huashen218/convxai-cia-dataset huggingface dataset:
Title: Smart Kitchens for People with Cognitive Impairments: A Qualitative Study of Design Requirements
Authors: family: Kosch
given: Thomas; family: Woźniak
given: Paweł W.; family: Brady
given: Erin; family: Schmidt
given: Albrecht
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: sheltered housing, accessibility, people with cognitive impairments, assistive systems, smart kitchens

Abstract: Individuals with cognitive impairments currently leverage extensive human resources during their transitions from assisted living to independent living. In Western Europe, many government-supported volunteer organizations provide sheltered living facilities; supervised environments in which people with cognitive impairments collaboratively learn daily living skills. In this paper, we describe communal cooking practices in sheltered living facilities and identify opportunities for supporting these with interactive technology to reduce volunteer workload. We conducted two contextual observations of twelve people with cognitive impairments cooking in sheltered living facilities and supplemented this data through interviews with four employees and volunteers who supervise them. Through thematic analysis, we identified four themes to inform design requirements for communal cooking activities: Work organization, community, supervision, and practicalities. Based on these, we present five design implications for assistive systems in kitchens for people with cognitive deficiencies.
Title: Graphical Perception of Continuous Quantitative Maps: the Effects of Spatial Frequency and Colormap Design
Authors: family: Reda
given: Khairi; family: Nalawade
given: Pratik; family: Ansah-Koi
given: Kate
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: scalar field visualization, continuous colormaps, perception

Abstract: Continuous 'pseudocolor' maps visualize how a quantitative attribute varies smoothly over space. These maps are widely used by experts and lay citizens alike for communicating scientific and geographical data. A critical challenge for designers of these maps is selecting a color scheme that is both effective and aesthetically pleasing. Although there exist empirically grounded guidelines for color choice in segmented maps (e.g., choropleths), continuous maps are significantly understudies, and their color-coding guidelines are largely based on expert opinion and design heuristics--many of these guidelines have yet to be verified experimentally. We conducted a series of crowdsourced experiments to investigate how the perception of continuous maps is affected by colormap characteristics and spatial frequency (a measure of data complexity). We find that spatial frequency significantly impacts the effectiveness of color encodes, but the precise effect is task-dependent. While rainbow schemes afforded the highest accuracy in quantity estimation irrespective of spatial complexity, divergent colormaps significantly outperformed other schemes in tasks requiring the perception of high-frequency patterns. We interpret these results in relation to current practices, and devise new and more granular guidelines for color mapping in continuous maps.
Title: Wall++: Room-Scale Interactive and Context-Aware Sensing
Authors: family: Zhang
given: Yang; family: Yang
given: Chouchang (Jack); family: Hudson
given: Scott E.; family: Harrison
given: Chris; family: Sample
given: Alanson
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: internet of things, user identification, touch sensing, em sensing, context aware, indoor localization, smart environments, pose estimation, gestures

Abstract: Human environments are typified by walls, homes, offices, schools, museums, hospitals and pretty much every indoor context one can imagine has walls. In many cases, they make up a majority of readily accessible indoor surface area, and yet they are static their primary function is to be a wall, separating spaces and hiding infrastructure. We present Wall++, a low-cost sensing approach that allows walls to become a smart infrastructure. Instead of merely separating spaces, walls can now enhance rooms with sensing and interactivity. Our wall treatment and sensing hardware can track users' touch and gestures, as well as estimate body pose if they are close. By capturing airborne electromagnetic noise, we can also detect what appliances are active and where they are located. Through a series of evaluations, we demonstrate Wall++ can enable robust room-scale interactive and context-aware applications.
Title: Design Vocabulary for Human--IoT Systems Communication
Authors: family: Chuang
given: Yaliang; family: Chen
given: Lin-Lin; family: Liu
given: Yoga
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: understanding, internet of things, intelligibility, vocabulary, feedback

Abstract: Digital devices and intelligent systems are becoming popular and ubiquitous all around us. However, they seldom provide sufficient feed-forwards and feedbacks to reassure users as to their current status and indicate what actions they are about to perform. In this study, we selected and analyzed nine concept videos on future IoT products/systems. Through systematic analysis of the interactions and communications of users with the machines and systems demonstrated in the films, we extracted 38 design vocabulary items and clustered them into 12 groups: Active, Request, Trigger functions, Approve, Reject, Notify, Recommend, Guide, Show problems, Express emotions, Exchange info, and Socialize. This framework can not only inspire designers to create self-explanatory intelligence, but also support developers to provide a language structure at different levels of the periphery of human attention. Through the enhancement of situated awareness, human IoT system interaction can become more seamless and graceful.
Title: Accountability Work: Examining the Values, Technologies and Work Practices that Facilitate Transparency in Charities
Authors: family: Marshall
given: Matthew; family: Vines
given: John; family: Wright
given: Pete; family: Kirk
given: David S.; family: Lowe
given: Toby; family: Wilson
given: Rob
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: transparency, work practice, civics, accountability, third sector, ethnography

Abstract: Charities are subject to stringent transparency and accountability requirements from government and funders to ensure that they are conducting work and spending money appropriately. Charities are increasingly important to civic life and have unique characteristics as organisations. This provides a rich space in which HCI research may learn from and affect both held notions of transparency and accountability, and the relationships between these organisations and their stakeholders. We conducted ethnographic fieldwork and workshops over a seven month period at a charity. We aimed to understand how the transparency obligations of a charity manifest through work and how the workers of a charity reason about transparency and accountability as an everyday practice. Our findings highlight how organisations engage in presenting different accounts of their work; how workers view their legal transparency obligations in contrast with their accountability to their everyday community; and how their labour does not translate well to outcome measures or metrics. We discuss implications for the design of future systems that support organisations to produce accounts of their work as part of everyday practice.support organisations to produce accounts of their work as part of everyday practice.
Title: Crowdsourcing Treatments for Low Back Pain
Authors: family: Hosio
given: Simo Johannes; family: Karppinen
given: Jaro; family: Takala
given: Esa-Pekka; family: Takatalo
given: Jani; family: Goncalves
given: Jorge; family: van Berkel
given: Niels; family: Konomi
given: Shin'ichi; family: Kostakos
given: Vassilis
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: low back pain, health information, crowdsourcing

Abstract: Low back pain (LBP) is a globally common condition with no silver bullet solutions. Further, the lack of therapeutic consensus causes challenges in choosing suitable solutions to try. In this work, we crowdsourced knowledge bases on LBP treatments. The knowledge bases were used to rank and offer best-matching LBP treatments to end users. We collected two knowledge bases: one from clinical professionals and one from non-professionals. Our quantitative analysis revealed that non-professional end users perceived the best treatments by both groups as equally good. However, the worst treatments by non-professionals were clearly seen as inferior to the lowest ranking treatments by professionals. Certain treatments by professionals were also perceived significantly differently by non-professionals and professionals themselves. Professionals found our system handy for self-reflection and for educating new patients, while non-professionals appreciated the reliable decision support that also respected the non-professional opinion.
Title: Emotional Dialogue Generation using Image-Grounded Language Models
Authors: family: Huber
given: Bernd; family: McDuff
given: Daniel; family: Brockett
given: Chris; family: Galley
given: Michel; family: Dolan
given: Bill
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: conversation, dialogue, conversational agents, computer vision, emotion

Abstract: Computer-based conversational agents are becoming ubiquitous. However, for these systems to be engaging and valuable to the user, they must be able to express emotion, in addition to providing informative responses. Humans rely on much more than language during conversations; visual information is key to providing context. We present the first example of an image-grounded conversational agent using visual sentiment, facial expression and scene features. We show that key qualities of the generated dialogue can be manipulated by the features used for training the agent. We evaluate our model on a large and very challenging real-world dataset of conversations from social media (Twitter). The image-grounding leads to significantly more informative, emotional and specific responses, and the exact qualities can be tuned depending on the image features used. Furthermore, our model improves the objective quality of dialogue responses when evaluated on standard natural language metrics.
Title: Science Everywhere: Designing Public, Tangible Displays to Connect Youth Learning Across Settings
Authors: family: Ahn
given: June; family: Clegg
given: Tamara; family: Yip
given: Jason; family: Bonsignore
given: Elizabeth; family: Pauw
given: Daniel; family: Cabrera
given: Lautaro; family: Hernly
given: Kenna; family: Pitt
given: Caroline; family: Mills
given: Kelly; family: Salazar
given: Arturo; family: Griffing
given: Diana; family: Rick
given: Jeff; family: Marr
given: Rachael
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: community, learning, pervasive displays, public displays, children

Abstract: A major challenge in education is understanding how to connect learning experiences across settings (e.g., school, afterschool, and home) for youth. In this paper, we introduce and describe the participatory design process we undertook to develop Science Everywhere (SE), which is a sociotechnical system where children share their everyday science learning via social media. Public displays installed throughout the neighborhood invite parents, adults, peers, and community members to interact with children's ideas to better develop connections for learning across settings. Our case study of community interactions with the public displays illuminate how these technologies encouraged behaviors such as the noticing of children's ideas, recognition of people in the neighborhood, and bridging to new learning opportunities for youth.
Title: Collaborative Reflection: A Practice for Enriching Research Partnerships Spanning Culture, Discipline, and Time
Authors: family: Yoo
given: Daisy; family: Kantengwa
given: Odeth; family: Logler
given: Nick; family: Interayamahanga
given: Reverien; family: Nkurunziza
given: Joseph; family: Friedman
given: Batya
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: research partnership, collaborative reflection, multi-lifespan design, time, research practice, healing, cross-boundary, design reflection, peace, trust, post-conflict, rwanda, trauma, cross-culture, multi-disciplinary

Abstract: All too often, research partnerships are project-driven and short-lived. Multi-lifespan design and other longer-term approaches offer alternative models. In this paper, we contribute one alternative model for cross-boundary research partnerships spanning longer timeframes and offer one best practice: collaborative reflection. Specifically, we provide an in-depth case study of a multi-lifespan design partnership (over nine years and ongoing) between a Rwandan NGO focused on peacebuilding and a US university research group focused on information design theory and method. First, we document our process for conducting a collaborative reflection that seeks balance among the contributors while navigating differences in culture, discipline, experience, and skills. Next, we reflect on five themes: (1) common ground: sensibilities and commitments; (2) trust; (3) research landscape: crossing nations and institutions; (4) research as a healing mechanism; and (5) multi-lifespan design partnership. We conclude with a discussion of overarching considerations for design researchers who engage in cross-boundary research partnership.
Title: Understanding Face and Eye Visibility in Front-Facing Cameras of Smartphones used in the Wild
Authors: family: Khamis
given: Mohamed; family: Baier
given: Anita; family: Henze
given: Niels; family: Alt
given: Florian; family: Bulling
given: Andreas
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: eye tracking, in the wild study, face detection, front-facing camera, mobile device, gaze estimation

Abstract: Commodity mobile devices are now equipped with high-resolution front-facing cameras, allowing applications in biometrics (e.g., FaceID in the iPhone X), facial expression analysis, or gaze interaction. However, it is unknown how often users hold devices in a way that allows capturing their face or eyes, and how this impacts detection accuracy. We collected 25,726 in-the-wild photos, taken from the front-facing camera of smartphones as well as associated application usage logs. We found that the full face is visible about 29% of the time, and that in most cases the face is only partially visible. Furthermore, we identified an influence of users' current activity; for example, when watching videos, the eyes but not the entire face are visible 75% of the time in our dataset. We found that a state-of-the-art face detection algorithm performs poorly against photos taken from front-facing cameras. We discuss how these findings impact mobile applications that leverage face and eye detection, and derive practical implications to address state-of-the art's limitations.
Title: Perspective on and Re-orientation of Physical Proxies in Object-Focused Remote Collaboration
Authors: family: Feick
given: Martin; family: Mok
given: Terrance; family: Tang
given: Anthony; family: Oehlberg
given: Lora; family: Sharlin
given: Ehud
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: collaborative physical tasks, remote collaboration, cscw, object-focused collaboration, physical telepresence

Abstract: Remote collaborators working together on physical objects have difficulty building a shared understanding of what each person is talking about. Conventional video chat systems are insufficient for many situations because they present a single view of the object in a flattened image. To understand how this limited perspective affects collaboration, we designed the Remote Manipulator (ReMa), which can reproduce orientation manipulations on a proxy object at a remote site. We conducted two studies with ReMa, with two main findings. First, a shared perspective is more effective and preferred compared to the opposing perspective offered by conventional video chat systems. Second, the physical proxy and video chat complement one another in a combined system: people used the physical proxy to understand objects, and used video chat to perform gestures and confirm remote actions.
Title: Voicesetting: Voice Authoring UIs for Improved Expressivity in Augmentative Communication
Authors: family: Fiannaca
given: Alexander J.; family: Paradiso
given: Ann; family: Campbell
given: Jon; family: Morris
given: Meredith Ringel
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: amyotrophic lateral sclerosis, tts, aac, als

Abstract: Alternative and augmentative communication (AAC) systems used by people with speech disabilities rely on text-to-speech (TTS) engines for synthesizing speech. Advances in TTS systems allowing for the rendering of speech with a range of emotions have yet to be incorporated into AAC systems, leaving AAC users with speech that is mostly devoid of emotion and expressivity. In this work, we describe voicesetting as the process of authoring the speech properties of text. We present the design and evaluation of two voicesetting user interfaces: the Expressive Keyboard, designed for rapid addition of expressivity to speech, and the Voicesetting Editor, designed for more careful crafting of the way text should be spoken. We evaluated the perceived output quality, requisite effort, and usability of both interfaces; the concept of voicesetting and our interfaces were highly valued by end-users as an enhancement to communication quality. We close by discussing design insights from our evaluations.
Title: Digital Outdoor Play: Benefits and Risks from an Interaction Design Perspective
Authors: family: Hitron
given: Tom; family: David
given: Idan; family: Ofer
given: Netta; family: Grishko
given: Andrey; family: Wald
given: Iddo Yehoshua; family: Erel
given: Hadas; family: Zuckerman
given: Oren
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: interaction design, head up games, outdoor play, transparent technology

Abstract: Outdoor play has been proven to be beneficial for children's development. HCI research on Heads-Up Games suggests that the well-known decline in outdoor play can be addressed by adding technology to such activities. However, outdoor play benefits such as social interaction, creative thinking, and physical activity may be compromised when digital features are added. We present the design & implementation of a novel digitally-enhanced outdoor-play prototype. Our evaluation with 48 children revealed that a non-digital version of the novel outdoor play object afforded social play and game invention. Evaluation of the digitally-enhanced version showed reduced collaborative social interaction and reduced creative thinking when compared with baseline. However, we showed that specific sensing and feedback features better supported outdoor play benefits. For example non-accumulated feedback was shown to increase collaborative play and creative thinking in comparison to accumulated feedback. We provide evidence-based recommendations for designers of outdoor play technologies.
Title: Leveraging Community-Generated Videos and Command Logs to Classify and Recommend Software Workflows
Authors: family: Wang
given: Xu; family: Lafreniere
given: Benjamin; family: Grossman
given: Tovi
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: workflow recommendation, topic modeling, software learning, community-generated videos, application logs

Abstract: Users of complex software applications often rely on inefficient or suboptimal workflows because they are not aware that better methods exist. In this paper, we develop and validate a hierarchical approach combining topic modeling and frequent pattern mining to classify the workflows offered by an application, based on a corpus of community-generated videos and command logs. We then propose and evaluate a design space of four different workflow recommender algorithms, which can be used to recommend new workflows and their associated videos to software users. An expert validation of the task classification approach found that 82% of the time, experts agreed with the classifications. We also evaluate our workflow recommender algorithms, demonstrating their potential and suggesting avenues for future work.
Title: Towards Algorithmic Experience: Initial Efforts for Social Media Contexts
Authors: family: Alvarado
given: Oscar; family: Waern
given: Annika
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: research through design, social media, algorithmic experience, user-centered design, algorithms

Abstract: Algorithms influence most of our daily activities, decisions, and they guide our behaviors. It has been argued that algorithms even have a direct impact on democratic societies. Human - Computer Interaction research needs to develop analytical tools for describing the interaction with, and experience of algorithms. Based on user participatory workshops focused on scrutinizing Facebook's newsfeed, an algorithm-influenced social media, we propose the concept of Algorithmic Experience (AX) as an analytic framing for making the interaction with and experience of algorithms explicit. Connecting it to design, we articulate five functional categories of AX that are particularly important to cater for in social media: profiling transparency and management, algorithmic awareness and control, and selective algorithmic memory.
Title: Which one is me? Identifying Oneself on Public Displays
Authors: family: Khamis
given: Mohamed; family: Becker
given: Christian; family: Bulling
given: Andreas; family: Alt
given: Florian
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: multiple users, user representations, public displays

Abstract: While user representations are extensively used on public displays, it remains unclear how well users can recognize their own representation among those of surrounding users. We study the most widely used representations: abstract objects, skeletons, silhouettes and mirrors. In a prestudy (N=12), we identify five strategies that users follow to recognize themselves on public displays. In a second study (N=19), we quantify the users' recognition time and accuracy with respect to each representation type. Our findings suggest that there is a significant effect of (1) the representation type, (2) the strategies performed by users, and (3) the combination of both on recognition time and accuracy. We discuss the suitability of each representation for different settings and provide specific recommendations as to how user representations should be applied in multi-user scenarios. These recommendations guide practitioners and researchers in selecting the representation that optimizes the most for the deployment's requirements, and for the user strategies that are feasible in that environment.