huashen218/convxai-cia-dataset huggingface dataset:
Title: Supporting Visual Artists in Programming through Direct Inspection and Control of Program Execution
Authors: family: Li
given: Jingyi; family: Brandt
given: Joel; family: Mech
given: Radomír; family: Agrawala
given: Maneesh; family: Jacobs
given: Jennifer
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Programming offers new opportunities for visual art creation, but understanding and manipulating the abstract representations that make programming powerful can pose challenges for artists who are accustomed to manual tools and concrete visual interaction. We hypothesize that we can reduce these barriers through programming environments that link state to visual artwork output. We created Demystified Dynamic Brushes (DDB), a tool that bidirectionally links code, numerical data, and artwork across the programming interface and the execution environment - i.e., the artist's in-progress artwork. DDB automatically records stylus input as artists draw, and stores a history of brush state and output in relation to the input. This structure enables artists to inspect current and past numerical input, state, and output and control program execution through the direct selection of visual geometric elements in the drawing canvas. An observational study suggests that artists engage in program inspection when they can visually access geometric state information on the drawing canvas in the process of manual drawing.
Title: One does not Simply RSVP: Mental Workload to Select Speed Reading Parameters using Electroencephalography
Authors: family: Kosch
given: Thomas; family: Schmidt
given: Albrecht; family: Thanheiser
given: Simon; family: Chuang
given: Lewis L.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Rapid Serial Visual Presentation (RSVP) has gained popularity as a method for presenting text on wearable devices with limited screen space. Nonetheless, it remains unclear how to calibrate RSVP display parameters, such as spatial alignments or presentation rates, to suit the reader's information processing ability at high presentation speeds. Existing methods rely on comprehension and subjective workload scores, which are influenced by the user's knowledge base and subjective perception. Here, we use electroencephalography (EEG) to directly determine how individual information processing varies with changes in RSVP display parameters. Eighteen participants read text excerpts with RSVP in a repeated-measures design that manipulated the Text Alignment and Presentation Speed of text representation. We evaluated how predictive EEG metrics were of gains in reading speed, subjective workload, and text comprehension. We found significant correlations between EEG and increasing Presentation Speeds and propose how EEG can be used for dynamic selection of RSVP parameters.
Title: Reframing Disability as Competency: Unpacking Everyday Technology Practices of People with Visual Impairments
Authors: family: Reyes-Cruz
given: Gisela; family: Fischer
given: Joel E.; family: Reeves
given: Stuart
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: More than a billion people in the world live with some form of visual impairment, and a wide variety of technologies are now routinely used by them in the course of 'getting on' in everyday life. However, little is known about the ways in which assistive and non-assistive technologies are brought to bear on material practices. We present findings from a four-month ethnographic study facilitated by a local branch of a UK charity that supports people with visual impairments. Our study explores mainstream and assistive technology use within their everyday lives. We identify three main sites for technology use: social relations and communication practices, textual reading practices, and mobility practices. Via an ethnographic approach we contribute to understanding how people accomplish such practices, and in doing so, uncover the practical competencies that enable people with visual impairments to conduct their everyday activities. Thus we investigate how disability can be thought of in terms of competencies, arguing that understanding of competencies can enrich the design of technologies that fit the needs of people with visual impairments.
Title: Understanding Privacy-Related Questions on Stack Overflow
Authors: family: Tahaei
given: Mohammad; family: Vaniea
given: Kami; family: Saphra
given: Naomi
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We analyse Stack Overflow (SO) to understand challenges and confusions developers face while dealing with privacy-related topics. We apply topic modelling techniques to 1,733 privacy-related questions to identify topics and then qualitatively analyse a random sample of 315 privacy-related questions. Identified topics include privacy policies, privacy concerns, access control, and version changes. Results show that developers do ask SO for support on privacy-related issues. We also find that platforms such as Apple and Google are defining privacy requirements for developers by specifying what "sensitive" information is and what types of information developers need to communicate to users (e.g. privacy policies). We also examine the accepted answers in our sample and find that 28% of them link to official documentation and more than half are answered by SO users without references to any external resources.
Title: Improving the Usability and UX of the Swiss Internet Voting Interface
Authors: family: Marky
given: Karola; family: Zimmermann
given: Verena; family: Funk
given: Markus; family: Daubert
given: Jörg; family: Bleck
given: Kira; family: Mühlhäuser
given: Max
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Up to 20% of residential votes and up to 70% of absentee votes in Switzerland are cast online. The Swiss system aims to provide individual verifiability by different verification codes. The voters have to carry out verification on their own, making the usability and UX of the interface of great importance. To improve the usability, we first performed an evaluation with 12 human-computer interaction experts to uncover usability weaknesses of the Swiss Internet voting interface. Based on the experts' findings, related work, and an exploratory user study with 36 participants, we propose a redesign that we evaluated in a user study with 49 participants. Our study confirmed that the redesign indeed improves the detection of incorrect votes by 33% and increases the trust and understanding of the voters. Our studies furthermore contribute important lessons for designing verifiable e-voting systems in general.
Title: Personas and Analytics: A Comparative User Study of Efficiency and Effectiveness for a User Identification Task
Authors: family: Salminen
given: Joni; family: Jung
given: Soon-Gyo; family: Chowdhury
given: Shammur; family: Sengün
given: Sercan; family: Jansen
given: Bernard J.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Personas are a well-known technique in human computer interaction. However, there is a lack of rigorous empirical research evaluating personas relative to other methods. In this 34-participant experiment, we compare a persona system and an analytics system, both using identical user data, for efficiency and effectiveness for a user identification task. Results show that personas afford faster task completion than the analytics system, as well as outperforming analytics with significantly higher user identification accuracy. Qualitative analysis of think-aloud transcripts shows that personas have other benefits regarding learnability and consistency. However, the analytics system affords insights and capabilities that personas cannot due to inherent design differences. Findings support the use of personas to learn about users, empirically confirming some of the stated benefits in the literature, while also highlighting the limitations of personas that may necessitate the use of accompanying methods.
Title: Using Bayes' Theorem for Command Input: Principle, Models, and Applications
Authors: family: Zhu
given: Suwen; family: Kim
given: Yoonsang; family: Zheng
given: Jingjie; family: Luo
given: Jennifer Yi; family: Qin
given: Ryan; family: Wang
given: Liuping; family: Fan
given: Xiangmin; family: Tian
given: Feng; family: Bi
given: Xiaojun
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Entering commands on touchscreens can be noisy, but existing interfaces commonly adopt deterministic principles for deciding targets and often result in errors. Building on prior research of using Bayes' theorem to handle uncertainty in input, this paper formalized Bayes' theorem as a generic guiding principle for deciding targets in command input (referred to as "BayesianCommand"), developed three models for estimating prior and likelihood probabilities, and carried out experiments to demonstrate the effectiveness of this formalization. More specifically, we applied BayesianCommand to improve the input accuracy of (1) point-and-click and (2) word-gesture command input. Our evaluation showed that applying BayesianCommand reduced errors compared to using deterministic principles (by over 26.9% for point-and-click and by 39.9% for word-gesture command input) or applying the principle partially (by over 28.0% and 24.5%).
Title: Manipulation, Learning, and Recall with Tangible Pen-Like Input
Authors: family: Elkin
given: Lisa A.; family: Beau
given: Jean-Baptiste; family: Casiez
given: Géry; family: Vogel
given: Daniel
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We examine two key human performance characteristics of a pen-like tangible input device that executes a different command depending on which corner, edge, or side contacts a surface. The manipulation time when transitioning between contacts is examined using physical mock-ups of three representative device sizes and a baseline pen mock-up. Results show the largest device is fastest overall and minimal differences with a pen for equivalent transitions. Using a hardware prototype able to sense all 26 different contacts, a second experiment evaluates learning and recall. Results show almost all 26 contacts can be learned in a two-hour session with an average of 94% recall after 24 hours. The results provide empirical evidence for the practicality, design, and utility for this type of tangible pen-like input.
Title: Emergent Self-Regulation Practices in Technology and Social Media Use of Individuals Living with Depression
Authors: family: Eschler
given: Jordan; family: Burgess
given: Eleanor R.; family: Reddy
given: Madhu; family: Mohr
given: David C.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Much human-computer interaction work related to depression focuses on the population level (e.g., studying social media hashtags related to depression) or evaluates prototypes for digital interventions to manage depression. However, little is known about how people living with depression perceive and manage technology use, such as time spent on social media per day. For this study, we interviewed 30 individuals living with depression to explore their technology and social media use. We find that these individuals demonstrated emergent practices related to self-regulation, such as learning to monitor and adjust technology use to improve their emotional, cognitive, and behavioral health. Our findings add a human-centered viewpoint to the relationship between living with depression and technology and social media use. We present design implications of these findings for better empowering individuals with depression to encourage their natural inclinations to self-regulate technology and social media use.
Title: OMOY: A Handheld Robotic Gadget that Shifts its Weight to Express Emotions and Intentions
Authors: family: Noguchi
given: Yohei; family: Tanaka
given: Fumihide
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: A robotic gadget that is equipped with a movable weight inside its body is developed. By controlling the movement of the internal weight together with other robotic behaviors such as hand gestures or speech dialogues, it is expected that emotional and/or intentional messaging between users is enhanced. To gain knowledge for designing effective weight shifts, an elicitation study was conducted to investigate how users holding this gadget in their hand interpreted its 36 weight shift patterns generated by setting four basic movement parameters (target position, trajectory, speed, and repetition). Results present mappings between these parameters and the emotional perception of the users. Furthermore, specific weight shift patterns that can express certain human emotions and intentions are revealed. These findings will be useful for designing effective weight shifts to enhance emotional and intentional messaging between users. This study attempts to open a new dimension for the expression capability of robotic gadgets.
Title: Pedagogical Agents for Fostering Question-Asking Skills in Children
Authors: family: Alaimi
given: Mehdi; family: Law
given: Edith; family: Pantasdo
given: Kevin Daniel; family: Oudeyer
given: Pierre-Yves; family: Sauzeon
given: Hélène
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Question asking is an important tool for constructing academic knowledge, and a self-reinforcing driver of curiosity. However, research has found that question asking is infrequent in the classroom and children's questions are often superficial, lacking deep reasoning. In this work, we developed a pedagogical agent that encourages children to ask divergent-thinking questions, a more complex form of questions that is associated with curiosity. We conducted a study with 95 fifth grade students, who interacted with an agent that encourages either convergent-thinking or divergent-thinking questions. Results showed that both interventions increased the number of divergent-thinking questions and the fluency of question asking, while they did not significantly alter children's perception of curiosity despite their high intrinsic motivation scores. In addition, children's curiosity trait has a mediating effect on question asking under the divergent-thinking agent, suggesting that question-asking interventions must be personalized to each student based on their tendency to be curious.
Title: Techniques for Flexible Responsive Visualization Design
Authors: family: Hoffswell
given: Jane; family: Li
given: Wilmot; family: Liu
given: Zhicheng
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Responsive visualizations adapt to effectively present information based on the device context. Such adaptations are essential for news content that is increasingly consumed on mobile devices. However, existing tools provide little support for responsive visualization design. We analyze a corpus of 231 responsive news visualizations and discuss formative interviews with five journalists about responsive visualization design. These interviews motivate four central design guidelines: enable simultaneous cross-device edits, facilitate device-specific customization, show cross-device previews, and support propagation of edits. Based on these guidelines, we present a prototype system that allows users to preview and edit multiple visualization versions simultaneously. We demonstrate the utility of the system features by recreating four real-world responsive visualizations from our corpus.
Title: Nailz: Sensing Hand Input with Touch Sensitive Nails
Authors: family: Lee
given: DoYoung; family: Lee
given: SooHwan; family: Oakley
given: Ian
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Touches between the fingers of an unencumbered hand represent a ready-to-use, eyes-free and expressive input space suitable for interacting with wearable devices such as smart glasses or watches. While prior work has focused on touches to the inner surface of the hand, touches to the nails, a practical site for mounting sensing hardware, have been comparatively overlooked. We extend prior implementations of single touch sensing nails to a full set of five and explore their potential for wearable input. We present design ideas and an input space of 144 touches (taps, flicks and swipes) derived from an ideation workshop. We complement this with data from two studies characterizing the subjective comfort and objective characteristics (task time, accuracy) of each touch. We conclude by synthesizing this material into a set of 29 viable nail touches, assessing their performance in a final study and illustrating how they could be used by presenting, and qualitatively evaluating, two example applications.
Title: ThreadSense: Locating Touch on an Extremely Thin Interactive Thread
Authors: family: Ku
given: Pin-Sung; family: Shao
given: Qijia; family: Wu
given: Te-Yen; family: Gong
given: Jun; family: Zhu
given: Ziyan; family: Zhou
given: Xia; family: Yang
given: Xing-Dong
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We propose a new sensing technique for one-dimensional touch input workable on an interactive thread of less than 0.4 mm thick. Our technique locates up to two touches using impedance sensing with a spacing resolution unachievable by the existing methods. Our approach is also unique in that it locates a touch based on a mathematical model describing the change in thread impedance in relation to the touch locations. This allows the system to be easily calibrated by the user touching a known location(s) on the thread. The system can thus quickly adapt to various environmental settings and users. A system evaluation showed that our system could track the slide motion of a finger with an average error distance of 6.13 mm and 4.16 mm using one and five touches for calibration, respectively. The system could also distinguish between single touch and two concurrent touches with an accuracy of 99% and could track two concurrent touches with an average error distance of 8.55 mm. We demonstrate new interactions enabled by our sensing approach in several unique applications.
Title: Bureaucracy as a Lens for Analyzing and Designing Algorithmic Systems
Authors: family: Pääkkönen
given: Juho; family: Nelimarkka
given: Matti; family: Haapoja
given: Jesse; family: Lampinen
given: Airi
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Scholarship on algorithms has drawn on the analogy between algorithmic systems and bureaucracies to diagnose shortcomings in algorithmic decision-making. We extend the analogy further by drawing on Michel Crozier's theory of bureaucratic organizations to analyze the relationship between algorithmic and human decision-making power. We present algorithms as analogous to impartial bureaucratic rules for controlling action, and argue that discretionary decision-making power in algorithmic systems accumulates at locations where uncertainty about the operation of algorithms persists. This key point of our essay connects with Alkhatib and Bernstein's theory of 'street-level algorithms', and highlights that the role of human discretion in algorithmic systems is to accommodate uncertain situations which inflexible algorithms cannot handle. We conclude by discussing how the analysis and design of algorithmic systems could seek to identify and cultivate important sources of uncertainty, to enable the human discretionary work that enhances systemic resilience in the face of algorithmic errors.
Title: Sara, the Lecturer: Improving Learning in Online Education with a Scaffolding-Based Conversational Agent
Authors: family: Winkler
given: Rainer; family: Hobert
given: Sebastian; family: Salovaara
given: Antti; family: Söllner
given: Matthias; family: Leimeister
given: Jan Marco
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Enrollment in online courses has sharply increased in higher education. Although online education can be scaled to large audiences, the lack of interaction between educators and learners is difficult to replace and remains a primary challenge in the field. Conversational agents may alleviate this problem by engaging in natural interaction and by scaffolding learners' understanding similarly to educators. However, whether this approach can also be used to enrich online video lectures has largely remained unknown. We developed Sara, a conversational agent that appears during an online video lecture. She provides scaffolds by voice and text when needed and includes a voice-based input mode. An evaluation with 182 learners in a 2 x 2 lab experiment demonstrated that Sara, compared to more traditional conversational agents, significantly improved learning in a programming task. This study highlights the importance of including scaffolding and voice-based conversational agents in online videos to improve meaningful learning.
Title: InChorus: Designing Consistent Multimodal Interactions for Data Visualization on Tablet Devices
Authors: family: Srinivasan
given: Arjun; family: Lee
given: Bongshin; family: Henry Riche
given: Nathalie; family: Drucker
given: Steven M.; family: Hinckley
given: Ken
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: While tablet devices are a promising platform for data visualization, supporting consistent interactions across different types of visualizations on tablets remains an open challenge. In this paper, we present multimodal interactions that function consistently across different visualizations, supporting common operations during visual data analysis. By considering standard interface elements (e.g., axes, marks) and grounding our design in a set of core concepts including operations, parameters, targets, and instruments, we systematically develop interactions applicable to different visualization types. To exemplify how the proposed interactions collectively facilitate data exploration, we employ them in a tablet-based system, InChorus that supports pen, touch, and speech input. Based on a study with 12 participants performing replication and factchecking tasks with InChorus, we discuss how participants adapted to using multimodal input and highlight considerations for future multimodal visualization systems.
Title: Keeping Community in the Loop: Understanding Wikipedia Stakeholder Values for Machine Learning-Based Systems
Authors: family: Smith
given: C. Estelle; family: Yu
given: Bowen; family: Srivastava
given: Anjali; family: Halfaker
given: Aaron; family: Terveen
given: Loren; family: Zhu
given: Haiyi
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: On Wikipedia, sophisticated algorithmic tools are used to assess the quality of edits and take corrective actions. However, algorithms can fail to solve the problems they were designed for if they conflict with the values of communities who use them. In this study, we take a Value-Sensitive Algorithm Design approach to understanding a community-created and -maintained machine learning-based algorithm called the Objective Revision Evaluation System (ORES)---a quality prediction system used in numerous Wikipedia applications and contexts. Five major values converged across stakeholder groups that ORES (and its dependent applications) should: (1) reduce the effort of community maintenance, (2) maintain human judgement as the final authority, (3) support differing peoples' differing workflows, (4) encourage positive engagement with diverse editor groups, and (5) establish trustworthiness of people and algorithms within the community. We reveal tensions between these values and discuss implications for future research to improve algorithms like ORES.