huashen218/convxai-cia-dataset huggingface dataset:
Title: Modeling Perceived Screen Resolution Based on Position and Orientation of Wrist-Worn Devices
Authors: family: Kerber
given: Frederic; family: Mauderer
given: Michael; family: Krüger
given: Antonio
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: wrist-worn devices, perception, modeling

Abstract: This paper presents a model allowing inferences of perceivable screen content in relation to position and orientation of mobile or wearable devices with respect to their user. The model is based on findings from vision science and allows prediction of a value of effective resolution that can be perceived by a user. It considers distance and angle between the device and the eyes of the observer as well as the resulting retinal eccentricity when the device is not directly focused but observed in the periphery. To validate our model, we conducted a study with 12 participants. Based on our results, we outline implications for the design of mobile applications that are able to adapt themselves to facilitate information throughput and usability.
Title: Investigating Perceptual Congruence between Data and Display Dimensions in Sonification
Authors: family: Ferguson
given: Jamie; family: Brewster
given: Stephen A.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: mental models, psychoacoustics, auditory display, sonification

Abstract: The relationships between sounds and their perceived meaning and connotations are complex, making auditory perception an important factor to consider when designing sonification systems. Listeners often have a mental model of how a data variable should sound during sonification and this model is not considered in most data:sound mappings. This can lead to mappings that are difficult to use and can cause confusion. To investigate this issue, we conducted a magnitude estimation experiment to map how roughness, noise and pitch relate to the perceived magnitude of stress, error and danger. These parameters were chosen due to previous findings which suggest perceptual congruency between these auditory sensations and conceptual variables. Results from this experiment show that polarity and scaling preference are dependent on the data:sound mapping. This work provides polarity and scaling values that may be directly utilised by sonification designers to improve auditory displays in areas such as accessible and mobile computing, process-monitoring and biofeedback.
Title: BioFidget: Biofeedback for Respiration Training Using an Augmented Fidget Spinner
Authors: family: Liang
given: Rong-Hao; family: Yu
given: Bin; family: Xue
given: Mengru; family: Hu
given: Jun; family: Feijs
given: Loe M. G.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: stress, physiological sensing, tangible interaction, fidget spinner, biofeedback, respiration training

Abstract: This paper presents BioFidget, a biofeedback system that integrates physiological sensing and display into a smart fidget spinner for respiration training. We present a simple yet novel hardware design that transforms a fidget spinner into 1) a nonintrusive heart rate variability (HRV) sensor, 2) an electromechanical respiration sensor, and 3) an information display. The combination of these features enables users to engage in respiration training through designed tangible and embodied interactions, without requiring them to wear additional physiological sensors. The results of this empirical user study prove that the respiration training method reduces stress, and the proposed system meets the requirements of sensing validity and engagement with 32 participants in a practical setting.
Title: Gender-Inclusive Design: Sense of Belonging and Bias in Web Interfaces
Authors: family: Metaxa-Kakavouli
given: Danaë; family: Wang
given: Kelly; family: Landay
given: James A.; family: Hancock
given: Jeff
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: web interface psychology, gender-inclusive interfaces, ambient belonging, inclusive design

Abstract: We interact with dozens of web interfaces on a daily basis, making inclusive web design practices more important than ever. This paper investigates the impacts of web interface design on ambient belonging, or the sense of belonging to a community or culture. Our experiment deployed two content-identical webpages for an introductory computer science course, differing only in aesthetic features such that one was perceived as masculine while the other was gender-neutral. Our results confirm that young women exposed to the masculine page are negatively affected, reporting significantly less ambient belonging, interest in the course and in studying computer science broadly. They also experience significantly more concern about others' perception of their gender relative to young women exposed to the neutral page, while no similar effect is seen in young men. These results suggest that gender biases can be triggered by web design, highlighting the need for inclusive user interface design for the web.
Title: Too Close and Crowded: Understanding Stress on Mobile Instant Messengers based on Proxemics
Authors: family: Shin
given: In-geon; family: Seok
given: Jin-min; family: Lim
given: Youn-kyung
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: proxemics, design, stress, mobile instant messaging

Abstract: Nowadays, mobile instant messaging (MIM) is a necessity for our private and public lives, but it has also been the cause of stress. In South Korea, MIM stress has become a serious social problem. To understand this stress, we conducted four focus groups with 20 participants under MIM stress. We initially discovered that MIM stress relates to how people perceive the territory in MIM. We then applied proxemics-the theory of human use of space-to the thematic analysis as the rationale. The data revealed two main themes: too close and too crowded. The participants were stressed due to design features that let strangers or crowds into their MIM applications and forced them to interact and share their status with them. Based on this finding, we propose a set of implications for designing anti-stress MIM applications.
Title: Socioeconomic Inequalities in the Non use of Facebook
Authors: family: Baumer
given: Eric P. S.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: social media, facebook, socioeconomic status, non-use, demographics

Abstract: Use and non-use of technology can occur in a variety of forms. This paper analyzes data from a probabilistic sample of 1000 US households to identify predictors for four different types of use and non-use of the social media site Facebook. The results make three important contributions. First, they demonstrate that many demographic and socioeconomic predictors of social media use and non-use identified in prior studies hold with a larger, more diverse sample. Second, they show how going beyond a binary distinction between use and non-use reveals inequalities in social media use and non-use not identified in prior work. Third, they contribute to ongoing discussions about the representativeness of social media data by showing which populations are, and are not, represented in samples drawn from social media.
Title: Navigation Systems for Motorcyclists: Exploring Wearable Tactile Feedback for Route Guidance in the Real World
Authors: family: Kiss
given: Francisco; family: Boldt
given: Robin; family: Pfleging
given: Bastian; family: Schneegass
given: Stefan
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: tactile feedback, motorcycle navigation, real world evaluations

Abstract: Current navigation systems for motor cyclists use visual or auditory cues for guidance. However, this poses a challenge to the motorcyclists since their visual and auditory channels are already occupied with controlling the motorbike, paying attention to other road users, and planing the next turn. In this work, we explore how tactile feedback can be used to guide motorcyclists. We present MOVING (MOtorbike VIbrational Navigation Guidance), a smart kidney belt that presents navigation cues through 12 vibration motors. In addition, we report on the design process of this wearable and on an evaluation with 16 participants in a real world riding setting. We show that MOVING outperforms off-the-shelf navigation systems in terms of turn errors and distraction.
Title: CodeTalk: Improving Programming Environment Accessibility for Visually Impaired Developers
Authors: family: Potluri
given: Venkatesh; family: Vaithilingam
given: Priyan; family: Iyengar
given: Suresh; family: Vidya
given: Y.; family: Swaminathan
given: Manohar; family: Srinivasa
given: Gopal
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: accessibility, programming environments, audio debugging, visually impaired

Abstract: In recent times, programming environments like Visual Studio are widely used to enhance programmer productivity. However, inadequate accessibility prevents Visually Impaired (VI) developers from taking full advantage of these environments. In this paper, we focus on the accessibility challenges faced by the VI developers in using Graphical User Interface (GUI) based programming environments. Based on a survey of VI developers and based on two of the authors' personal experiences, we categorize the accessibility difficulties into Discoverability, Glanceability, Navigability, and Alertability. We propose solutions to some of these challenges and implement these in CodeTalk, a plugin for Visual Studio. We show how CodeTalk improves developer experience and share promising early feedback from VI developers who used our plugin.
Title: Morphees+: Studying Everyday Reconfigurable Objects for the Design and Taxonomy of Reconfigurable UIs
Authors: family: Kim
given: Hyunyoung; family: Coutrix
given: Celine; family: Roudaut
given: Anne
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: deformable, taxonomy, shape-changing, shape resolution, reconfigurable

Abstract: Users interact with many reconfigurable objects in daily life. These objects embed reconfigurations and shape- changing features that users are familiar with. For this reason, everyday reconfigurable objects have informed the design and taxonomy of shape changing UI. However, they have never been explored systematically. In this paper, we present a data set of 82 everyday reconfigurable objects that we collected in a workshop. We discuss how they can inspire the design of reconfigurable interfaces. We particularly focus on taxonomies of reconfigurable interfaces. Taxonomies have been suggested to help design and communication among researchers, however despite their extensive use, taxonomies are rarely evaluated. This paper analyses two established taxonomies - Rasmussen's and Roudaut's - using daily reconfigurable objects. We show relationships between the taxonomies and area for improvements. We propose Morphees+, a refined taxonomy based on Roudaut's Shape Resolution Taxonomy.
Title: The Theory-Practice Gap as Generative Metaphor
Authors: family: Beck
given: Jordan; family: Ekbia
given: Hamid R.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: metaphor, problem setting, theory and practice, theory-practice gap, generative metaphor

Abstract: The theory-practice gap is a well-known concept in HCI research. It provides a way of describing a space that allegedly exists between the theory and practice of the field, and it has inspired many researchers to propose ways to "bridge the gap." In this paper, we propose a novel interpretation of the gap as a generative metaphor that frames problems and guides researchers towards possible solutions. We examine how the metaphor has emerged in HCI discourse, and what its limitations might be. Our examination raises concerns about treating the gap as given or obvious, which could reflect researchers' tendencies to adopt a problem-solving perspective. We discuss the value of considering problem setting in relation to the theory-practice gap, and then explore Derrida's strategy of "reversal" as a possible way to develop new metaphors to capture the relationship between theory and practice.
Title: Playing to Wait: A Taxonomy of Idle Games
Authors: family: Alharthi
given: Sultan A.; family: Alsaedi
given: Olaa; family: Toups
given: Zachary O.; family: Tanenbaum
given: Theresa Jean; family: Hammer
given: Jessica
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: game design, taxonomy, playing, grounded theory, waiting, clicker games, planning, idle games, incremental games

Abstract: Idle games are a recent minimalist gaming phenomenon in which the game is left running with little player interaction. We deepen understanding of idle games and their characteristics by developing a taxonomy and identifying game features. This paper examines 66 idle games using a grounded theory approach to analyze play, game mechanics, rewards, interactivity, progress rate, and user interface. To establish a clearly bounded definition of idle games, we analyzed 10 non-idle games with the same approach. We discuss how idle games move players from playing to planning, how they question dominant assumptions about gameplay, and their unusual use of resources such as player attention and computer cycles. Our work illuminates opportunities for the design of idle games, suggests design implications, and provides a framework for researchers to clearly articulate questions about this genre.
Title: Empowering Families Facing English Literacy Challenges to Jointly Engage in Computer Programming
Authors: family: Banerjee
given: Rahul; family: Liu
given: Leanne; family: Sobel
given: Kiley; family: Pitt
given: Caroline; family: Lee
given: Kung Jin; family: Wang
given: Meng; family: Chen
given: Sijin; family: Davison
given: Lydia; family: Yip
given: Jason C.; family: Ko
given: Amy J.; family: Popovic
given: Zoran
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: programming, coding, english-language learning (ell) families, text-free, joint media engagement (jme)

Abstract: Research suggests that parental engagement through Joint Media Engagement (JME) is an important factor in children's learning for coding and programming. Unfortunately, parents with limited technology background may have difficulty supporting their children's access to programming. English-language learning (ELL) families from marginalized communities face particular challenges in understanding and supporting programming, as code is primarily authored using English text. We present BlockStudio, a programming tool for empowering ELL families to jointly engage in introductory coding, using an environment embodying two design principles, text-free and visually concrete. We share a case study involving three community centers serving immigrant and refugee populations. Our findings show ELL families can jointly engage in programming without text, via co-creation and flexible roles, and can create a range of artifacts, indicating understanding of aspects of programming within this environment. We conclude with implications for coding together in ELL families and design ideas for text-free programming research.
Title: Digital Exhibit Labels in Museums: Promoting Visitor Engagement with Cultural Artifacts
Authors: family: Roberts
given: Jessica; family: Banerjee
given: Amartya; family: Hong
given: Annette; family: McGee
given: Steven; family: Horn
given: Michael; family: Matcuk
given: Matt
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: museums, curiosity, interactive displays, learning

Abstract: How can we use interactive displays in museums to help visitors appreciate authentic objects and artifacts that they can't otherwise touch or manipulate? This paper shares results from a design-based research study on the use of interactive displays to help visitors learn about artifacts in an exhibit on the history and culture of China. To explore the potential afforded by these displays, we unobtrusively video recorded 834 museum visitor groups who stopped in front of one collection of objects. Drawing on cognitive models of curiosity, we tested three redesigns of this display, each focusing on a different strategy to spark visitor curiosity, interest, and engagement. To understand the relative effectiveness of these designs, we analyzed visitor interaction and conversation. Our results uncovered significant differences across the conditions suggesting implications for the use of such technology in museums.
Title: Training Person-Specific Gaze Estimators from User Interactions with Multiple Devices
Authors: family: Zhang
given: Xucong; family: Huang
given: Michael Xuelin; family: Sugano
given: Yusuke; family: Bulling
given: Andreas
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: multi-devices, appearance-based gaze estimation

Abstract: Learning-based gaze estimation has significant potential to enable attentive user interfaces and gaze-based interaction on the billions of camera-equipped handheld devices and ambient displays. While training accurate person- and device-independent gaze estimators remains challenging, person-specific training is feasible but requires tedious data collection for each target device. To address these limitations, we present the first method to train person-specific gaze estimators across multiple devices. At the core of our method is a single convolutional neural network with shared feature extraction layers and device-specific branches that we train from face images and corresponding on-screen gaze locations. Detailed evaluations on a new dataset of interactions with five common devices (mobile phone, tablet, laptop, desktop computer, smart TV) and three common applications (mobile game, text editing, media center) demonstrate the significant potential of cross-device training. We further explore training with gaze locations derived from natural interactions, such as mouse or touch input.
Title: Designing for Diabetes Decision Support Systems with Fluid Contextual Reasoning
Authors: family: Katz
given: Dmitri S.; family: Price
given: Blaine A.; family: Holland
given: Simon; family: Dalton
given: Nicholas Sheep
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: internet of things, personal informatics, health, quanti-fied self, wearable interaction, pervasive com-puting, apps, mhealth, ubiquitous computing, digital health, chronic conditions

Abstract: Type 1 diabetes is a potentially life-threatening chronic condition that requires frequent interactions with diverse data to inform treatment decisions. While mobile technologies such as blood glucose meters have long been an essential part of this process, designing interfaces that explicitly support decision-making remains challenging. Dual-process models are a common approach to understanding such cognitive tasks. However, evidence from the first of two studies we present suggests that in demanding and complex situations, some individuals approach disease management in distinctive ways that do not seem to fit well within existing models. This finding motivated, and helped frame our second study, a survey (n=192) to investigate these behaviors in more detail. On the basis of the resulting analysis, we posit Fluid Contextual Reasoning to explain how some people with diabetes respond to particular situations, and discuss how an extended framework might help inform the design of user interfaces for diabetes management.
Title: The Impact of Word, Multiple Word, and Sentence Input on Virtual Keyboard Decoding Performance
Authors: family: Vertanen
given: Keith; family: Fletcher
given: Crystal; family: Gaines
given: Dylan; family: Gould
given: Jacob; family: Kristensson
given: Per Ola
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: virtual keyboard, text entry, decoder, smartwatch

Abstract: Entering text on non-desktop computing devices is often done via an onscreen virtual keyboard. Input on such keyboards normally consists of a sequence of noisy tap events that specify some amount of text, most commonly a single word. But is single word-at-a-time entry the best choice? This paper compares user performance and recognition accuracy of word-at-a-time, phrase-at-a-time, and sentence-at-a-time text entry on a smartwatch keyboard. We evaluate the impact of differing amounts of input in both text copy and free composition tasks. We found providing input of an entire sentence significantly improved entry rates from 26 wpm to 32 wpm while keeping character error rates below 4%. In offline experiments with more processing power and memory, sentence input was recognized with a much lower 2.0% error rate. Our findings suggest virtual keyboards can enhance performance by encouraging users to provide more input per recognition event.
Title: Designing the Future of Personal Fashion
Authors: family: Vaccaro
given: Kristen; family: Agarwalla
given: Tanvi; family: Shivakumar
given: Sunaya; family: Kumar
given: Ranjitha
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: chatbots, conversational agents, fashion, need-finding

Abstract: Advances in computer vision and machine learning are changing the way people dress and buy clothes. Given the vast space of fashion problems, where can data-driven technologies provide the most value? To understand consumer pain points and opportunities for technological interventions, this paper presents the results from two independent need-finding studies that explore the gold-standard of personalized shopping: interacting with a personal stylist. Through interviews with five personal stylists, we study the range of problems they address and their in-person processes for working with clients. In a separate study, we investigate how styling experiences map to online settings by building and releasing a chatbot that connects users to one-on-one sessions with a stylist, acquiring more than 70 organic users in three weeks. These conversations reveal that in-person and online styling sessions share similar goals, but online sessions often involve smaller problems that can be resolved more quickly. Based on these explorations, we propose future highly personalized, online interactions that address consumer trust and uncertainty, and discuss opportunities for automation.
Title: To Distort or Not to Distort: Distance Cartograms in the Wild
Authors: family: Hong
given: Sungsoo (Ray); family: Yoo
given: Min-Joon; family: Chinh
given: Bonnie; family: Han
given: Amy; family: Battersby
given: Sarah; family: Kim
given: Juho
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: map interaction, travel times, spatial information seeking, map distortion, distance cartogram

Abstract: Distance Cartograms (DC) distort geographical features so that the measured distance between a single location and any other location on a map indicates absolute travel time. Although studies show that users can efficiently assess travel time with DC, distortion applied in DC may confuse users, and its usefulness "in the wild" is unknown. To understand how real world users perceive DC's benefits and drawbacks, we devise techniques that improve DC's presentation (preserving topological relationships among map features while aiming at retaining shapes) and scalability (presenting accurate live travel time). We developed a DC-enabled system with these techniques, and deployed it to 20 participants for 4 weeks. During this period, participants spent, on average, more than 50% of their time with DC as opposed to a standard map. Participants felt DC to be intuitive and useful for assessing travel time. They indicated intent in adopting DC in their real-life scenarios.