigFab internalizes all the required domain knowledge for designing and building intricate structures, consisting of various types of finger joints, tenon & mortise joints, grooves, and dowels. Building such structures is normally reserved for artisans or automated with advanced CNC machinery.
Title: Teachers' Expected and Perceived Gains of Participation in Classroom Based Design Activities
Authors: family: Börjesson
given: Peter; family: Barendregt
given: Wolmet; family: Eriksson
given: Eva; family: Torgersson
given: Olof; family: Bekker
given: Tilde
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: participatory design, children, cci, user gains, teachers

Abstract: This paper explores teachers' expected and perceived gains from classroom participation in design projects. The results indicate that teachers hope the experience will be fun for the children, and that it will increase both children's and their own knowledge about technology. Although they consider learning goals important, these do not necessarily have to be communicated to the children, since the teachers experience that the children are learning several skills anyway. However, early involvement in the definition of learning goals could make participation more beneficial. The teachers also see several gains from partication for themselves, especially related to using a design approach in the classroom. We discuss the implications of these finding and suggest a way to increase the user gains for both children and teachers by considering the opportunity to use classroom participation as a way to support teachers' competence development, thereby fulfilling the promise of mutual learning as advocated in Participatory Design.
Title: Virtual Performance Augmentation in an Immersive Jump & Run Exergame
Authors: family: Ioannou
given: Christos; family: Archard
given: Patrick; family: O'Neill
given: Eamonn; family: Lutteroth
given: Christof
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: exergame, jumping, virtual reality, performance, running

Abstract: Human performance augmentation through technology has been a recurring theme in science and culture, aiming to increase human capabilities and accessibility. We investigate a related concept: virtual performance augmentation (VPA), using VR to give users the illusion of greater capabilities than they actually have. We propose a method for VPA of running and jumping, based on in place movements, and studied its effects in a VR exergame. We found that in place running and jumping in VR can be used to create a somewhat natural experience and can elicit medium to high physical exertion in an immersive and intrinsically motivating manner. We also found that virtually augmenting running and jumping can increase intrinsic motivation, perceived competence and flow, and may also increase motivation for physical activity in general. We discuss implications of VPA for safety and accessibility, with initial evidence suggesting that VPA may help users with physical impairments enjoy the benefits of exergaming.
Title: WhatFutures: Designing Large-Scale Engagements on WhatsApp
Authors: family: Lambton-Howard
given: Daniel; family: Anderson
given: Robert; family: Montague
given: Kyle; family: Garbett
given: Andrew; family: Hazeldine
given: Shaun; family: Alvarez
given: Carlos; family: Sweeney
given: John A.; family: Olivier
given: Patrick; family: Kharrufa
given: Ahmed; family: Nappey
given: Tom
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: collaborative content creation, engagement, whatsapp

Abstract: WhatsApp, as the world's most popular messaging application, offers significant opportunities for improving the reach and effectiveness of engagement projects. In collaboration with the International Federation of Red Cross and Red Crescent Societies (IFRC) we designed WhatFutures, a collaborative future forecasting engagement for global youth using WhatsApp. WhatFutures was successfully deployed with 487 players across 5 countries (Kenya, Bulgaria, Finland, Australia and Hong Kong) to inform strategic change within the IFRC. Based on our analysis of the activity - including 16,100 messages, 95 multimedia artifacts, and a post-engagement survey - we present a reflection upon the design decisions underpinning WhatFutures and identify how decisions made around group structures, processes and externalization of outputs influenced engagement and data quality. We conclude with the wider implications of our findings for the design of engagements that best utilize the affordances of existing messaging applications.
Title: Volunteer Moderators in Twitch Micro Communities: How They Get Involved, the Roles They Play, and the Emotional Labor They Experience
Authors: family: Wohn
given: Donghee Yvette
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: online harassment, qualitative, twitch, live streaming, moderation, online community

Abstract: The ability to engage in real-time text conversations is an important feature on live streaming platforms. The moderation of this text content relies heavily on the work of unpaid volunteers. This study reports on interviews with 20 people who moderate for Twitch micro communities, defined as channels that are built around a single or group of streamers, rather than the broadcast of an event. The study identifies how people become moderators, their different styles of moderating, and the difficulties that come with the job. In addition to the hardships of dealing with negative content, moderators also have complex interpersonal relationships with the streamers and viewers, where the boundaries between emotional labor, physical labor, and fun are intertwined.
Title: Communicating Uncertainty in Fertility Prognosis
Authors: family: Schneider
given: Hanna; family: Wayrauther
given: Julia; family: Hassib
given: Mariam; family: Butz
given: Andreas
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: personal informatics, menstrual cycle, women's health, fertility tracking applications, uncertainty visualization

Abstract: Communicating uncertainty has been shown to provide positive effects on user understanding and decision-making. Surprisingly however, most personal health tracking applications fail to disclose the accuracy of their measurements and predictions. In the case of fertility tracking applications (FTAs), inaccurate predictions have already led to numerous unwanted pregnancies and law suits. However, integrating uncertainty into FTAs is challenging: Prediction accuracy is hard to understand and communicate, and its effect on users' trust and behavior is not well understood. We created a prototype for uncertainty visualizations for FTAs and evaluated it in a four-week field study with real users and their own data (N=9). Our results uncover far-reaching effects of communicating uncertainty: For example, users interpreted prediction accuracy as a proxy for their cycle health and as a security indicator for contraception. Displaying predicted and detected fertile phases next to each other helped users to understand uncertainty without negative emotional effects.
Title: Paragraph-based Faded Text Facilitates Reading Comprehension
Authors: family: Kobayashi
given: Jumpei; family: Kawashima
given: Toshio
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: reading, text comprehension, eye movements, text layout

Abstract: We propose a new text layout that facilitates reading comprehension. By sequentially fading out characters sentence-by-sentence from the beginning of each paragraph, we highlight the paragraph structure of the entire text and the relative positions of the sentences. To evaluate the effectiveness of the paragraph-based faded text in a reading comprehension, we measure the comprehension, eye movements, and recognition for both the proposed method and a conventional standard method. In the proposed method, rates of correct answers to text comprehension questions are improved. Moreover, the proposed method leads to slower reading speeds and better recognition rates for the first sentences of paragraphs, which are displayed in a relatively thicker mode. With the paragraph-based faded text, the reader is naturally facilitated to pay attention to the first sentence of each paragraph, suggesting that this reading style could result in a more accurate text comprehension.
Title: Towards Understanding the Link Between Age and Smartphone Authentication
Authors: family: Qiu
given: Lina; family: De Luca
given: Alexander; family: Muslukhov
given: Ildar; family: Beznosov
given: Konstantin
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: age, smartphone unlocking

Abstract: While previous work on smartphone (un)locking has revealed real world usage patterns, several aspects still need to be explored. In this paper, we fill one of these knowledge gaps: the interplay between age and smartphone authentication behavior. To do this, we performed a two-month long field study (N = 134). Our results indicate that there are indeed significant differences across age. For instance, younger participants were more likely to use biometric unlocking mechanisms and older participants relied more on auto locks.
Title: Coding for Outdoor Play: a Coding Platform for Children to Invent and Enhance Outdoor Play Experiences
Authors: family: Ofer
given: Netta; family: David
given: Idan; family: Erel
given: Hadas; family: Zuckerman
given: Oren
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: programming, children, games/play, outdoor play

Abstract: Outdoor play is in decline, including its benefits to children's development. Coding, a typically indoor, screen-based activity, can potentially enrich outdoor play, serving as a rule-making medium. We present a coding platform that controls a programmable hardware device, enabling children to technologically-enhance their outdoor play experiences by inventing game ideas, coding them, and playing their games together with their friends. In the evaluation study, 24 children used the system to invent and play outdoor games. Results show children are able to bridge between the different domains of coding and outdoor play. They used the system to modify traditional games and invent new ones, enriching their outdoor experience. Children merged computational concepts with physical game elements, integrated physical outdoor properties as variables in their code, and were excited to see their code come to life. We conclude children can use coding to express their ideas by creating technologically-enhanced outdoor play experiences.
Title: HotStrokes: Word-Gesture Shortcuts on a Trackpad
Authors: family: Cui
given: Wenzhe; family: Zheng
given: Jingjie; family: Lewis
given: Blaine; family: Vogel
given: Daniel; family: Bi
given: Xiaojun
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: desktop, touch, gesture, input techniques, laptop computers

Abstract: Expert interaction techniques like hotkeys are efficient, but poorly adopted because they are hard to learn. HotStrokes removes the need for learning arbitrary mappings of commands to hotkeys. A user enters a HotStroke by holding a modifier key, then gesture typing a command name on a laptop trackpad as if on an imaginary virtual keyboard. The gestures are recognized using an adaptation of the SHARK2 algorithm with a new spatial model and a refined method for dynamic suggestions. A controlled experiment shows HotStrokes effectively augments the existing "menu and hotkey" command activation paradigm. Results show the method is efficient by reducing command activation time by 43% compared to linear menus. The method is also easy to learn with a high adoption rate, replacing 91% of linear menu usage. Finally, combining linear menus, hotkeys, and HotStrokes leads to 24% faster command activation overall.
Title: App Usage Predicts Cognitive Ability in Older Adults
Authors: family: Gordon
given: Mitchell L.; family: Gatys
given: Leon; family: Guestrin
given: Carlos; family: Bigham
given: Jeffrey P.; family: Trister
given: Andrew; family: Patel
given: Kayur
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: quantitative methods, older adults, phones/tablets, health-wellbeing, mobile devices, application instrumentation/usage logs, empirical study that tells us about how people use a system

Abstract: We have limited understanding of how older adults use smartphones, how their usage differs from younger users, and the causes for those differences. As a result, researchers and developers may miss promising opportunities to support older adults or offer solutions to unimportant problems. To characterize smartphone usage among older adults, we collected iPhone usage data from 84 healthy older adults over three months. We find that older adults use fewer apps, take longer to complete tasks, and send fewer messages. We use cognitive test results from these same older adults to then show that up to 79% of these differences can be explained by cognitive decline, and that we can predict cognitive test performance from smartphone usage with 83% ROCAUC. While older adults differ from younger adults in app usage behavior, the "cognitively young" older adults use smartphones much like their younger counterparts. Our study suggests that to better support all older adults, researchers and developers should consider the full spectrum of cognitive function.
Title: ReCall: Crowdsourcing on Basic Phones to Financially Sustain Voice Forums
Authors: family: Vashistha
given: Aditya; family: Garg
given: Abhinav; family: Anderson
given: Richard
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: voice forums, financial sustainability, hci4d, crowdsourcing

Abstract: Although voice forums are widely used to enable marginalized communities to produce, consume, and share information, their financial sustainability is a key concern among HCI4D researchers and practitioners. We present ReCall, a crowdsourcing marketplace accessible via phone calls where low-income rural residents vocally transcribe audio files to gain free airtime to participate in voice forums as well as to earn money. We conducted a series of experimental and usability evaluations with 28 low-income people in rural India to examine the effect of phone types, channel types, and review modes on speech transcription performance. We then deployed ReCall for two weeks to 24 low-income rural residents who placed 5,879 phone calls, completed 29,000 micro tasks to yield transcriptions with 85% accuracy, and earned INR 20,500. Our mixed-methods analysis indicates that each minute of crowd work on ReCall gives users eight minutes of free airtime on another voice forum, and thus illustrates a way to address the financial sustainability of voice forums.
Title: ThermalBracelet: Exploring Thermal Haptic Feedback Around the Wrist
Authors: family: Peiris
given: Roshan Lalitha; family: Feng
given: Yuan-Ling; family: Chan
given: Liwei; family: Minamizawa
given: Kouta
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: haptics, thermal, haptic perception, wrist

Abstract: Smartwatches enable the wrist to be used as an ideal location to provide always-available haptic notifications as they are constantly worn with direct contact with the skin. With the wrist straps, the haptic feedback can be extended to the full space around the wrist to provide more spatial and enriched feedback. With ThermalBracelet, we investigate thermal feedback as a haptic feedback modality around the wrist. We present three studies that lead to the development of a smartwatch-integratable thermal bracelet that stimulates six locations around the wrist. Our initial evaluation reports on the selection of the thermal module configurations. Secondly, with the selected six-module configuration, we explore its usability in a real-world scenarios such as walking and reading. Thirdly, we investigate its capability of providing spatio temporal feedback while engaged in distracting tasks. Finally we present application scenarios that demonstrates its usability.
Title: HaptiVec: Presenting Haptic Feedback Vectors in Handheld Controllers using Embedded Tactile Pin Arrays
Authors: family: Chen
given: Daniel K.Y.; family: Chossat
given: Jean-Baptiste; family: Shull
given: Peter B.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, haptics, controller, tactile display

Abstract: HaptiVec is a new haptic feedback paradigm for handheld controllers which allows users to feel directional haptic pressure vectors on their fingers and hands while interacting with virtual environments. We embed a 3 by 5 tactile pin array (with an average pin spacing of 25 mm) into the handles of two custom VR type controllers. By presenting directional pressure vectors in eight cardinal directions (N, NE, E, SE, S, SW, W, NW) to users without prior training, they were able to distinguish the correct direction with an accuracy of at least 79%. We illustrate two applications where our device enhances virtual experiences over traditional vibrotactile feedback. In the first application, through the classic first-person shooter Doom, we demonstrate that users can receive directional pressure feedback corresponding to the direction of incident enemy projectiles. In the second application, we demonstrate how our controller can create a more immersive experience by allowing the user to feel their virtual climate by randomizing the directional vectors and presenting the user with "haptic rain" which adapts with the intensity of the rainfall.
Title: VisiBlends: A Flexible Workflow for Visual Blends
Authors: family: Chilton
given: Lydia B.; family: Petridis
given: Savvas; family: Agrawala
given: Maneesh
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: workflow, visual blends, design, collaboration

Abstract: Visual blends are an advanced graphic design technique to draw attention to a message. They combine two objects in a way that is novel and useful in conveying a message symbolically. This paper presents VisiBlends, a flexible workflow for creating visual blends that follows the iterative design process. We introduce a design pattern for blending symbols based on principles of human visual object recognition. Our workflow decomposes the process into both computational techniques and human microtasks. It allows users to collaboratively generate visual blends with steps involving brainstorming, synthesis, and iteration. An evaluation of the workflow shows that decentralized groups can generate blends in independent microtasks, co-located groups can collaboratively make visual blends for their own messages, and VisiBlends improves novices' ability to make visual blends.