huashen218/convxai-cia-dataset huggingface dataset:
Title: Follow the Money: Managing Personal Finance Digitally
Authors: family: Lewis
given: Makayla; family: Perry
given: Mark
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: digital money, interaction design, diary study, interviews, user experience design, mobile money

Abstract: The move towards digital payments and mobile money, and away from physical cash and banking services offers users opportunities to change the ways that they can spend, save and manage their money through a variety of personal financial management services. However, set against ordinary, everyday patterns of spending, saving and other forms of financial transaction, it is not clear how users might interact with, understand, or value financial management services that utilise rich data and connected digital content for their personal use. In order to explore how people might engage with such systems, we conducted a study of financial activity, following people's transactional activity over time, and interviewing them about their practices, understandings, needs, concerns and expectations of current and future financial technologies. Drawing from the everyday activities and practices observed, we identify implications for the design of digitally enabled, personal financial systems.
Title: Crowdworker Economics in the Gig Economy
Authors: family: Jacques
given: Jason T.; family: Kristensson
given: Per Ola
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: income, crowdsourcing, unemployment, poverty

Abstract: The nature of work is changing. As labor increasingly trends to casual work in the emerging gig economy, understanding the broader economic context is crucial to effective engagement with a contingent workforce. Crowdsourcing represents an early manifestation of this fluid, laisser-faire, on-demand workforce. This work analyzes the results of four large-scale surveys of US-based Amazon Mechanical Turk workers recorded over a six-year period, providing comparable measures to national statistics. Our results show that despite unemployment far higher than national levels, crowdworkers are seeing positive shifts in employment status and household income. Our most recent surveys indicate a trend away from full-time-equivalent crowdwork, coupled with a reduction in estimated poverty levels to below national figures. These trends are indicative of an increasingly flexible workforce, able to maximize their opportunities in a rapidly changing national labor market, which may have material impacts on existing models of crowdworker behavior.
Title: Why Do You Need This? Selective Disclosure of Data Among Citizen Scientists
Authors: family: Rudnicka
given: Anna; family: Cox
given: Anna L.; family: Gould
given: Sandy J. J.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: privacy, disclosure, citizen science, dabblers, motivation

Abstract: Recent scandals involving data from participatory research have contributed to broader public concern about online privacy. Such concerns might make people more reluctant to participate in research that asks them to volunteer personal data, compromising many researchers' data collection. We tested several motivational messages that encouraged participation in a citizen science project. We measured people's willingness to disclose personal information. While participants were less likely to share sensitive data than neutral data, disclosure behaviour was not affected by attitudes to privacy. Importantly, we found that citizen scientists who were exposed to a motivational message that emphasised 'learning' were more likely to share sensitive information than those presented with other types of motivational cues. Our results suggest that priming individuals with motivational messages can increase their willingness to contribute personal data to a project, even if the request pertains to sensitive information.
Title: Frame Analysis of Voice Interaction Gameplay
Authors: family: Allison
given: Fraser; family: Newn
given: Joshua; family: Smith
given: Wally; family: Carter
given: Marcus; family: Gibbs
given: Martin
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: voice control, frame analysis, voice interaction, games

Abstract: Voice control is an increasingly common feature of digital games, but the experience of playing with voice control is often hampered by feelings of embarrassment and dissonance. Past research has recognised these tensions, but has not offered a general model of how they arise and how players respond to them. In this study, we use Erving Goffman's frame analysis, as adapted to the study of games by Conway and Trevillian, to understand the social experience of playing games by voice. Based on 24 interviews with participants who played voice-controlled games in a social setting, we put forward a frame analytic model of gameplay as a social event, along with seven themes that describe how voice interaction enhances or disrupts the player experience. Our results demonstrate the utility of frame analysis for understanding social dissonance in voice interaction gameplay, and point to practical considerations for designers to improve engagement with voice-controlled games.
Title: A Tale of Two Perspectives: A Conceptual Framework of User Expectations and Experiences of Instructional Fitness Apps
Authors: family: Aladwan
given: Ahed; family: Kelly
given: Ryan M.; family: Baker
given: Steven; family: Velloso
given: Eduardo
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: conceptual framework, online reviews, smartphone, experience, fitness, expectations, intermediate-level knowledge

Abstract: We present a conceptual framework grounded in both users' reviews and HCI theories, residing between practices and theories as a form of intermediate-level knowledge in interaction design. Previous research has examined different forms of intermediary knowledge such as conceptual structures, strong concepts, and bridging concepts. Within HCI, these forms are generic and rise either from theories or particular instances. In this work, we created and evaluated a conceptual framework for a specific domain (instructional fitness apps). We first extracted the particular instances using users' online reviews and conceptualised them as an expectations and experiences framework. Second, within the framework, we evaluated the artefact related constructs using Norman's design principles. Third, we evaluated beyond the artefact related constructs using distributed cognition theory. We present an analysis of such intermediate-level knowledge with the aim of informing future designs.
Title: PicMe: Interactive Visual Guidance for Taking Requested Photo Composition
Authors: family: Kim
given: Minju; family: Lee
given: Jungjin
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: photography assistance, photo composition, mobile application, interactive visual guidance

Abstract: PicMe is a mobile application that provides interactive on-screen guidance that helps the user take pictures of a composition that another person requires. Once the requester captures a picture of the desired composition and delivers it to the user (photographer), a 2.5D guidance system, called the virtual frame, guides the user in real-time by showing a three-dimensional composition of the target image (i.e., size and shape). In addition, according to the matching accuracy rate, we provide a small-sized target image in an inset window as feedback and edge visualization for further alignment of the detail elements. We implemented PicMe to work fully in mobile environments. We then conducted a preliminary user study to evaluate the effectiveness of PicMe compared to traditional 2D guidance methods. The results show that PicMe helps users reach their target images more accurately and quickly by giving participants more confidence in their tasks.
Title: Power Struggles and Disciplined Designers - A Nexus Analytic Inquiry on Cross-Disciplinary Research and Design
Authors: family: Iivari
given: Netta
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: inter-disciplinary, research into design, nexus analysis, multi-disciplinary, design research, cross-disciplinary, transdisciplinary, research through design

Abstract: Design is at the heart of Human Computer Interaction research and practice. In the research community, there has emerged an increasing interest in understanding and conceptualizing our research practice, particularly such entailing design. However, reflective discussion around the associated challenges and practicalities is yet limited. Moreover, so far there is limited discussion on the cross-disciplinary nature of our research and design practices: although cross-disciplinarity has been brought up as an ideal and a necessity, its practicalities and complexities remain yet poorly explored. This study examines a cross-disciplinary research project with a number of researcher-designers representing different disciplines acting as 'designers', while having a divergent understanding of it and of who has authority to do it. The study relies on nexus analysis as a sensitizing device and shows how various discourses, epistemologies and histories shape cross-disciplinary research and design. Critical reflection around our research practice entailing design is called for.
Title: Evaluating Sustainable Interaction Design of Digital Services: The Case of YouTube
Authors: family: Preist
given: Chris; family: Schien
given: Daniel; family: Shabajee
given: Paul
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: sustainability, interaction design, sustainable hci, evaluation, digital service

Abstract: Recent research has advocated for a broader conception of evaluation for Sustainable HCI (SHCI), using interdisciplinary insights and methods. In this paper, we put this into practice to conduct an evaluation of Sustainable Interaction Design (SID) of digital services. We explore how SID can contribute to corporate greenhouse gas (GHG) reduction strategies. We show how a Digital Service Provider (DSP) might incorporate SID into their design process and quantitatively evaluate a specific SID intervention by combining user analytics data with environmental life cycle assessment. We illustrate this by considering YouTube. Replacing user analytics data with aggregate estimates from publicly available sources, we estimate emissions associated with the deployment of YouTube to be approximately 10MtCO2e p.a. We estimate emissions reductions enabled through the use of an SID intervention from prior literature to be approximately 300KtCO2e p.a., and demonstrate that this is significant when considered alongside other emissions reduction interventions used by DSPs.
Title: Affinity Lens: Data-Assisted Affinity Diagramming with Augmented Reality
Authors: family: Subramonyam
given: Hariharan; family: Drucker
given: Steven M.; family: Adar
given: Eytan
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: augmented reality, affinity diagramming, visual analytics

Abstract: Despite the availability of software to support Affinity Diagramming (AD), practitioners still largely favor physical sticky-notes. Physical notes are easy to set-up, can be moved around in space and offer flexibility when clustering un-structured data. However, when working with mixed data sources such as surveys, designers often trade off the physicality of notes for analytical power. We propose AffinityLens, a mobile-based augmented reality (AR) application for Data-Assisted Affinity Diagramming (DAAD). Our application provides just-in-time quantitative insights overlaid on physical notes. Affinity Lens uses several different types of AR overlays (called lenses) to help users find specific notes, cluster information, and summarize insights from clusters. Through a formative study of AD users, we developed design principles for data-assisted AD and an initial collection of lenses. Based on our prototype, we find that Affinity Lens supports easy switching between qualitative and quantitative 'views' of data, without surrendering the lightweight benefits of existing AD practice.
Title: Managing Multimorbidity: Identifying Design Requirements for a Digital Self-Management Tool to Support Older Adults with Multiple Chronic Conditions
Authors: family: Doyle
given: Julie; family: Murphy
given: Emma; family: Kuiper
given: Janneke; family: Smith
given: Suzanne; family: Hannigan
given: Caoimhe; family: Jacobs
given: An; family: Dinsmore
given: John
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: self-management, older adults, digital health, multimorbidity

Abstract: Older adults with multiple chronic conditions (multimorbidity) face complex self-management routines, including symptom monitoring, managing multiple medications, coordinating healthcare visits, communicating with multiple healthcare providers and processing and managing potentially conflicting advice on conditions. While much research exists on single disease management, little, if any research has explored the topic of technology to support those with multimorbidity, particularly older adults, to self-manage with support from a care network. This paper describes a large qualitative study with 125 participants, including older adults with multimorbidity and those who care for them, across two European countries. Key findings related to the: impact of multimorbidity, complexities involved in self-management, motivators and barriers to self-management, sources of support and poor communication as a barrier to care coordination. We present important concepts and design features for a digital health system that aim to address requirements derived from this study.
Title: The Performative Mirror Space
Authors: family: Jacobs
given: Rachel; family: Schnädelbach
given: Holger; family: Jäger
given: Nils; family: Leal
given: Silvia; family: Shackford
given: Robin; family: Benford
given: Steve; family: Patel
given: Roma
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: art, performance, storytelling, mirror, design

Abstract: Interactive mirrors, typically combining semi-transparent mirrors, digital screens and interaction mechanisms have been developed for a variety of application areas. Drawing on existing techniques to create interactive mirror spaces, we investigated their performative qualities through artistic discovery and collaborative prototyping. We document a linked set of design explorations and two public, site-specific experiences that brought together artists, communities, and HCI researchers. We illustrate the abstracted interactive mirror space that practitioners in the performance art, theatre and museum sectors can work with. In turn, we also discuss six performative design strategies concerning the use of physical context, movement and narrative that HCI researchers who wish to deploy interactive mirrors in more mainstream settings need to consider.
Title: The Inflatable Cat: Idiosyncratic Ideation of Smart Objects for the Home
Authors: family: Berger
given: Arne; family: Odom
given: William; family: Storz
given: Michael; family: Bischof
given: Andreas; family: Kurze
given: Albrecht; family: Hornecker
given: Eva
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: co-design method, smart things, co-speculation, emotional qualities, sensory qualities, internet of things, co-design tool

Abstract: Research on product experience has a history in investigating the sensory and emotional qualities of interacting with objects. However, this notion has not been fully expanded to the design space of co-designing smart objects. In this paper, we report on findings from a series of co-design workshops where we used the toolkit Loaded Dice in conjunction with a card set that aimed to support participants in reflecting the sensory qualities of domestic smart objects. We synthesize and interpret findings from our study to help illustrate how the workshops supported co-designers in creatively ideating concepts for emotionally valuable smart objects that better connect personal inputs with the output of smart objects. Our work contributes a case example of how a co-design approach that emphasizes situated sensory exploration can be effective in enabling co-designers to ideate concepts of idiosyncratic smart objects that closely relate to the characteristics of their domestic living situations.
Title: Grasping Microgestures: Eliciting Single-hand Microgestures for Handheld Objects
Authors: family: Sharma
given: Adwait; family: Roo
given: Joan Sol; family: Steimle
given: Jürgen
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: elicitation study, touch, microgestures, object, gestures, grasp, gesture recognition

Abstract: Single-hand microgestures have been recognized for their potential to support direct and subtle interactions. While pioneering work has investigated sensing techniques and presented first sets of intuitive gestures, we still lack a systematic understanding of the complex relationship between microgestures and various types of grasps. This paper presents results from a user elicitation study of microgestures that are performed while the user is holding an object. We present an analysis of over 2,400 microgestures performed by 20 participants, using six different types of grasp and a total of 12 representative handheld objects of varied geometries and size. We expand the existing elicitation method by proposing statistical clustering on the elicited gestures. We contribute detailed results on how grasps and object geometries affect single-hand microgestures, preferred locations, and fingers used. We also present consolidated gesture sets for different grasps and object size. From our findings, we derive recommendations for the design of microgestures compatible with a large variety of handheld objects.
Title: AutoFritz: Autocomplete for Prototyping Virtual Breadboard Circuits
Authors: family: Lo
given: Jo-Yu; family: Huang
given: Da-Yuan; family: Kuo
given: Tzu-Sheng; family: Sun
given: Chen-Kuo; family: Gong
given: Jun; family: Seyed
given: Teddy; family: Yang
given: Xing-Dong; family: Chen
given: Bing-Yu
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: circuit design, breadboard, autocomplete

Abstract: We propose autocomplete for the design and development of virtual breadboard circuits using software prototyping tools. With our system, a user inserts a component into the virtual breadboard, and it automatically provides a user with a list of suggested components. These suggestions complete or ex- tend the electronic functionality of the inserted component to save the user's time and reduce circuit error. To demon- strate the effectiveness of autocomplete, we implemented our system on Fritzing, a popular open source breadboard circuit prototyping software, used by novice makers. Our autocomplete suggestions were implemented based upon schematics from datasheets for standard components, as well as how components are used together from over 4000 circuit projects from the Fritzing community. We report the results of a controlled study with 16 participants, evaluating the effectiveness of autocomplete in the creation of virtual breadboard circuits, and conclude by sharing insights and directions for future research.
Title: Printer Pals: Experience-Centered Design to Support Agency for People with Dementia
Authors: family: Foley
given: Sarah; family: Welsh
given: Daniel; family: Pantidi
given: Nadia; family: Morrissey
given: Kellie; family: Nappey
given: Tom; family: McCarthy
given: John
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: dementia, experience-centered design, person-centered care, media and technology

Abstract: Whereas there have been significant improvements in the quality of care provided for people with dementia, limited attention to the importance for people with dementia being enabled to make positive social contributions within care home contexts can restrict their sense of agency. In this paper we describe the design and deployment of 'Printer Pals' a receipt-based print media device, which encourages social contribution and agency within a care home environment. The design followed a two-year ethnography, from which the need for highlighting participation and supporting agency for residents within the care home became clear. The residents use of Printer Pals mediated participation in a number of different ways, such as engaging with the technology itself, offering shared experiences and participating in co-constructive and meaningful ways, each of which is discussed. We conclude with a series of design consideration to support agentic and caring interactions through inclusive design practices.
Title: Using Time and Space Efficiently in Driverless Cars: Findings of a Co-Design Study
Authors: family: Stevens
given: Gunnar; family: Bossauer
given: Paul; family: Vonholdt
given: Stephanie; family: Pakusch
given: Christina
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: value of time, co-design, self-driving cars, design-fiction, car interior design

Abstract: The alternative use of travel time is a widely discussed benefits of driverless cars. We therefore conducted 14 co-design sessions to examine how people manage their time, to determine how they perceive the value of time in driverless cars and derive design implications. Our findings suggest that driverless mobility will affect people's use of travel time and their time management in general. The participants repeatedly stated the desire of completing tasks while traveling to save time for activities that are normally neglected in everyday life. Using travel time efficiently requires using car space efficiently. We found out that the design concept of tiny houses could serve as common design pattern to deal with the limited space within cars and support diverse needs.
Title: Expression of Curiosity in Social Robots: Design, Perception, and Effects on Behaviour
Authors: family: Ceha
given: Jessy; family: Chhibber
given: Nalin; family: Goh
given: Joslin; family: McDonald
given: Corina; family: Oudeyer
given: Pierre-Yves; family: Kulić
given: Dana; family: Law
given: Edith
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: education, curiosity, social robot behaviour

Abstract: Curiosity-the intrinsic desire for new information-can enhance learning, memory, and exploration. Therefore, understanding how to elicit curiosity can inform the design of educational technologies. In this work, we investigate how a social peer robot's verbal expression of curiosity is perceived, whether it can affect the emotional feeling and behavioural expression of curiosity in students, and how it impacts learning. In a between-subjects experiment, 30 participants played the game LinkIt!, a game we designed for teaching rock classification, with a robot verbally expressing: curiosity, curiosity plus rationale, or no curiosity. Results indicate that participants could recognize the robot's curiosity and that curious robots produced both emotional and behavioural curiosity contagion effects in participants.