huashen218/convxai-cia-dataset huggingface dataset:
Title: GoTree: A Grammar of Tree Visualizations
Authors: family: Li
given: Guozheng; family: Tian
given: Min; family: Xu
given: Qinmei; family: McGuffin
given: Michael J.; family: Yuan
given: Xiaoru
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present GoTree, a declarative grammar allowing users to instantiate tree visualizations by specifying three aspects: visual elements, layout, and coordinate system. Within the set of all possible tree visualization techniques, we identify a subset of techniques that are both "unit-decomposable" and "axis-decomposable" (terms we define). For tree visualizations within this subset, GoTree gives the user flexible and fine-grained control over the parameters of the techniques, supporting both explicit and implicit tree visualizations. We developed Tree Illustrator, an interactive authoring tool based on GoTree grammar. Tree Illustrator allows users to create a considerable number of tree visualizations, including not only existing techniques but also undiscovered and hybrid visualizations. We demonstrate the expressiveness and generative power of GoTree with a gallery of examples and conduct a qualitative study to validate the usability of Tree Illustrator.
Title: Measuring Identity Confusion with Uniform Resource Locators
Authors: family: Reynolds
given: Joshua; family: Kumar
given: Deepak; family: Ma
given: Zane; family: Subramanian
given: Rohan; family: Wu
given: Meishan; family: Shelton
given: Martin; family: Mason
given: Joshua; family: Stark
given: Emily; family: Bailey
given: Michael
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Uniform Resource Locators (URLs) unambiguously specify host identity on the web. URLs are syntactically complex, and although software can accurately parse identity from URLs, users are frequently exposed to URLs and expected to do the same. Unfortunately, incorrect assessment of identity from a URL can expose users to attacks, such as typosquatting and phishing. Our work studies how well users can correctly determine the host identity of real URLs from common services and obfuscated "look-alike" URLs. We observe that participants employ a wide range of URL parsing strategies, and can identify real URLs 93% of time. However, only 40% of obfuscated URLs were identified correctly. These mistakes highlighted several ways in which URLs were confusing to users and why their existing URL parsing strategies fall short. We conclude with future research directions for reliably conveying website identity to users.
Title: Understanding Older Adults' Participation in Design Workshops
Authors: family: Pradhan
given: Alisha; family: Jelen
given: Ben; family: Siek
given: Katie A.; family: Chan
given: Joel; family: Lazar
given: Amanda
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Design workshops are a popular means of including older adults in technology development. However, there are open questions around how to best scaffold this participation, particularly in supporting older adults to associate their designs with themselves, rather than designing for an "other older adult." By conducting workshops focusing on envisioning the future of internet of things (IoT) technologies at home, we provide an understanding of how older individuals participate in group activities to conceptualize technology for themselves. We find that at different stages of the design process, individuals shift in who they envision the end user of the technology: at first, they think about common older adult needs, then turn to designing for themselves. Individuals' attitudes towards technology also impact group dynamics along with final design ideas. Our discussion contributes to an understanding of how to support older adults in designing for themselves, new perspectives on aging-in-place technologies, and recommendations for configuring design workshops with older individuals.
Title: Is Too Much System Caution Counterproductive? Effects of Varying Sensitivity and Automation Levels in Vehicle Collision Avoidance Systems
Authors: family: Fu
given: Ernestine; family: Johns
given: Mishel; family: Hyde
given: David A. B.; family: Sibi
given: Srinath; family: Fischer
given: Martin; family: Sirkin
given: David
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Autonomous vehicle system performance is limited by uncertainties inherent in the driving environment and challenges in processing sensor data. Engineers thus face the design decision of biasing systems toward lower sensitivity to potential threats (more misses) or higher sensitivity (more false alarms). We explored this problem for Automatic Emergency Braking systems in Level 3 autonomous vehicles, where the driver is required to monitor the system for failures. Participants (N=48) drove through a simulated suburban environment and experienced detection misses, perfect performance, or false alarms. We found that driver vigilance was greater for less-sensitive braking systems, resulting in improved performance during a potentially fatal failure. In addition, regardless of system bias, greater levels of autonomy resulted in significantly worse driver performance. Our results demonstrate that accounting for the effects of system bias on driver vigilance and performance will be critical design considerations as vehicle autonomy levels increase.
Title: Re-examining Whether, Why, and How Human-AI Interaction Is Uniquely Difficult to Design
Authors: family: Yang
given: Qian; family: Steinfeld
given: Aaron; family: Rosé
given: Carolyn; family: Zimmerman
given: John
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Artificial Intelligence (AI) plays an increasingly important role in improving HCI and user experience. Yet many challenges persist in designing and innovating valuable human-AI interactions. For example, AI systems can make unpredictable errors, and these errors damage UX and even lead to undesired societal impact. However, HCI routinely grapples with complex technologies and mitigates their unintended consequences. What makes AI different? What makes human-AI interaction appear particularly difficult to design? This paper investigates these questions. We synthesize prior research, our own design and research experience, and our observations when teaching human-AI interaction. We identify two sources of AI's distinctive design challenges: 1) uncertainty surrounding AI's capabilities, 2) AI's output complexity, spanning from simple to adaptive complex. We identify four levels of AI systems. On each level, designers encounter a different subset of the design challenges. We demonstrate how these findings reveal new insights for designers, researchers, and design tool makers in productively addressing the challenges of human-AI interaction going forward.
Title: Designing IoT Resources to Support Outdoor Play for Children
Authors: family: Dylan
given: Thomas; family: Wood
given: Gavin; family: Durrant
given: Abigail C.; family: Vines
given: John; family: Torres
given: Pablo E.; family: Ulrich
given: Philip I. N.; family: Cukurova
given: Mutlu; family: Carr
given: Amanda; family: Çerçi
given: Sena; family: Lawson
given: Shaun
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We describe a Research-through-Design (RtD) project that explores the Internet of Things (IoT) as a resource for children's free play outdoors. Based on initial insights from a design ethnography, we developed four RtD prototypes for social play in different scenarios of use outdoors, including congregating on a street or in a park to play physical games with IoT. We observed these prototypes in use by children in their free play in two community settings, and report on the qualitative analysis of our fieldwork. Our findings highlight the designs' material qualities that encouraged social and physical play under certain conditions, suggesting social affordances that are central to the success of IoT designs for free play outdoors. We provide directions for future research that addresses the challenges faced when deploying IoT with children, contributing new considerations for interaction design with children in outdoor settings and free play contexts.
Title: Knock on Wood: Combining Redirected Touching and Physical Props for Tool-Based Interaction in Virtual Reality
Authors: family: Strandholt
given: Patrick L.; family: Dogaru
given: Oana A.; family: Nilsson
given: Niels C.; family: Nordahl
given: Rolf; family: Serafin
given: Stefania
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: When physical props serve as proxies for virtual tools used to manipulate the virtual environment, it is challenging to provide appropriate haptic feedback. Redirected tool-mediated manipulation addresses this challenge by distorting the mapping between physical and virtual tools to provide a sensation of manipulating the virtual environment, when the physical tool comes into contact with another physical prop. For example, a virtual hammer's position can be offset to ensure that physical impacts accompany each strike of a virtual nail. We demonstrate the idea by showing that it can be used to create sensations of impact and resistance when driving a virtual nail into a surface, when tightening a virtual screw, and when sawing through a virtual plank. The results of a user study indicate that the proposed approach is perceived as more realistic than interaction with a single physical prop or controller and no notable detriments to precision were observed.
Title: Wearable Microphone Jamming
Authors: family: Chen
given: Yuxin; family: Li
given: Huiying; family: Teng
given: Shan-Yuan; family: Nagels
given: Steven; family: Li
given: Zhijing; family: Lopes
given: Pedro; family: Zhao
given: Ben Y.; family: Zheng
given: Haitao
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We engineered a wearable microphone jammer that is capable of disabling microphones in its user's surroundings, including hidden microphones. Our device is based on a recent exploit that leverages the fact that when exposed to ultrasonic noise, commodity microphones will leak the noise into the audible range.Unfortunately, ultrasonic jammers are built from multiple transducers and therefore exhibit blind spots, i.e., locations in which transducers destructively interfere and where a microphone cannot be jammed. To solve this, our device exploits a synergy between ultrasonic jamming and the naturally occur- ring movements that users induce on their wearable devices (e.g., bracelets) as they gesture or walk. We demonstrate that these movements can blur jamming blind spots and increase jamming coverage. Moreover, current jammers are also directional, requiring users to point the jammer to a microphone; instead, our wearable bracelet is built in a ring-layout that al- lows it to jam in multiple directions. This is beneficial in that it allows our jammer to protect against microphones hidden out of sight.We evaluated our jammer in a series of experiments and found that: (1) it jams in all directions, e.g., our device jams over 87% of the words uttered around it in any direction, while existing devices jam only 30% when not pointed directly at the microphone; (2) it exhibits significantly less blind spots; and, (3) our device induced a feeling of privacy to participants of our user study. We believe our wearable provides stronger privacy in a world in which most devices are constantly eavesdropping on our conversations.
Title: Embroidered Resistive Pressure Sensors: A Novel Approach for Textile Interfaces
Authors: family: Aigner
given: Roland; family: Pointner
given: Andreas; family: Preindl
given: Thomas; family: Parzer
given: Patrick; family: Haller
given: Michael
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present a novel method for augmenting arbitrary fabrics with textile-based pressure sensors using an off-the-shelf embroidery machine. We apply resistive textiles and conductive yarns on top of a base fabric, to yield a flexible and versatile continuous sensing device, which is based on the widespread principle of force sensitive resistors. The patches can easily be attached to measurement and/or computing devices, e.g. for controlling accessories. In this paper, we investigate the impacts of related design and fabrication parameters, introduce five different pattern designs, and discuss their pros and cons. We present crucial insights and recommendations for design and manufacturing of embroidered pressure sensors. Our sensors show a very low activation threshold, as well as good dynamic range, signal-to-noise ratio, and part-to-part repeatability.
Title: BiTipText: Bimanual Eyes-Free Text Entry on a Fingertip Keyboard
Authors: family: Xu
given: Zheer; family: Chen
given: Weihao; family: Zhao
given: Dongyang; family: Luo
given: Jiehui; family: Wu
given: Te-Yen; family: Gong
given: Jun; family: Yin
given: Sicheng; family: Zhai
given: Jialun; family: Yang
given: Xing-Dong
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present a bimanual text input method on a miniature fingertip keyboard, that invisibly resides on the first segment of a user's index finger on both hands. Text entry can be carried out using the thumb-tip to tap the tip of the index finger. The design of our keyboard layout followed an iterative process, where we first conducted a study to understand the natural expectation of the handedness of the keys in a QWERTY layout for users. Among a choice of 67,108,864 design variations, we identified 1295 candidates offering a good satisfaction for user expectations. Based on these results, we computed an optimized bimanual keyboard layout, while considering the joint optimization problems of word ambiguity and movement time. Our user evaluation revealed that participants achieved an average text entry speed of 23.4 WPM.
Title: The Critical Catalog: Library Information Systems, Tricksterism, and Social Justice
Authors: family: Clarke
given: Rachel Ivy; family: Schoonmaker
given: Sayward
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: In this paper, we describe the Critical Catalog, a grant-funded research through design project intended to investigate metadata elements, values, and organizational structures necessary to intentionally advocate for diversity and expose library users to resources from populations traditionally marginalized in literature and publishing. Drawing on principles from critical design, the prototype functions as a critical intervention intended to raise questions and stimulate debate, rather than a purely technical fix to deeply social concerns. A detailed reflective discussion of the design process reveals how existing infrastructural constraints shaped design decisions that led to increased advocacy and a stronger activist standpoint. We discuss the use of metadata as design material for social justice, the application of tricksterism in HCI, and how both practical limitations from professional contexts and imposed limitations based on identities and positions of power can lead to surprising places, meanings, and questions.
Title: "My Library Has Just Been Obliterated": Producing New Norms of Use Via Software Update
Authors: family: Morreale
given: Fabio; family: Eriksson
given: Maria
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Software updates are commonly perceived as tools for fixing flaws and improving functionality. In this paper, we problematise this view by showing how software updates may also be used by vendors to create new norms of use that control user behaviour and reduce their agency. We explore the nature and aftermath of a controversial software update that was released by Spotify in June 2019. By analysing almost 3,500 reactions to this update, we show how it removed and modified several features in ways that severely affected users' capability to organise, navigate, and maintain their music libraries, while it pushed modes of listening that delegate song selection to Spotify. Elaborating upon our results, we discuss how updates may be used as political tools that privilege certain forms of behaviour while restricting others. We also portray updates as sites where ongoing struggles and negotiations regarding user agency and digital ownership take place.
Title: "Energy is a Finite Resource": Designing Technology to Support Individuals across Fluctuating Symptoms of Depression
Authors: family: Kornfield
given: Rachel; family: Zhang
given: Renwen; family: Nicholas
given: Jennifer; family: Schueller
given: Stephen M.; family: Cambo
given: Scott A.; family: Mohr
given: David C.; family: Reddy
given: Madhu
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: While the HCI field increasingly examines how digital tools can support individuals in managing mental health conditions, it remains unclear how these tools can accommodate these conditions' temporal aspects. Based on weekly interviews with five individuals with depression, conducted over six weeks, this study identifies design opportunities and challenges related to extending technology-based support across fluctuating symptoms. Our findings suggest that participants perceive events and contexts in daily life to have marked impact on their symptoms. Results also illustrate that ebbs and flows in symptoms profoundly affect how individuals practice depression self-management. While digital tools often aim to reach individuals while they feel depressed, we suggest they should also engage individuals when they are less symptomatic, leveraging their energy and motivation to build habits, establish plans and goals, and generate and organize content to prepare for symptom onset.
Title: Social Boundaries for Personal Agents in the Interpersonal Space of the Home
Authors: family: Luria
given: Michal; family: Zheng
given: Rebecca; family: Huffman
given: Bennett; family: Huang
given: Shuangni; family: Zimmerman
given: John; family: Forlizzi
given: Jodi
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The presence of voice activated personal assistants (VAPAs) in people's homes rises each year [31]. Industry efforts are invested in making interactions with VAPAs more personal by leveraging information from messages and calendars, and by accessing user accounts for 3rd party services. However, the use of personal data becomes more complicated in interpersonal spaces, such as people's homes. Should a shared agent access the information of many users? If it does, how should it navigate issues of privacy and control? Designers currently lack guidelines to help them design appropriate agent behaviors. We used Speed Dating to explore inchoate social mores around agent actions within a home, including issues of proactivity, interpersonal conflict, and agent prevarication. Findings offer new insights on how more socially sophisticated agents might sense, make judgements about, and navigate social roles and individuals. We discuss how our findings might impact future research and future agent behaviors.
Title: A Change of Perspective: How User Orientation Influences the Perception of Physicalizations
Authors: family: Sauvé
given: Kim; family: Potts
given: Dominic; family: Alexander
given: Jason; family: Houben
given: Steven
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: As physicalizations encode data in their physical 3D form, the orientation in which the user is viewing the physicalization may impact the way the information is perceived. However, this relation between user orientation and perception of physical properties is not well understood or studied. To investigate this relation, we conducted an experimental study with 20 participants who viewed 6 exemplars of physicalizations from 4 different perspectives. Our findings show that perception is directly influenced by user orientation as it affects (i) the number and type of clusters, (ii) anomalies and (iii) extreme values identified within a physicalization. Our results highlight the complexity and variability of the relation between user orientation and perception of physicalizations.
Title: Gripmarks: Using Hand Grips to Transform In-Hand Objects into Mixed Reality Input
Authors: family: Zhou
given: Qian; family: Sykes
given: Sarah; family: Fels
given: Sidney; family: Kin
given: Kenrick
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We introduce Gripmarks, a system that enables users to opportunistically use objects they are already holding as input surfaces for mixed reality head-mounted displays (HMD). Leveraging handheld objects reduces the need for users to free up their hands or acquire a controller to interact with their HMD. Gripmarks associate a particular hand grip with the shape primitive of the physical object without the need of object recognition or instrumenting the object. From the grip pose and shape primitive we can infer the surface of the object. With an activation gesture, we can enable the object for use as input to the HMD. With five gripmarks we demonstrate a recognition rate of 94.2%; we show that our grip detection benefits from the physical constraints of holding an object. We explore two categories of input objects 1) tangible surfaces and 2) tangible tools and present two representative applications. We discuss the design and technical challenges for expanding the concept.
Title: The Upcycled Home: Removing Barriers to Lightweight Modification of the Home's Everyday Objects
Authors: family: Williams
given: Kristin; family: Pulivarthy
given: Rajitha; family: Hudson
given: Scott E.; family: Hammer
given: Jessica
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The Internet-of-things (IoT) embeds computing in everyday objects, but has largely focused on new devices while ignoring the home's many existing possessions. We present a field study with 10 American families to understand how these possessions could be included in the smart home through upcycling. We describe three patterns for how families collaborate around home responsibilities; we explore families' mental models of home that may be in tension with existing IoT systems; and we identify ways that families can more easily imagine a smart home that includes their existing possessions. These insights can help us design an upcycled approach to IoT that supports users in reconfiguring objects (and social roles as mediated by objects) in a way that is sensitive to what will be displaced, discarded, or made obsolete. Our findings inform the design of future lightweight systems for the upcycled home.