huashen218/convxai-cia-dataset huggingface dataset:
Title: Crowdsourcing Exercise Plans Aligned with Expert Guidelines and Everyday Constraints
Authors: family: Agapie
given: Elena; family: Chinh
given: Bonnie; family: Pina
given: Laura R.; family: Oviedo
given: Diana; family: Welsh
given: Molly C.; family: Hsieh
given: Gary; family: Munson
given: Sean
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: exercise plans, crowdsourcing

Abstract: Exercise plans help people implement behavior change. Crowd workers can help create exercise plans for clients, but their work may result in lower quality plans than produced by experts. We built CrowdFit, a tool that provides feedback about compliance with exercise guidelines and leverages strengths of crowdsourcing to create plans made by non-experts. We evaluated CrowdFit in a comparative study with 46 clients using exercise plans for two weeks. Clients received plans from crowd planners using CrowdFit, crowd planners without CrowdFit, or from expert planners. Compared to crowd planners not using CrowdFit, crowd planners using CrowdFit created plans that are more actionable and more aligned with exercise guidelines. Compared to experts, crowd planners created more actionable plans, and plans that are not significantly different with respect to tailoring, strength and aerobic principles. They struggled, however, to satisfy exercise requirements of amount of exercise. We discuss opportunities for designing technology supporting physical activity planning by non-experts.
Title: Bottom-Up Imaginaries: The Cultural-Technical Practice of Inventing Regional Advantage through IT R&D
Authors: family: Freeman
given: Guo; family: Bardzell
given: Shaowen; family: Bardzell
given: Jeffrey
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: innovation, asia, policy, making, makers, iot, internet of things, regional advantage, taiwan

Abstract: Recent HCI research on social creativity and bottom-up innovation has highlighted how concerted efforts by the government policy and business communities to develop innovation ecosystems are increasingly intertwined with IT research and development. We note that many such efforts focus on cultivating regional advantage [20] in the form of innovation hubs that are situated in and leverage distinct sociocultural histories and geographies. Cultivating regional advantage entails achieving broad consensus about what that region's advantage might be, that is, the construction of a regional advantage imaginary beyond the policies, IT supports, and practices to make it happen. Here, we document how an ongoing public debate among makers and manufacturers in Taiwan as a region-distinguished by direct engagement with design, fabrication, prototyping, and manufacturing processes-are proposing pathways toward a regional advantage that both reflects Taiwan's recent sociocultural and economic histories and also its near future aspirations.
Title: Balancing Privacy and Information Disclosure in Interactive Record Linkage with Visual Masking
Authors: family: Ragan
given: Eric D.; family: Kum
given: Hye-Chung; family: Ilangovan
given: Gurudev; family: Wang
given: Han
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: privacy-preserving interactive record linkage, human-computer interaction, information privacy, privacy-preserving visualization

Abstract: Effective use of data involving personal or sensitive information often requires different people to have access to personal information, which significantly reduces the personal privacy of those whose data is stored and increases risk of identity theft, data leaks, or social engineering attacks. Our research studies the tradeoffs between privacy and utility of personal information for human decision making. Using a record-linkage scenario, this paper presents a controlled study of how varying degrees of information availability influences the ability to effectively use personal information. We compared the quality of human decision-making using a visual interface that controls the amount of personal information available using visual markup to highlight data discrepancies. With this interface, study participants who viewed only 30% of data content had decision quality similar to those who had full 100% access. The results demonstrate that it is possible to greatly limit the amount of personal information available to human decision makers without negatively affecting utility or human effectiveness. However, the findings also show there is a limit to how much data can be hidden before negatively influencing the quality of judgment in decisions involving person-level data. Despite the reduced accuracy with extreme data hiding, the study demonstrates that with proper interface designs, many correct decisions can be made with even legally de-identified data that is fully masked (74.5% accuracy with fully-masked data compared to 84.1% with full access). Thus, when legal requirements only allow for de-identified data access, use of well-designed interface can significantly improve data utility.
Title: Streets for People: Engaging Children in Placemaking Through a Socio-technical Process
Authors: family: Peacock
given: Sean; family: Anderson
given: Robert; family: Crivellaro
given: Clara
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: community engagement, children, urban design, digital civics, urban planning

Abstract: In this paper, we present a socio-technical process designed to engage children in an ongoing urban design project-Streets for People-in Newcastle, UK. We translated urban design proposals developed by residents and the local authority to enable children to contribute ideas to the project. Our process comprised three stages: situated explorations and evidence gathering through digitally supported neighbourhood walks; issue mapping and peer-to-peer discussions using an online engagement platform; and face-to-face dialogue between children, residents, and the local authority through a 'Town Hall' event. We report insights gained through our engagement and show how our activities facilitated issue advocacy and the development of children's capacities, but also surfaced tensions around the agency of children in political processes. We reflect on the challenges of working in this space, and discuss wider implications for technology design and ethical questions that 'scaling up' such work might pose.
Title: Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality
Authors: family: Rogers
given: Katja; family: Ribeiro
given: Giovanni; family: Wehbe
given: Rina R.; family: Weber
given: Michael; family: Nacke
given: Lennart E.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, background music, player experience, sound effects, audio, ambient noises, games

Abstract: Sound and virtual reality (VR) are two important output modalities for creating an immersive player experience (PX). While prior research suggests that sounds might contribute to a more immersive experience in games played on screens and mobile displays, there is not yet evidence of these effects of sound on PX in VR. To address this, we conducted a within-subjects experiment using a commercial horror-adventure game to study the effects of a VR and monitor-display version of the same game on PX. Subsequently, we explored, in a between-subjects study, the effects of audio dimensionality on PX in VR. Results indicate that audio has a more implicit influence on PX in VR because of the impact of the overall sensory experience and that audio dimensionality in VR may not be a significant factor contributing to PX. Based on our findings and observations, we provide five design guidelines for VR games.
Title: Flexible Learning with Semantic Visual Exploration and Sequence-Based Recommendation of MOOC Videos
Authors: family: Zhao
given: Jian; family: Bhatt
given: Chidansh; family: Cooper
given: Matthew; family: Shamma
given: David A.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: mooc videos, visualization, recommender system

Abstract: Massive Open Online Course (MOOC) platforms have scaled online education to unprecedented enrollments, but remain limited by their rigid, predetermined curricula. To overcome this limitation, this paper contributes a visual recommender system called MOOCex. The system recommends lecture videos across different courses by considering both video contents and sequential inter-topic relationships mined from course syllabi; and more importantly, it allows for interactive visual exploration of the semantic space of recommendations within a learner's current context. When compared to traditional methods (e.g., content-based recommendation and ranked list representations), MOOCex suggests videos from more diverse perspectives and helps learners make better video playback decisions. Further, feedback from MOOC learners and instructors indicates that the system enhances both learning and teaching effectiveness.
Title: “Trust Us”: Mobile Phone Use Patterns Can Predict Individual Trust Propensity
Authors: family: Bati
given: Ghassan F.; family: Singh
given: Vivek K.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: mobile sensing, behavioral sensing, trust propensity

Abstract: An individual's trust propensity - i.e., a dispositional willingness to rely on others" - mediates multiple socio-technical systems and has implications for their personal, and societal, well-being. Hence, understanding and modeling an individual's trust propensity is important for human-centered computing research. Conventional methods for understanding trust propensities have been surveys and lab experiments. We propose a new approach to model trust propensity based on long-term phone use metadata that aims to complement typical survey approaches with a lower-cost, faster, and scalable alternative. Based on analysis of data from a 10-week field study (mobile phone logs) and "ground truth" survey involving 50 participants, we: (1) identify multiple associations between phone-based social behavior and trust propensity; (2) define a machine learning model that automatically infers a person's trust propensity. The results pave way for understanding trust at a societal scale and have implications for personalized applications in the emerging social internet of things.
Title: “Suddenly, we got to become therapists for each other”: Designing Peer Support Chats for Mental Health
Authors: family: O'Leary
given: Kathleen; family: Schueller
given: Stephen M.; family: Wobbrock
given: Jacob O.; family: Pratt
given: Wanda
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: mental health, peer support, health, peer counseling, behavioral interventions, psychotherapy

Abstract: Talk therapy is a common, effective, and desirable form of mental health treatment. Yet, it is inaccessible to many people. Enabling peers to chat online using effective principles of talk therapy could help scale this form of mental health care. To understand how such chats could be designed, we conducted a two-week field experiment with 40 people experiencing mental illnesses comparing two types of online chats-chats guided by prompts, and unguided chats. Results show that anxiety was significantly reduced from pre-test to post-test. User feedback revealed that guided chats provided solutions to problems and new perspectives, and were perceived as "deep," while unguided chats offered personal connection on shared experiences and were experienced as "smooth." We contribute the design of an online guided chat tool and insights into the design of peer support chat systems that guide users to initiate, maintain, and reciprocate emotional support.
Title: Accountability in the Blue-Collar Data-Driven Workplace
Authors: family: Kristiansen
given: Kristian Helbo; family: Valeur-Meller
given: Mathias A.; family: Dombrowski
given: Lynn; family: Holten Moller
given: Naja L..
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: technology in the workplace, tracking, transparence, blue-collar work, accountability, data-driven work, accounting devices, datafication, privacy, mobile devices

Abstract: This paper examines how mobile technology impacts employee accountability in the blue-collar data-driven workplace. We conducted an observation-based qualitative study of how electricians in an electrical company interact with data related to their work accountability, which comprises the information employees feel is reasonable to share and document about their work. The electricians we studied capture data both manually, recording the hours spent on a particular task, and automatically, as their mobile devices regularly track data such as location. First, our results demonstrate how work accountability manifests for employees' manual labor work that has become data-driven. We show how employees work through moments of transparency, privacy, and accountability using data focused on location, identification and time. Second, we demonstrate how this data production is interdependent with employees' beliefs about what is a reasonable level of detail and transparency to provide about their work. Lastly, we articulate specific design implications related to work accountability.
Title: Food Democracy in the Making: Designing with Local Food Networks
Authors: family: Prost
given: Sebastian; family: Crivellaro
given: Clara; family: Haddon
given: Andy; family: Comber
given: Rob
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: food democracy, local food networks, design, system change, social justice, modernism

Abstract: This paper introduces the concept of 'food democracy' as a theoretical framing for HCI to engage in human-food interaction. Extending existing foci of health and environmental sustainability, food democracy requires thinking through aspects of social and economic justice, and democratic governance as directions for the study and design of technologies for alternative food movements. To exemplify food democracy, we report on field observations and interviews about the opportunities and challenges for supporting the development of local food networks with communities in deprived neighbourhoods using an online direct food marketing platform. Using a food democracy framing, we identify tensions around environmental, social, and economic goals; challenges of local food businesses operating within the existing economic paradigm; and differing perspectives on ownership and governance in the network. We discuss the need for HCI to design for systems change and propose a design space for HCI in supporting food democracy movements.
Title: Better Understanding of Foot Gestures: An Elicitation Study
Authors: family: Felberbaum
given: Yasmin; family: Lanir
given: Joel
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: foot gestures, user-defined gesture set, elicitation study, foot interaction

Abstract: We present a study aimed to better understand users' perceptions of foot gestures employed on a horizontal surface. We applied a user elicitation methodology, in which participants were asked to suggest foot gestures to actions (referents) in three conditions: standing up in front of a large display, sitting down in front of a desktop display, and standing on a projected surface. Based on majority count and agreement scores, we identified three gesture sets, one for each condition. Each gesture set shows a mapping between a common action and its chosen gesture. As a further contribution, we suggest a new measure called specification score, which indicates the degree to which a gesture is specific, preferable and intuitive to an action in a specific condition of use. Finally, we present measurable insights that can be implemented as guidelines for future development and research of foot interaction.
Title: InfoNice: Easy Creation of Information Graphics
Authors: family: Wang
given: Yun; family: Zhang
given: Haidong; family: Huang
given: He; family: Chen
given: Xi; family: Yin
given: Qiufeng; family: Hou
given: Zhitao; family: Zhang
given: Dongmei; family: Luo
given: Qiong; family: Qu
given: Huamin
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: infographics, design tools, visualization

Abstract: Information graphics are widely used to convey messages and present insights in data effectively. However, creating expressive data-driven infographics remains a great challenge for general users without design expertise. We present InfoNice, a visualization design tool that enables users to easily create data-driven infographics. InfoNice allows users to convert unembellished charts into infographics with multiple visual elements through mark customization. We implement InfoNice into Microsoft Power BI to demonstrate the integration of InfoNice into data analysis workflow seamlessly, bridging the gap between data exploration and presentation. We evaluate the usability and usefulness of InfoNice through example infographics, an in-lab user study, and real-world user feedback. Our results show that InfoNice enables users to create a variety of infographics easily for common scenarios.
Title: Metamaterial Textures
Authors: family: Ion
given: Alexandra; family: Kovacs
given: Robert; family: Schneider
given: Oliver S.; family: Lopes
given: Pedro; family: Baudisch
given: Patrick
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: 3d printing, textures, fabrication, metamaterials, programmable matter

Abstract: We present metamaterial textures---3D printed surface geometries that can perform a controlled transition between two or more textures. Metamaterial textures are integrated into 3D printed objects and allow designing how the object interacts with the environment and the user's tactile sense. Inspired by foldable paper sheets ("origami") and surface wrinkling, our 3D printed metamaterial textures consist of a grid of cells that fold when compressed by an external global force. Unlike origami, however, metamaterial textures offer full control over the transformation, such as in between states and sequence of actuation. This allows for integrating multiple textures and makes them useful, e.g., for exploring parameters in the rapid prototyping of textures. Metamaterial textures are also robust enough to allow the resulting objects to be grasped, pushed, or stood on. This allows us to make objects, such as a shoe sole that transforms from flat to treaded, a textured door handle that provides tactile feedback to visually impaired users, and a configurable bicycle grip. We present an editor assists users in creating metamaterial textures interactively by arranging cells, applying forces, and previewing their deformation.
Title: A Case for Design Localization: Diversity of Website Aesthetics in 44 Countries
Authors: family: Nordhoff
given: Manuel; family: August
given: Tal; family: Oliveira
given: Nigini A.; family: Reinecke
given: Katharina
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: localization, website design, quantified aesthetics

Abstract: Adapting the visual designs of websites to a local target audience can be beneficial, because such design localization increases users' appeal, trust, and work efficiency. Yet designers often find it difficult to decide when to adapt and how to adapt the designs, mainly because there are currently no guidelines that describe common website designs in various countries. We contribute the first large-scale analysis of 80,901 website designs across 44 countries, made available via an interactive web-based design catalog. Using computational image metrics to compare the ~2,000 most visited websites per country, we found significant differences between several design aspects, such as a website's colorfulness, visual complexity, the number of text areas and the average saturation of colors. Our results contribute a snapshot of web designs that users in 44 countries frequently see, showing that the design of websites with a global reach are more homogenized compared to local websites between countries.
Title: "We Don't Do That Here": How Collaborative Editing with Mentors Improves Engagement in Social Q&A Communities
Authors: family: Ford
given: Denae; family: Lustig
given: Kristina; family: Banks
given: Jeremy; family: Parnin
given: Chris
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: social q&a, programming, collaborative editing, e-mentoring

Abstract: Online question-and-answer (Q&A) communities like Stack Overflow have norms that are not obvious to novice users. Novices create and post programming questions without feedback, and the community enforces site norms through public downvoting and commenting. This can leave novices discouraged from further participation. We deployed a month long, just-in-time mentorship program to Stack Overflow in which we redirected novices in the process of asking a question to an on-site Help Room. There, novices received feedback on their question drafts from experienced Stack Overflow mentors. We present examples and discussion of various question improvements including: question context, code formatting, and wording that adheres to on-site cultural norms. We find that mentored questions are substantially improved over non-mentored questions, with average scores increasing by 50%. We provide design implications that challenge how socio-technical communities onboard novices across domains.
Title: Using High Frequency Accelerometer and Mouse to Compensate for End-to-end Latency in Indirect Interaction
Authors: family: Antoine
given: Axel; family: Malacria
given: Sylvain; family: Casiez
given: Géry
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: performance, jitter, end-to-end latency, computer mouse, accelerometer, prediction

Abstract: End-to-end latency corresponds to the temporal difference between a user input and the corresponding output from a system. It has been shown to degrade user performance in both direct and indirect interaction. If it can be reduced to some extend, latency can also be compensated through software compensation by trying to predict the future position of the cursor based on previous positions, velocities and accelerations. In this paper, we propose a hybrid hardware and software prediction technique specifically designed for partially compensating end-to-end latency in indirect pointing. We combine a computer mouse with a high frequency accelerometer to predict the future location of the pointer using Euler based equations. Our prediction method results in more accurate prediction than previously introduced prediction algorithms for direct touch. A controlled experiment also revealed that it can improve target acquisition time in pointing tasks.