huashen218/convxai-cia-dataset huggingface dataset:
Title: A Practice-Led Account of the Conceptual Evolution of UX Knowledge
Authors: family: Kou
given: Yubo; family: Gray
given: Colin M.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: practice-led research, user experience, ux design, design practice, stack exchange, q&a

Abstract: The contours of user experience (UX) design practice have been shaped by a diverse array of practitioners and disciplines, resulting in a diffuse and decentralized body of UX-specific disciplinary knowledge. The rapidly shifting space that UX knowledge occupies, in conjunction with a long-existing research-practice gap, presents unique challenges and opportunities to UX educators and aspiring UX designers. In this paper, we analyzed a corpus of question and answer communication on UX Stack Exchange using a practice-led approach, identifying and documenting practitioners' conceptions of UX knowledge over a nine year period. Specifically, we used natural language processing techniques and qualitative content analysis to identify a disciplinary vocabulary invoked by UX designers in this online community, as well as conceptual trajectories spanning over nine years which could shed light on the evolution of UX practice. We further describe the implications of our findings for HCI research and UX education.
Title: Understanding Visual Cues in Visualizations Accompanied by Audio Narrations
Authors: family: Kong
given: Ha-Kyung; family: Zhu
given: Wenjie; family: Liu
given: Zhicheng; family: Karahalios
given: Karrie
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: visual cues, learning, narrative visualization

Abstract: It is often assumed that visual cues, which highlight specific parts of a visualization to guide the audience's attention, facilitate visualization storytelling and presentation. This assumption has not been systematically studied. We present an in-lab experiment and a Mechanical Turk study to examine the effects of integral and separable visual cues on the recall and comprehension of visualizations that are accompanied by audio narration. Eye-tracking data in the in-lab experiment confirm that cues helped the viewers focus on relevant parts of the visualization faster. We found that in general, visual cues did not have a significant effect on learning outcomes, but for specific cue techniques (e.g. glow) or specific chart types (e.g heatmap), cues significantly improved comprehension. Based on these results, we discuss how presenters might select visual cues depending on the role of the cues and the visualization type.
Title: Context-Informed Scheduling and Analysis: Improving Accuracy of Mobile Self-Reports
Authors: family: van Berkel
given: Niels; family: Goncalves
given: Jorge; family: Koval
given: Peter; family: Hosio
given: Simo; family: Dingler
given: Tilman; family: Ferreira
given: Denzil; family: Kostakos
given: Vassilis
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: questionnaires, working memory, context, experience sampling method, cognition, esm, ema, ecological momentary assessment, smartphones, data quality

Abstract: Mobile self-reports are a popular technique to collect participant labelled data in the wild. While literature has focused on increasing participant compliance to self-report questionnaires, relatively little work has assessed response accuracy. In this paper, we investigate how participant context can affect response accuracy and help identify strategies to improve the accuracy of mobile self-report data. In a 3-week study we collect over 2,500 questionnaires containing both verifiable and non-verifiable questions. We find that response accuracy is higher for questionnaires that arrive when the phone is not in ongoing or very recent use. Furthermore, our results show that long completion times are an indicator of a lower accuracy. Using contextual mechanisms readily available on smartphones, we are able to explain up to 13% of the variance in participant accuracy. We offer actionable recommendations to assist researchers in their future deployments of mobile self-report studies.
Title: BBeep: A Sonic Collision Avoidance System for Blind Travellers and Nearby Pedestrians
Authors: family: Kayukawa
given: Seita; family: Higuchi
given: Keita; family: Guerreiro
given: João; family: Morishima
given: Shigeo; family: Sato
given: Yoichi; family: Kitani
given: Kris; family: Asakawa
given: Chieko
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: pedestrian detection, blind navigation, collision prediction, path clearing, visual impairments, obstacle avoidance

Abstract: We present an assistive suitcase system, BBeep, for supporting blind people when walking through crowded environments. BBeep uses pre-emptive sound notifications to help clear a path by alerting both the user and nearby pedestrians about the potential risk of collision. BBeep triggers notifications by tracking pedestrians, predicting their future position in real-time, and provides sound notifications only when it anticipates a future collision. We investigate how different types and timings of sound affect nearby pedestrian behavior. In our experiments, we found that sound emission timing has a significant impact on nearby pedestrian trajectories when compared to different sound types. Based on these findings, we performed a real-world user study at an international airport, where blind participants navigated with the suitcase in crowded areas. We observed that the proposed system significantly reduces the number of imminent collisions.
Title: From Gender Biases to Gender-Inclusive Design: An Empirical Investigation
Authors: family: Vorvoreanu
given: Mihaela; family: Zhang
given: Lingyi; family: Huang
given: Yun-Han; family: Hilderbrand
given: Claudia; family: Steine-Hanson
given: Zoe; family: Burnett
given: Margaret
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: gender biases, gender-inclusive software, gendermag

Abstract: In recent years, research has revealed gender biases in numerous software products. But although some researchers have found ways to improve gender participation in specific software projects, general methods focus mainly on detecting gender biases -- not fixing them. To help fill this gap, we investigated whether the GenderMag bias detection method can lead directly to designs with fewer gender biases. In our 3-step investigation, two HCI researchers analyzed an industrial software product using GenderMag; we derived design changes to the product using the biases they found; and ran an empirical study of participants using the original product versus the new version. The results showed that using the method in this way did improve the software's inclusiveness: women succeeded more often in the new version than in the original; men's success rates improved too; and the gender gap entirely disappeared.
Title: How to Work in the Car of the Future? A Neuroergonomical Study Assessing Concentration, Performance and Workload Based on Subjective, Behavioral and Neurophysiological Insights
Authors: family: Pollmann
given: Kathrin; family: Stefani
given: Oilver; family: Bengsch
given: Amelie; family: Peissner
given: Matthias; family: Vukelić
given: Mathias
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: eeg, workload, autonomous driving, neurergonomics, multi-method hci evaluation

Abstract: Autonomous driving provides new opportunities for the use of time during a car ride. One such important scenario is working. We conducted a neuroergonomical study to compare three configurations of a car interior (based on lighting, visual stimulation, sound) regarding their potential to support productive work. We assessed participants? concentration, performance and workload with subjective, behavioral and EEG measures while they carried out two different concentration tasks during simulated autonomous driving. Our results show that a configuration with a large-area, bright light with high blue components, and reduced visual and auditory stimuli promote performance, quality, efficiency, increased concentration and lower cognitive workload. Increased visual and auditory stimulation paired with linear, darker light with very few blue components resulted in lower performance, reduced subjective concentration, and higher cognitive workload, but did not differ from a normal car configuration. Our multi-method approach thus reveals possible car interior configurations for an ideal workspace.
Title: Sensing Posture-Aware Pen+Touch Interaction on Tablets
Authors: family: Zhang
given: Yang; family: Pahud
given: Michel; family: Holz
given: Christian; family: Xia
given: Haijun; family: Laput
given: Gierad; family: McGuffin
given: Michael; family: Tu
given: Xiao; family: Mittereder
given: Andrew; family: Su
given: Fei; family: Buxton
given: William; family: Hinckley
given: Ken
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: sensing, pen + touch, grip, electric field sensing, posture, tablets

Abstract: Many status-quo interfaces for tablets with pen + touch input capabilities force users to reach for device-centric UI widgets at fixed locations, rather than sensing and adapting to the user-centric posture. To address this problem, we propose sensing techniques that transition between various nuances of mobile and stationary use via postural awareness. These postural nuances include shifting hand grips, varying screen angle and orientation, planting the palm while writing or sketching, and detecting what direction the hands approach from. To achieve this, our system combines three sensing modalities: 1) raw capacitance touchscreen images, 2) inertial motion, and 3) electric field sensors around the screen bezel for grasp and hand proximity detection. We show how these sensors enable posture-aware pen+touch techniques that adapt interaction and morph user interface elements to suit fine-grained contexts of body-, arm-, hand-, and grip-centric frames of reference.
Title: VirtualBricks: Exploring a Scalable, Modular Toolkit for Enabling Physical Manipulation in VR
Authors: family: Arora
given: Jatin; family: Saini
given: Aryan; family: Mehra
given: Nirmita; family: Jain
given: Varnit; family: Shrey
given: Shwetank; family: Parnami
given: Aman
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: construction toolkit, physical manipulation, passive haptics

Abstract: Often Virtual Reality (VR) experiences are limited by the design of standard controllers. This work aims to liberate a VR developer from these limitations in the physical realm to provide an expressive match to the limitless possibilities in the virtual realm. VirtualBricks is a LEGO based toolkit that enables construction of a variety of physical-manipulation enabled controllers for VR, by offering a set of feature bricks that emulate as well as extend the capabilities of default controllers. Based on the LEGO platform, the toolkit provides a modular, scalable solution for enabling passive haptics in VR. We demonstrate the versatility of our designs through a rich set of applications including re-implementations of artifacts from recent research. We share a VR Integration package for integration with Unity VR IDE, the CAD models for the feature bricks, for easy deployment of VirtualBricks within the community.
Title: Painting with CATS: Camera-Aided Texture Synthesis
Authors: family: Sethapakdi
given: Ticha; family: McCann
given: James
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: digital painting, art, creativity support

Abstract: We present CATS, a digital painting system that synthesizes textures from live video in real-time, short-cutting the typical brush- and texture- gathering workflow. Through the use of boundary-aware texture synthesis, CATS produces strokes that are non-repeating and blend smoothly with each other. This allows CATS to produce paintings that would be difficult to create with traditional art supplies or existing software. We evaluated the effectiveness of CATS by asking artists to integrate the tool into their creative practice for two weeks; their paintings and feedback demonstrate that CATS is an expressive tool which can be used to create richly textured paintings.
Title: A Comparison of Notification Techniques for Out-of-View Objects in Full-Coverage Displays
Authors: family: Petford
given: Julian; family: Carson
given: Iain; family: Nacenta
given: Miguel A.; family: Gutwin
given: Carl
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: target finding, guiding, full-coverage displays, smart rooms, wedges, spatial notification

Abstract: Full-coverage displays can place visual content anywhere on the interior surfaces of a room (e.g., a weather display near the coat stand). In these settings, digital artefacts can be located behind the user and out of their field of view - meaning that it can be difficult to notify the user when these artefacts need attention. Although much research has been carried out on notification, little is known about how best to direct people to the necessary location in room environments. We designed five diverse attention-guiding techniques for full-coverage display rooms, and evaluated them in a study where participants completed search tasks guided by the different techniques. Our study provides new results about notification in full-coverage displays: we showed benefits of persistent visualisations that could be followed all the way to the target and that indicate distance-to-target. Our findings provide useful information for improving the usability of interactive full-coverage environments.
Title: An Evaluation of Radar Metaphors for Providing Directional Stimuli Using Non-Verbal Sound
Authors: family: Cassidy
given: Brendan; family: Read
given: Janet C.; family: MacKenzie
given: I. Scott
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: visual impairment, spatial audio, augmented reality, radar, directional prompting, headset, accessibility

Abstract: We compared four audio-based radar metaphors for providing directional stimuli to users of AR headsets. The metaphors are clock face, compass, white noise, and scale. Each metaphor, or method, signals the movement of a virtual arm in a radar sweep. In a user study, statistically significant differences were observed for accuracy and response time. Beat-based methods (clock face, compass) elicited responses biased to the left of the stimulus location, and non-beat-based methods (white noise, scale) produced responses biased to the right of the stimulus location. The beat methods were more accurate than the non-beat methods. However, the non-beat methods elicited quicker responses. We also discuss how response accuracy varies along the radar sweep between methods. These observations contribute design insights for non-verbal, non-visual directional prompting.
Title: Integrated Workflows: Generating Feedback Between Digital and Physical Realms
Authors: family: Gulay
given: Emrecan; family: Lucero
given: Andrés
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: design methods, embodied interaction, creativity support, fabrication

Abstract: As design thinking shifted away from conventional methods with the rapid adoption of computer-aided design and fabrication technologies, architects have been seeking ways to initiate a comprehensive dialogue between the virtual and the material realms. Current methodologies do not offer embodied workflows that utilize the feedback obtained through a subsequent transition process between physical and digital design. Therefore, narrowing the separation between these two platforms remains as a research problem. This literature review elaborates the divide between physical and digital design, testing and manufacturing techniques in the morphological process of architectural form. We first review the digital transformation in the architectural design discourse. Then, we proceed by introducing a variety of methods that are integrating digital and physical workflows and suggesting an alternative approach. Our work unveils that there is a need for empirical research with a focus on integrated approaches to create intuitively embodied experiences for architectural designers.
Title: Hackathons as Participatory Design: Iterating Feminist Utopias
Authors: family: Hope
given: Alexis; family: D'Ignazio
given: Catherine; family: Hoy
given: Josephine; family: Michelson
given: Rebecca; family: Roberts
given: Jennifer; family: Krontiris
given: Kate; family: Zuckerman
given: Ethan
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: equity, participatory design, breastfeeding, maternal health, intersectional hci, hackathons, feminist hci

Abstract: Breastfeeding is not only a public health issue, but also a matter of economic and social justice. This paper presents an iteration of a participatory design process to create spaces for re-imagining products, services, systems, and policies that support breastfeeding in the United States. Our work contributes to a growing literature around making hackathons more inclusive and accessible, designing participatory processes that center marginalized voices, and incorporating systems- and relationship-based approaches to problem solving. By presenting an honest assessment of the successes and shortcomings of the first iteration of a hackathon, we explain how we re-structured the second "Make the Breast Pump Not Suck" hackathon in service of equity and systems design. Key to our re-imagining of conventional innovation structures is a focus on experience design, where joy and play serve as key strategies to help people and institutions build relationships across lines of difference. We conclude with a discussion of design principles applicable not only to designers of events, but to social movement researchers and HCI scholars trying to address oppression through the design of technologies and socio-technical systems.
Title: Project Sidewalk: A Web-based Crowdsourcing Tool for Collecting Sidewalk Accessibility Data At Scale
Authors: family: Saha
given: Manaswi; family: Saugstad
given: Michael; family: Maddali
given: Hanuma Teja; family: Zeng
given: Aileen; family: Holland
given: Ryan; family: Bower
given: Steven; family: Dash
given: Aditya; family: Chen
given: Sage; family: Li
given: Anthony; family: Hara
given: Kotaro; family: Froehlich
given: Jon
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: crowdsourcing, gis, mobility impairments, urban informatics, accessibility

Abstract: We introduce Project Sidewalk, a new web-based tool that enables online crowdworkers to remotely label pedestrian-related accessibility problems by virtually walking through city streets in Google Street View. To train, engage, and sustain users, we apply basic game design principles such as interactive onboarding, mission-based tasks, and progress dashboards. In an 18-month deployment study, 797 online users contributed 205,385 labels and audited 2,941 miles of Washington DC streets. We compare behavioral and labeling quality differences between paid crowdworkers and volunteers, investigate the effects of label type, label severity, and majority vote on accuracy, and analyze common labeling errors. To complement these findings, we report on an interview study with three key stakeholder groups (N=14) soliciting reactions to our tool and methods. Our findings demonstrate the potential of virtually auditing urban accessibility and highlight tradeoffs between scalability and quality compared to traditional approaches.
Title: HistoryTracker: Minimizing Human Interactions in Baseball Game Annotation
Authors: family: Piazentin Ono
given: Jorge; family: Gjoka
given: Arvi; family: Salamon
given: Justin; family: Dietrich
given: Carlos; family: Silva
given: Claudio T.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: sports analytics, sports tracking, baseball, hand annotation

Abstract: The sport data tracking systems available today are based on specialized hardware (high-definition cameras, speed radars, RFID) to detect and track targets on the field. While effective, implementing and maintaining these systems pose a number of challenges, including high cost and need for close human monitoring. On the other hand, the sports analytics community has been exploring human computation and crowdsourcing in order to produce tracking data that is trustworthy, cheaper and more accessible. However, state-of-the-art methods require a large number of users to perform the annotation, or put too much burden into a single user. We propose HistoryTracker, a methodology that facilitates the creation of tracking data for baseball games by warm-starting the annotation process using a vast collection of historical data. We show that HistoryTracker helps users to produce tracking data in a fast and reliable way.
Title: Moments of Change: Analyzing Peer-Based Cognitive Support in Online Mental Health Forums
Authors: family: Pruksachatkun
given: Yada; family: Pendse
given: Sachin R.; family: Sharma
given: Amit
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: mental health, topic modeling, social media, computational clinical psychology, social computing, online communities

Abstract: Clinical psychology literature indicates that reframing ir- rational thoughts can help bring positive cognitive change to those suffering from mental distress. Through data from an online mental health forum, we study how these cognitive processes play out in peer-to-peer conversations. Acknowledging the complexity of measuring cognitive change, we first provide an operational definition of a "moment of change" based on sentiment change in online conversations. Using this definition, we propose a predictive model that can identify whether a conversation thread or a post is associated with a moment of cognitive change. Consistent with psychological literature, we find that markers of language associated with sentiment and and affect are the most predictive. Further, cultural differences play an important role: predictive models trained on one country generalize poorly to others. To understand how a moment of change happens, we build a model that explicitly tracks topic and associated sentiment in a forum thread.
Title: A Player-Centric Approach to Designing Spatial Skill Training Games
Authors: family: Wauck
given: Helen C.; family: Mekler
given: Elisa D.; family: Fu
given: Wai-Tat
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: spatial reasoning, cognitive training, emotions, gender, motivation, video games

Abstract: Certain video games show promise as tools for training spatial skills, one of the strongest predictors of future success in STEM. However, little is known about the gaming preferences of those who would benefit the most from such interventions: low spatial skill students. To provide guidance on how to design training games for this population, we conducted a survey of 350 participants from three populations: online college-age, students from a low SES high school, and students from a high SES high school. Participants took a timed test of spatial skills and then answered questions about their demographics, gameplay habits, preferences, and motivations. The only predictors of spatial skill were gender and population: female participants from online and low SES high school populations had the lowest spatial skill. In light of these findings, we provide design recommendations for game-based spatial skill interventions targeting low spatial skill students.