huashen218/convxai-cia-dataset huggingface dataset:
Title: Let's Hate Together: How People Share News in Messaging, Social, and Public Networks
Authors: family: Lottridge
given: Danielle; family: Bentley
given: Frank R.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: social media, diffusion, sharing, messaging, news

Abstract: There are currently a wide variety of ways to share news with others: from sharing in a personal message, to sharing on a social network, to publicly posting. Through a survey with over one thousand people and an artifact analysis of 262 shared articles, we examine differences in motivations and frequency of sharing news on public, social and private platforms. We find that public sharing is more focused on spreading an ideology, while private sharing in messaging is dominated by stories inspired by the recipient's interests or context. The survey revealed three main groups of news sharing practices: those who shared to all channels (public, social, private), those who didn't share at all, and those who shared to private and social. The groups differed in their attitudes toward online discussion; those that shared the most were neutral and those that didn't share had negative attitudes about discussion online. We discuss sharing practices and implications for social systems that support sharing news.
Title: Exploring the Potential of Exergames to affect the Social and Daily Life of People with Dementia and their Caregivers
Authors: family: Unbehaun
given: David; family: Vaziri
given: Daryoush Daniel; family: Aal
given: Konstantin; family: Wieching
given: Rainer; family: Tolmie
given: Peter; family: Wulf
given: Volker
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: social interactions, dementia, adl, exergames, quality of life, caregivers, relatives

Abstract: This paper presents the outcomes of an exploratory field study that examined the social impact of an ICT-based suite of exergames for people with dementia and their caregivers. Qualitative data was collected over a period of 8 months, during which time we studied the daily life of 14 people with dementia and their informal and professional caregivers. We focus on the experiential aspects of the system and examine its social impact when integrated into the daily routines of both people with dementia themselves and their professional and family caregivers. Our findings indicate that relatives were able to regain leisure time, whilst people with dementia were able to recapture certain aspects of their social and daily activities that might otherwise have been lost to them. Results suggest that the system enhanced social-interaction, invigorated relationships, and improved the empowerment of people with dementia and their caregivers to face daily challenges.
Title: Grafter: Remixing 3D-Printed Machines
Authors: family: Roumen
given: Thijs Jan; family: Müller
given: Willi; family: Baudisch
given: Patrick
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: 3d printing, fabrication, remixing

Abstract: Creating new 3D printed objects by recombining models found in hobbyist repositories has been referred to as "re-mixing". In this paper, we explore how to best support users in remixing a specific class of 3D printed objects, namely those that perform mechanical functions. In our survey, we found that makers remix such machines by manually extracting parts from one parent model and combine it with parts from a different parent model. This approach often puts axles made by one maker into bearings made by another maker or combines a gear by one maker with a gear by a different maker. This approach is problem-atic, however, as parts from different makers tend to fit poorly, which results in long series of tweaks and test-prints until all parts finally work together. We address this with our interactive system grafter. Grafter does two things. First, grafter largely automates the process of extracting and recombining mechanical elements from 3D printed machines. Second, it enforces a more efficient approach to reuse: it prevents users from extracting indi-vidual parts, but instead affords extracting groups of me-chanical elements that already work together, such as axles and their bearings or pairs of gears. We call this mecha-nism-based remixing. In a final user study, all models that participants had remixed using grafter could be 3D printed without further tweaking and worked immediately.
Title: Depth Conflict Reduction for Stereo VR Video Interfaces
Authors: family: Nguyen
given: Cuong; family: DiVerdi
given: Stephen; family: Hertzmann
given: Aaron; family: Liu
given: Feng
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: stereoscopic, 360, virtual reality, video interface, subtitles

Abstract: Applications for viewing and editing 360° video often render user interface (UI) elements on top of the video. For stereoscopic video, in which the perceived depth varies over the image, the perceived depth of the video can conflict with that of the UI elements, creating discomfort and making it hard to shift focus. To address this problem, we explore two new techniques that adjust the UI rendering based on the video content. The first technique dynamically adjusts the perceived depth of the UI to avoid depth conflict, and the second blurs the video in a halo around the UI. We conduct a user study to assess the effectiveness of these techniques in two stereoscopic VR video tasks: video watching with subtitles, and video search.
Title: From Pulse Trains to "Coloring with Vibrations": Motion Mappings for Mid-Air Haptic Textures
Authors: family: Strohmeier
given: Paul; family: Boring
given: Sebastian; family: Hornbæk
given: Kasper
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: haptic feedback, texture perception, mid-air haptics

Abstract: Can we experience haptic textures in mid-air? Typically, the experience of texture is caused by vibration of the fingertip as it moves over the surface of an object. This object's surface also guides the finger's movement, creating an implicit motion-to-vibration mapping. If we wish to simulate a texture in mid-air, such guidance does not exist, making the choice of motion-to-vibration mapping non-obvious. We evaluate the experience of moving a pointer with four different motion-to vibration mappings in an interview study. We found that some mappings lead to a perception shift, transforming the experience. When this occurs, the pointer is no longer perceived as vibrating, interactions become more pleasurable, and users have an increased experience of agency and control. We discuss how to leverage this in the design of haptic interfaces.
Title: Collaborative Dynamic Queries: Supporting Distributed Small Group Decision-making
Authors: family: Hong
given: Sungsoo (Ray); family: Suh
given: Minhyang (Mia); family: Henry Riche
given: Nathalie; family: Lee
given: Jooyoung; family: Kim
given: Juho; family: Zachry
given: Mark
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: group awareness, group decision-making, consensus, collaborative dynamic queries, visualization, group filtering

Abstract: Communication is critical in small group decision-making processes during which each member must be able to express preferences to reach consensus. Finding consensus can be difficult when each member in a group has a perspective that potentially conflicts with those of others. To support groups attempting to harmonize diverse preferences, we propose Collaborative Dynamic Queries (C-DQ), a UI component that enables a group to filter queries over decision criteria while being aware of others' preferences. To understand how C-DQ affects a group's behavior and perception in the decision-making process, we conducted 2 studies with groups who were prompted to make decisions together on mobile devices in a dispersed and synchronous situation. In Study 1, we found showing group preferences with C-DQ helped groups to communicate more efficiently and effectively. In Study 2, we found filtering candidates based on each member's own filter range further improved a groups' communication efficiency and effectiveness.
Title: Crowdsourcing Rural Network Maintenance and Repair via Network Messaging
Authors: family: Jang
given: Esther; family: Barela
given: Mary Claire; family: Johnson
given: Matt; family: Martinez
given: Philip; family: Festin
given: Cedric; family: Lynn
given: Margaret; family: Dionisio
given: Josephine; family: Heimerl
given: Kurtis
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: rural development, internet access, ictd, crowdsourcing, technology for development

Abstract: Repair and maintenance requirements limit the successful operation of rural infrastructure. Current best practices are centralized management, which requires travel from urban areas and is prohibitively expensive, or intensively training community members, which limits scaling. We explore an alternative model: crowdsourcing repair from the community. Leveraging a Community Cellular Network in the remote Philippines, we sent SMS to all active network subscribers (n = 63) requesting technical support. From the pool of physical respondents, we explored their ability to repair through mock failures and conducted semi-structured interviews about their experiences with repair. We learned that community members would be eager to practice repair if allowed, would network to recruit more expertise, and seemingly have the collective capacity to resolve some common failures. They are most successful when repairs map directly to their lived experiences. We suggest infrastructure design considerations that could make repairs more tractable and argue for an inclusive approach.
Title: Interactive Interior and Proxemics Thresholds: Empowering Participants in Sensitive Conversations
Authors: family: Thomsen
given: Josephine Raun; family: Krogh
given: Peter Gall; family: Schnedler
given: Jacob Albæk; family: Linnet
given: Hanne
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: interaction proxemics, healthcare, sensitive contexts, interactive interior, design in the wild

Abstract: The position and workings of interactive interior elements matter greatly on the relations people may enact. This paper reports on the conception and evaluation of an interactive table and its interior effects designed to support sensitive consultations between healthcare personnel, patients and relatives as they happen during treatment of cancer diseases in a hospital department of oncology. The interior design includes the physical shape of artefact, its digital functionality and how the seating around it is to take place. The design of the table is substantiated through observations of current practice, framing of the design challenge, conceptualization, and exploring form giving alternatives. Through a set of evaluations in actual use settings it is argued how the design concept of the table as interactive interior points to how notions in interaction proxemics should be rearticulated. In particular, this paper argues how proxemics thresholds should be regarded as dynamic and relational.
Title: Blocks4All: Overcoming Accessibility Barriers to Blocks Programming for Children with Visual Impairments
Authors: family: Milne
given: Lauren R.; family: Ladner
given: Richard E.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: computer science education, blocks-based programming environments, accessibility, visual impairments

Abstract: Blocks-based programming environments are a popular tool to teach children to program, but they rely heavily on visual metaphors and are therefore not fully accessible for children with visual impairments. We evaluated existing blocks-based environments and identified five major accessibility barriers for visually impaired users. We explored techniques to overcome these barriers in an interview with a teacher of the visually impaired and formative studies on a touchscreen blocks-based environment with five children with visual impairments. We distill our findings on usable touchscreen interactions into guidelines for designers of blocks-based environments.
Title: What's at Stake: Characterizing Risk Perceptions of Emerging Technologies
Authors: family: Skirpan
given: Michael Warren; family: Yeh
given: Tom; family: Fiesler
given: Casey
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: design, ethics, risk

Abstract: One contributing factor to how people choose to use technology is their perceptions of associated risk. In order to explore this influence, we adapted a survey instrument from risk perception literature to assess mental models of users and technologists around risks of emerging, data-driven technologies (e.g., identity theft, personalized filter bubbles). We surveyed 175 individuals for comparative and individual assessments of risk, including characterizations using psychological factors. We report our observations around group differences (e.g., expert versus non-expert) in how people assess risk, and what factors may structure their conceptions of technological harm. Our findings suggest that technologists see these risks as posing a bigger threat to society than do non-experts. Moreover, across groups, participants did not see technological risks as voluntarily assumed. Differences in how people characterize risk have implications for the future of design, decision-making, and public communications, which we discuss through a lens we call risk-sensitive design.
Title: TaskCam: Designing and Testing an Open Tool for Cultural Probes Studies
Authors: family: Boucher
given: Andy; family: Brown
given: Dean; family: Ovalle
given: Liliana; family: Sheen
given: Andy; family: Vanis
given: Mike; family: Odom
given: William; family: Oogjes
given: Doenja; family: Gaver
given: William
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: context studies, cultural probes, making, design research, open source, user studies

Abstract: TaskCams are simple digital cameras intended to serve as a tool for Cultural Probe studies and made available by the Interaction Research Studio via open-source distribution. In conjunction with an associated website, instructions and videos, they represent a novel strategy for disseminating and facilitating a research methodology. At the same time, they provide a myriad of options for customisation and modification, allowing researchers to adopt and adapt them to their needs. In the first part of this paper, the design team describes the rationale and design of the TaskCams and the tactics developed to make them publicly available. In the second part, the story is taken up by designers from the Everyday Design Studio, who assembled their own TaskCams and customised them extensively for a Cultural Probe study they ran for an ongoing project. Rather than discussing the results of their study, we focus on how their experiences reveal some of the issues both in producing and using open-source products such as these. These suggest the potential of TaskCams to support design-led user studies more generally.
Title: Making Problems in Design Research: The Case of Teen Shoplifters on Tumblr
Authors: family: Encinas
given: Enrique; family: Blythe
given: Mark; family: Lawson
given: Shaun; family: Vines
given: John; family: Wallace
given: Jayne; family: Briggs
given: Pam
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: design fiction, shoplifting, problem solving, research through design, teens, social media, tumblr

Abstract: HCI draws on a variety of traditions but recently there have been calls to consolidate contributions around the problems researchers set out to solve. However, with this comes the assumption that problems are tractable and certain, rather than constructed and framed by researchers. We take as a case study a Tumblr community of teen shoplifters who post on how to steal from stores, discuss shoplifting as political resistance, and share jokes and stories about the practice. We construct three different "problems" and imagine studies that might result from applying different design approaches: Design Against Crime; Critical Design and Value Sensitive Design. Through these studies we highlight how interpretations of the same data can lead to radically different design responses. We conclude by discussing problem making as a historically and politically contingent process that allow researchers to connect data and design according to certain moral and ethical principles.
Title: Group vs Individual: Impact of TOUCH and TILT Cross-Device Interactions on Mixed-Focus Collaboration
Authors: family: Homaeian
given: Leila; family: Goyal
given: Nippun; family: Wallace
given: James R.; family: Scott
given: Stacey D.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: mixed-focus collaboration, tilt, cross-device, touch

Abstract: Cross-device environments (XDEs) have been developed to support a multitude of collaborative activities. Yet, little is known about how different cross-device interaction techniques impact group collaboration, including how their impact on independent and joint work that often occurs during group work. In this work, we explore the impact of two XDE data browsing techniques: TOUCH and TILT. Through a mixed-methods study of a collaborative sensemaking task, we show that TOUCH and TILT have distinct impacts on how groups accomplish, and shift between, independent and joint work. Finally, we reflect on these findings and how they can more generally inform the design of XDEs.
Title: Back to Analogue: Self-Reporting for Parkinson's Disease
Authors: family: Vega
given: Julio; family: Couth
given: Samuel; family: Poliakoff
given: Ellen; family: Kotz
given: Sonja; family: Sullivan
given: Matthew; family: Jay
given: Caroline; family: Vigo
given: Markel; family: Harper
given: Simon
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: paper diary, self-report, ema, parkinson's disease

Abstract: We report the process used to create artefacts for self-reporting Parkinson's Disease symptoms. Our premise was that a technology-based approach would provide participants with an effective, flexible, and resilient technique. After testing four prototypes using Bluetooth, NFC, and a microcontroller we accomplished almost full compliance and high acceptance using a paper diary to track day-to-day fluctuations over 49 days. This diary is tailored to each patient's condition, does not require any handwriting, allows for implicit reminders, provides recording flexibility, and its answers can be encoded automatically. We share five design implications for future Parkinson's self-reporting artefacts: reduce participant completion demand, design to offset the effect of tremor on input, enable implicit reminders, design for positive and negative consequences of increased awareness of symptoms, and consider the effects of handwritten notes in compliance, encoding burden, and data quality.
Title: The Hide and Seek of Workspace: Towards Human-Centric Sustainable Architecture
Authors: family: Alavi
given: Hamed S.; family: Verma
given: Himanshu; family: Mlynar
given: Jakub; family: Lalanne
given: Denis
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: sustainable architecture, visual attributes of space, sustainability, human-building interaction, shared offices

Abstract: This contribution exemplifies how the study of space perception and its impact on space-use behavior can inform sustainable architecture. We describe our attempt to integrate the methods of user research in an architectural project that was focused on optimization of space usage. In an office building, two large office rooms were refurbished to provide desk-sharing opportunities through hot-desking. We studied the space-use behavior of 33 office workers over eight weeks in those two rooms as well as their occasional presence in ten other areas (cafeteria, atrium, meeting rooms, etc.). Quantitative and qualitative analyses were performed to understand the nature and nuances of space occupancy at the scope of the building and within the refurbished offices. While at the scope of building the patterns of movements between rooms were found to be related to the professional profile of the users, at the scope of office the occupancy patterns were influenced by the spatial design of workspaces. More precisely, certain visual attributes of a workspace, namely Visual Exposure and Visual Openness, could determine whether or not it was regularly used. In this paper, we describe our findings in detail and discuss their implications for sustainable building design.
Title: How Teens with Visual Impairments Take, Edit, and Share Photos on Social Media
Authors: family: Bennett
given: Cynthia L.; family: E
given: Jane; family: Mott
given: Martez E.; family: Cutrell
given: Edward; family: Morris
given: Meredith Ringel
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: blindness, accessibility, snapchat, photography, instagram, visual impairment, social media

Abstract: We contribute a qualitative investigation of how teens with visual impairments (VIP) access smartphone photography, from the time they take photos through editing and sharing them on social media. We observed that they largely want to engage with photos visually, similarly to their sighted peers, and have developed strategies around photo capture, editing, sharing, and consumption that attempt to mitigate usability limitations of current photography and social media apps. We demonstrate the need for more work examining how young people with low vision engage with smartphone photography and social media, as they are heavy users of such technologies and have challenges distinct from their totally blind counterparts. We conclude with design considerations to alleviate the usability barriers we uncovered and for making smartphone photography and social media more accessible and relevant for VIPs.
Title: Attending to Slowness and Temporality with Olly and Slow Game: A Design Inquiry Into Supporting Longer-Term Relations with Everyday Computational Objects
Authors: family: Odom
given: William; family: Wakkary
given: Ron; family: Bertran
given: Ishac; family: Harkness
given: Matthew; family: Hertz
given: Garnet; family: Hol
given: Jeroen; family: Lin
given: Henry; family: Naus
given: Bram; family: Tan
given: Perry; family: Verburg
given: Pepijn
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: research through design, slow technology, temporality

Abstract: Slowness has emerged as a rich lens to frame HCI investigations into supporting longer-term human-technology relations. Yet, there is a need to further address how we design for slowness on conceptual and practical levels. Drawing on the concepts of unawareness, intersections, and ensembles, we contribute an investigation into designing for slowness and temporality grounded in design practice through two cases: Olly and Slow Game. We designed these artifacts over two and a half years with careful attention to how the set of concepts influenced key design decisions in terms of their form, materials, and computational qualities. Our designer-researcher approach revealed that, when put into practice, the concepts helped generatively grapple with slowness and temporality, but are in need of further development to be mobilized for design. We critically reflect on insights emerging across our practice-based research to reflexively refine the concepts and better support future HCI research and practice.