huashen218/convxai-cia-dataset huggingface dataset:
Title: Senorita: A Chorded Keyboard for Sighted, Low Vision, and Blind Mobile Users
Authors: family: Rakhmetulla
given: Gulnar; family: Arif
given: Ahmed Sabbir
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Senorita is a novel two-thumb virtual chorded keyboard for mobile devices. It arranges the letters on eight keys in a single row by the bottom edge of the device based on letter frequencies and the anatomy of the thumbs. Unlike most chorded methods, it provides visual cues to perform the chording actions in sequence, instead of simultaneously, when the actions are unknown, facilitating "learning by doing". Its compact design leaves most of the screen available and its position near the edge accommodates eyes-free text entry. In a longitudinal study with a smartphone, Senorita yielded on average 14 wpm. In a short-term study with a tablet, it yielded on average 9.3 wpm. In the final longitudinal study, it yielded 3.7 wpm with blind users, surpassing their Qwerty performance. Low vision users yielded 5.8 wpm. Further, almost all users found Senorita effective, easy to learn, and wanted to keep use it.
Title: The Role of Everyday Sounds in Advanced Dementia Care
Authors: family: Houben
given: Maarten; family: Brankaert
given: Rens; family: Bakker
given: Saskia; family: Kenning
given: Gail; family: Bongers
given: Inge; family: Eggen
given: Berry
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The representation of sounds derived from everyday life can be beneficial for people with dementia by evoking memories and emotional responses. Despite this potential, integrating sound and sound-based interventions in care facilities has not received much research attention. In this paper, we present the findings from a field study that explored the responses of 19 people with advanced dementia to a selection of everyday sounds presented to them in a care home and the role of these responses in the care environment. To study this, we deployed Vita, a 'pillow-like' sound player, in two dementia care facilities for four weeks, during which observations were recorded. Afterwards, we conducted interviews with caregivers who used Vita in everyday care practice. Our findings reveal how everyday sounds provided by Vita stimulated meaningful conversation, playfulness, and connection between residents and caregivers. Furthermore, we propose design implications for integrating everyday sounds in dementia care.
Title: GazeConduits: Calibration-Free Cross-Device Collaboration through Gaze and Touch
Authors: family: Voelker
given: Simon; family: Hueber
given: Sebastian; family: Holz
given: Christian; family: Remy
given: Christian; family: Marquardt
given: Nicolai
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present GazeConduits, a calibration-free ad-hoc mobile interaction concept that enables users to collaboratively interact with tablets, other users, and content in a cross-device setting using gaze and touch input. GazeConduits leverages recently introduced smartphone capabilities to detect facial features and estimate users' gaze directions. To join a collaborative setting, users place one or more tablets onto a shared table and position their phone in the center, which then tracks users present as well as their gaze direction to determine the tablets they look at. We present a series of techniques using GazeConduits for collaborative interaction across mobile devices for content selection and manipulation. Our evaluation with 20 simultaneous tablets on a table shows that GazeConduits can reliably identify which tablet or collaborator a user is looking at.
Title: Leveraging Error Correction in Voice-based Text Entry by Talk-and-Gaze
Authors: family: Sengupta
given: Korok; family: Bhattarai
given: Sabin; family: Sarcar
given: Sayan; family: MacKenzie
given: I. Scott; family: Staab
given: Steffen
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present the design and evaluation of Talk-and-Gaze (TaG), a method for selecting and correcting errors with voice and gaze. TaG uses eye gaze to overcome the inability of voice-only systems to provide spatial information. The user's point of gaze is used to select an erroneous word either by dwelling on the word for 800 ms (D-TaG) or by uttering a "select" voice command (V-TaG). A user study with 12 participants compared D-TaG, V-TaG, and a voice-only method for selecting and correcting words. Corrections were performed more than 20% faster with D-TaG compared to the V-TaG or voice-only methods. As well, D-TaG was observed to require 24% less selection effort than V-TaG and 11% less selection effort than voice-only error correction. D-TaG was well received in a subjective assessment with 66% of users choosing it as their preferred choice for error correction in voice-based text entry.
Title: Considerations for Implementing Technology to Support Community Radio in Rural Communities
Authors: family: Maye
given: Laura; family: Robinson
given: Sarah; family: Pantidi
given: Nadia; family: Ganea
given: Liana; family: Ganea
given: Oana; family: Linehan
given: Conor; family: McCarthy
given: John
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Rural communities often lack platforms to support civic engagement and local deliberation. Community radio is intended to facilitate such functions, yet, radio technologies can be expensive and complex to use. To tackle this challenge, low-barrier radio technologies are becoming available. We argue that technology to support civic engagement and local deliberation are important, and design of such platforms must take into consideration specific community needs. We contribute by exploring the needs of three rural European communities. Findings indicate that communities are now distributed beyond place. Platforms for deliberation must include both hyper-local and geographically dispersed populations. Rural values of accountability, reliability and maintaining social harmony are important design considerations. Community radio platforms should support geographically distributed community connections, sharing of health and emergency information, preservation of heritage and as a space for advocacy and civic action.
Title: Towards More Universal Wayfinding Technologies: Navigation Preferences Across Disabilities
Authors: family: Gupta
given: Maya; family: Abdolrahmani
given: Ali; family: Edwards
given: Emory; family: Cortez
given: Mayra; family: Tumang
given: Andrew; family: Majali
given: Yasmin; family: Lazaga
given: Marc; family: Tarra
given: Samhitha; family: Patil
given: Prasad; family: Kuber
given: Ravi; family: Branham
given: Stacy M.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Accessibility researchers have been studying wayfinding technologies for people with disabilities for decades, typically focusing on solutions within disability populations - for example, technologies to support blind navigation. Yet, we know little about wayfinding needs across disabilities. In this paper, we describe a qualitative interview study examining the urban navigational experiences of 27 people who identified as older adults and/or who had cognitive, visual, hearing, and/or mobility disabilities. We found that many navigation route preferences were shared across disabilities (e.g., desire to avoid carpeted areas), while others diverged or were in tension (e.g., the need to avoid noisy areas while staying near main thoroughfares). To support design for multiple disability groups, we identify four dimensions of navigation preferences - technology, route, assistance, experience - and describe how these might usefully inform design of more universally usable wayfinding technologies.
Title: Reflexive VR Storytelling Design Beyond Immersion: Facilitating Self-Reflection on Death and Loneliness
Authors: family: Bahng
given: Sojung; family: Kelly
given: Ryan M.; family: McCormack
given: Jon
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This research examines the reflexive dimensions of cinematic virtual reality (CVR) storytelling. We created Anonymous, an interactive CVR piece that employs a reflexive storytelling method. This method is based on distancing effects and is used to elicit audience awareness and self-reflection about loneliness and death. To understand the audience's experiences, we conducted in-depth interviews to study which design factors and elements prompted reflexive thoughts and feelings. Our findings highlight how the audience experience was impacted by four reflexive dimensions: abstract and minimal aesthetics, everyday materials and textures, the restriction of control, and multiple, disembodied points of view. We use our findings to discuss how these dimensions can inform the design of VR storytelling experiences that provoke self and social reflection.
Title: Awareness, Navigation, and Use of Feed Control Settings Online
Authors: family: Hsu
given: Silas; family: Vaccaro
given: Kristen; family: Yue
given: Yin; family: Rickman
given: Aimee; family: Karahalios
given: Karrie
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Control settings are abundant and have significant effects on user experiences. One example of an impactful but understudied area is feed settings. In this study, we investigated awareness, navigation, and use of feed settings. We began by creating a taxonomy of feed settings on social media and search sites. Via an online survey, we measured awareness of Facebook feed settings. An in-person interview study then investigated how people navigated to and chose to set feed settings on their own feeds. We discovered that many participants did not believe ad personalization feed settings existed. Furthermore, we discovered a misalignment in the expectation and the function of settings, especially of ad personalization settings for many participants. Despite all participants struggling to find at least one setting, participants overall wanted to use settings: 94% altered at least one setting they encountered. From these results, we discuss implications and suggest design guidelines for settings.
Title: SleepBandits: Guided Flexible Self-Experiments for Sleep
Authors: family: Daskalova
given: Nediyana; family: Yoon
given: Jina; family: Wang
given: Yibing; family: Araujo
given: Cintia; family: Beltran
given: Guillermo; family: Nugent
given: Nicole; family: McGeary
given: John; family: Williams
given: Joseph Jay; family: Huang
given: Jeff
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Self-experiments allow people to explore what behavioral changes lead to improved health and wellness. However, it is challenging to run such experiments in a scientifically valid way that is also flexible and able to accommodate the realities of daily life. We present a set of design principles for guided self-experiments that aim to lower this barrier to self-experimentation. We demonstrate the value of the principles by implementing them in SleepBandits, an integrated system that includes a smartphone application for sleep experiments. SleepBandits guides users through the steps of a single-case experiment, automatically collecting data from the built-in sensors and user input and calculating and presenting results in real-time. We released SleepBandits to the Google Play Store and people voluntarily downloaded and used it. Based on the data from 365 active users from this in-the-wild study, we discuss opportunities and challenges with the design principles and the SleepBandits system.
Title: I'm All Eyes and Ears: Exploring Effective Locators for Privacy Awareness in IoT Scenarios
Authors: family: Song
given: Yunpeng; family: Huang
given: Yun; family: Cai
given: Zhongmin; family: Hong
given: Jason I.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: With the proliferation of IoT devices, there are growing concerns about being sensed or monitored by these devices unawares, especially in places perceived as private. We explore the design space of IoT locators to help people physically find nearby IoT devices. We first conducted a survey to understand people's willingness, current practices, and challenges in finding IoT devices. Our survey findings motivated us to design and implement low-cost locators (visual, auditory, and contextualized pictures) to help people find nearby devices. Through an iterative design process and two rounds of experiments, we found that these locators greatly reduced people's search time over a baseline of no locators. Many participants found the visual and auditory locators enjoyable. Some participants also appropriated the use of our system for other purposes, e.g., to learn about new IoT devices, instead of for privacy awareness.
Title: Is Your Time Well Spent? Reflecting on Knowledge Work More Holistically
Authors: family: Guillou
given: Hayley; family: Chow
given: Kevin; family: Fritz
given: Thomas; family: McGrenere
given: Joanna
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The modern workplace is more demanding than ever before. Yet, since the industrial age, productivity measures have predominantly stayed narrowly focused on the output of the work, and not accounted for the big shift in the cognitive demands placed on the workers or the interleaving of work and life that is so common today. We posit that a more holistic conceptualization of Time Well Spent (TWS) at work could mitigate this issue. In our 1-week study, 40 knowledge workers used the experience sampling method (ESM) to rate their TWS and then define TWS at the end of the week. Our work contributes a preliminary characterization of TWS and empirical evidence that this term can capture a more holistic notion of work that also includes the worker's feelings and well-being.
Title: Attenuated Access: Accounting for Startup, Maintenance, and Affective Costs in Resource-Constrained Communities
Authors: family: Pei
given: Lucy; family: Crooks
given: Roderic
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The term "digital divide" indexes a body of research at the intersection of digital technology and social equity, including research on inequality that criticizes and recapitulates the original concept. Based on a qualitative study at a community literacy center serving resettled refugees and immigrants, we show that the digital divide framework rests on a distributive logic, one that implies that distributing access to digital technology constitutes a form of social equity. Because this framework only considers valorized goods, skills, and uses, research has frequently ignored the startup, maintenance, and affective costs we found accompanied digital access for our participants. To account for these costs, we propose a theoretical adjustment to the digital divide framework, one where design is an act of configuring both costs and benefits together. We argue that considering such costs enables HCI researchers to engage more effectively with host communities in the non-innocent work of confronting inequity.
Title: A Rapid Tapping Task on Commodity Smartphones to Assess Motor Fatigability
Authors: family: Barrios
given: Liliana; family: Oldrati
given: Pietro; family: Lindlbauer
given: David; family: Hilty
given: Marc; family: Hayward-Koennecke
given: Helen; family: Holz
given: Christian; family: Lutterotti
given: Andreas
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Fatigue is a common debilitating symptom of many autoimmune diseases, including multiple sclerosis. It negatively impacts patients' every-day life and productivity. Despite its prevalence, fatigue is still poorly understood. Its subjective nature makes quantification challenging and it is mainly assessed by questionnaires, which capture the magnitude of fatigue insufficiently. Motor fatigability, the objective decline of performance during a motor task, is an underrated aspect in this regard. Currently, motor fatigability is assessed using a handgrip dynamometer. This approach has been proven valid and accurate but requires special equipment and trained personnel. We propose a technique to objectively quantify motor fatigability using a commodity smartphone. The method comprises a simple exertion task requiring rapid alternating tapping. Our study with 20 multiple sclerosis patients and 35 healthy participants showed a correlation of rho = 0.8 with the baseline handgrip method. This smartphone-based approach is a first step towards ubiquitous, more frequent, and remote monitoring of fatigability and disease progression.
Title: Optimizing User Interface Layouts via Gradient Descent
Authors: family: Duan
given: Peitong; family: Wierzynski
given: Casimir; family: Nachman
given: Lama
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Automating parts of the user interface (UI) design process has been a longstanding challenge. We present an automated technique for optimizing the layouts of mobile UIs. Our method uses gradient descent on a neural network model of task performance with respect to the model's inputs to make layout modifications that result in improved predicted error rates and task completion times. We start by extending prior work on neural network based performance prediction to 2-dimensional mobile UIs with an expanded interaction space. We then apply our method to two UIs, including one that the model had not been trained on, to discover layout alternatives with significantly improved predicted performance. Finally, we confirm these predictions experimentally, showing improvements up to 9.2 percent in the optimized layouts. This demonstrates the algorithm's efficacy in improving the task performance of a layout, and its ability to generalize and improve layouts of new interfaces.
Title: Questioning the AI: Informing Design Practices for Explainable AI User Experiences
Authors: family: Liao
given: Q. Vera; family: Gruen
given: Daniel; family: Miller
given: Sarah
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: A surge of interest in explainable AI (XAI) has led to a vast collection of algorithmic work on the topic. While many recognize the necessity to incorporate explainability features in AI systems, how to address real-world user needs for understanding AI remains an open question. By interviewing 20 UX and design practitioners working on various AI products, we seek to identify gaps between the current XAI algorithmic work and practices to create explainable AI products. To do so, we develop an algorithm-informed XAI question bank in which user needs for explainability are represented as prototypical questions users might ask about the AI, and use it as a study probe. Our work contributes insights into the design space of XAI, informs efforts to support design practices in this space, and identifies opportunities for future XAI work. We also provide an extended XAI question bank and discuss how it can be used for creating user-centered XAI.
Title: The Emerging Professional Practice of Remote Sighted Assistance for People with Visual Impairments
Authors: family: Lee
given: Sooyeon; family: Reddie
given: Madison; family: Tsai
given: Chun-Hua; family: Beck
given: Jordan; family: Rosson
given: Mary Beth; family: Carroll
given: John M.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: People with visual impairments (PVI) must interact with a world they cannot see. Remote sighted assistance (RSA) has emerged as a conversational assistive technology. We interviewed RSA assistants ("agents") who provide assistance to PVI via a conversational prosthetic called Aira (https://aira.io/) to understand their professional practice. We identified four types of support provided: scene description, navigation, task performance, and social engagement. We discovered that RSA provides an opportunity for PVI to appropriate the system as a richer conversational/social support tool. We studied and identified patterns in how agents provide assistance and how they interact with PVI as well as the challenges and strategies associated with each context. We found that conversational interaction is highly context-dependent. We also discuss implications for design.
Title: Scout: Rapid Exploration of Interface Layout Alternatives through High-Level Design Constraints
Authors: family: Swearngin
given: Amanda; family: Wang
given: Chenglong; family: Oleson
given: Alannah; family: Fogarty
given: James; family: Ko
given: Amy J.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Although exploring alternatives is fundamental to creating better interface designs, current processes for creating alternatives are generally manual, limiting the alternatives a designer can explore. We present Scout, a system that helps designers rapidly explore alternatives through mixed-initiative interaction with high-level constraints and design feedback. Prior constraint-based layout systems use low-level spatial constraints and generally produce a single design. Tosupport designer exploration of alternatives, Scout introduces high-level constraints based on design concepts (e.g.,~semantic structure, emphasis, order) and formalizes them into low-level spatial constraints that a solver uses to generate potential layouts. In an evaluation with 18 interface designers, we found that Scout: (1) helps designers create more spatially diverse layouts with similar quality to those created with a baseline tool and (2) can help designers avoid a linear design process and quickly ideate layouts they do not believe they would have thought of on their own.
Title: Prehabilitation: Care Challenges and Technological Opportunities
Authors: family: Zhu
given: Haining; family: Moffa
given: Zachary J.; family: Gui
given: Xinning; family: Carroll
given: John M.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Millions of surgeries are performed in the US annually, and numbers are trending upwards. Traditional rehabilitative interventions are struggling to meet current demands, and researchers have turned to pre-operative interventions, or prehabilitation, to improve patient functions. However, existing literature primarily discusses efficacy or the use of commercial sensing devices, and lacks a clear comprehension of healthcare professionals' (HPs') needs and perspectives. User-centered stakeholder understandings are crucial for a technology's adoption, but prehabilitation literature lacks such understandings. Therefore we conduct semi-structured interviews with 12 prehabilitation healthcare professionals (HPs) to offer descriptions of care challenges, tool usage, and perspectives regarding suitable and effective technologies. These data can assist designers in fostering prehabilitation processes via tailored prehabilitation tools which meet HPs' needs and expectations.