huashen218/convxai-cia-dataset huggingface dataset:
Title: Introducing Transient Gestures to Improve Pan and Zoom on Touch Surfaces
Authors: family: Avery
given: Jeff; family: Malacria
given: Sylvain; family: Nancel
given: Mathieu; family: Casiez
given: Géry; family: Lank
given: Edward
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: bimanual input, multi-touch, tablet

Abstract: Despite the ubiquity of touch-based input and the availability of increasingly computationally powerful touchscreen devices, there has been comparatively little work on enhancing basic canonical gestures such as swipe-to-pan and pinch-to-zoom. In this paper, we introduce transient pan and zoom, i.e. pan and zoom manipulation gestures that temporarily alter the view and can be rapidly undone. Leveraging typical touchscreen support for additional contact points, we design our transient gestures such that they co-exist with traditional pan and zoom interaction. We show that our transient pan-and-zoom reduces repetition in multi-level navigation and facilitates rapid movement between document states. We conclude with a discussion of user feedback, and directions for future research.
Title: MirrorMirror: A Mobile Application to Improve Speechreading Acquisition
Authors: family: Gorman
given: Benjamin M.; family: Flatla
given: David R.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: accessibility, hearing loss, lipreading, speechreading

Abstract: Many people around the world have difficulties in day-to-day conversation due to hearing loss. Hearing aids often fail to offer enough benefits and have low adoption rates. However, people with hearing loss find that speechreading can improve their understanding during conversation, but speechreading is a challenging skill to learn. Speechreading classes can improve acquisition, however there are a limited number of classes available and students can only practice effectively when attending class. To address this, we conducted a postal survey with 59 speechreading students to understand students' perspectives on practicing. Using our findings, we developed an Android application called MirrorMirror - a new Speechreading Acquisition Tool (SAT) that allows students to practice their speechreading by recording and watching videos of people they frequently speak with. We evaluated MirrorMirror through three case studies with speechreading students and found that they could effectively target their speechreading practice on people, words and situations they encounter during daily conversations.
Title: Hybrid-Brailler: Combining Physical and Gestural Interaction for Mobile Braille Input and Editing
Authors: family: Trindade
given: Daniel; family: Rodrigues
given: André; family: Guerreiro
given: Tiago; family: Nicolau
given: Hugo
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: braille, text entry, mobile, touchscreen, editing, blind

Abstract: Braille input enables fast nonvisual entry speeds on mobile touchscreen devices. Yet, the lack of tactile cues commonly results in typing errors, which are hard to correct. We propose Hybrid-Brailler, an input solution that combines physical and gestural interaction to provide fast and accurate Braille input. We use the back of the device for physical chorded input while freeing the touchscreen for gestural interaction. Gestures are used in editing operations, such as caret movement, text selection, and clipboard control, enhancing the overall text entry experience. We conducted two user studies to assess both input and editing performance. Results show that Hybrid-Brailler supports fast entry rates as its virtual counterpart, while significantly increasing input accuracy. Regarding editing performance, when compared with the mainstream technique, Hybrid-Brailler shows performance benefits of 21% in speed and increased editing accuracy. We finish with lessons learned for designing future nonvisual input and editing techniques.
Title: Flexible and Mindful Self-Tracking: Design Implications from Paper Bullet Journals
Authors: family: Ayobi
given: Amid; family: Sonne
given: Tobias; family: Marshall
given: Paul; family: Cox
given: Anna L.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: mood tracking, instagram, self-care technologies, personal informatics, self-tracking, habit tracking, self-monitoring, symptom tracking, bullet journaling

Abstract: Digital self-tracking technologies offer many potential benefits over self-tracking with paper notebooks. However, they are often too rigid to support people's practical and emotional needs in everyday settings. To inform the design of more flexible self-tracking tools, we examine bullet journaling: an analogue and customisable approach for logging and reflecting on everyday life. Analysing a corpus of paper bullet journal photos and related conversations on Instagram, we found that individuals extended and adapted bullet journaling systems to their changing practical and emotional needs through: (1) creating and combining personally meaningful visualisations of different types of trackers, such as habit, mood, and symptom trackers; (2) engaging in mindful reflective thinking through design practices and self-reflective strategies; and (3) posting photos of paper journals online to become part of a self-tracking culture of sharing and learning. We outline two interrelated design directions for flexible and mindful self-tracking: digitally extending analogue self-tracking and supporting digital self-tracking as a mindful design practice.
Title: Predicting Human Performance in Vertical Menu Selection Using Deep Learning
Authors: family: Li
given: Yang; family: Bengio
given: Samy; family: Bailly
given: Gilles
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: performance modeling, recurrent neural networks, deep learning, touchscreen, tensorflow, lstm, lists, menus

Abstract: Predicting human performance in interaction tasks allows designers or developers to understand the expected performance of a target interface without actually testing it with real users. In this work, we present a deep neural net to model and predict human performance in performing a sequence of UI tasks. In particular, we focus on a dominant class of tasks, i.e., target selection from a vertical list or menu. We experimented with our deep neural net using a public dataset collected from a desktop laboratory environment and a dataset collected from hundreds of touchscreen smartphone users via crowdsourcing. Our model significantly outperformed previous methods on these datasets. Importantly, our method, as a deep model, can easily incorporate additional UI attributes such as visual appearance and content semantics without changing model architectures. By understanding about how a deep learning model learns from human behaviors, our approach can be seen as a vehicle to discover new patterns about human behaviors to advance analytical modeling.
Title: Customizing Hybrid Products
Authors: family: Benford
given: Steve; family: Koleva
given: Boriana; family: Preston
given: William Westwood; family: Angus
given: Alice; family: Thorn
given: Emily-Clare; family: Glover
given: Kevin
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: augmented reality, personalisation, gifting, customisation, hybrid products, internet of things

Abstract: We explore how the convergence of the digital and physical into hybrid products leads to new possibilities for customization. We report on a technology probe, a hybrid advent calendar with both paper form and digital layers of content, both of which were designed to be customizable. We reveal how over two hundred active users adapted its physical and digital aspects in various ways, some anticipated and familiar, but others surprising. This leads us to contribute concepts to help understand and design for hybrid customization -- the idea of broad customization spanning physical and digital; end-to-end customization by different stakeholders along the value chain for a product; and the combination of these into customization maps.
Title: Fingers' Range and Comfortable Area for One-Handed Smartphone Interaction Beyond the Touchscreen
Authors: family: Le
given: Huy Viet; family: Mayer
given: Sven; family: Bader
given: Patrick; family: Henze
given: Niels
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: smartphone, comfortable area, finger range, one-handed

Abstract: Previous research and recent smartphone development presented a wide range of input controls beyond the touchscreen. Fingerprint scanners, silent switches, and Back-of-Device (BoD) touch panels offer additional ways to perform input. However, with the increasing amount of input controls on the device, unintentional input or limited reachability can hinder interaction. In a one-handed scenario, we conducted a study to investigate the areas that can be reached without losing grip stability (comfortable area), and with stretched fingers (maximum range) using four different phone sizes. We describe the characteristics of the comfortable area and maximum range for different phone sizes and derive four design implications for the placement of input controls to support one-handed BoD and edge interaction. Amongst others, we show that the index and middle finger are the most suited fingers for BoD interaction and that the grip shifts towards the top edge with increasing phone sizes.
Title: Exploration and Explanation in Computational Notebooks
Authors: family: Rule
given: Adam; family: Tabard
given: Aurélien; family: Hollan
given: James D.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: jupyter notebook, data science, data analysis, narrative, computational notebook

Abstract: Computational notebooks combine code, visualizations, and text in a single document. Researchers, data analysts, and even journalists are rapidly adopting this new medium. We present three studies of how they are using notebooks to document and share exploratory data analyses. In the first, we analyzed over 1 million computational notebooks on GitHub, finding that one in four had no explanatory text but consisted entirely of visualizations or code. In a second study, we examined over 200 academic computational notebooks, finding that although the vast majority described methods, only a minority discussed reasoning or results. In a third study, we interviewed 15 academic data analysts, finding that most considered computational notebooks personal, exploratory, and messy. Importantly, they typically used other media to share analyses. These studies demonstrate a tension between exploration and explanation in constructing and sharing computational notebooks. We conclude with opportunities to encourage explanation in computational media without hindering exploration.
Title: Multi-Touch Skin: A Thin and Flexible Multi-Touch Sensor for On-Skin Input
Authors: family: Nittala
given: Aditya Shekhar; family: Withana
given: Anusha; family: Pourjafarian
given: Narjes; family: Steimle
given: Jürgen
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: on-body input, multi-touch input, flexible sensor, fabrication, wearable computing, electronic skin

Abstract: Skin-based touch input opens up new opportunities for direct, subtle, and expressive interaction. However, existing skin-worn sensors are restricted to single-touch input and limited by a low resolution. We present the first skin overlay that can capture high-resolution multi-touch input. Our main contributions are: 1) Based on an exploration of functional materials, we present a fabrication approach for printing thin and flexible multi-touch sensors for on-skin interactions. 2) We present the first non-rectangular multi-touch sensor overlay for use on skin and introduce a design tool that generates such sensors in custom shapes and sizes. 3) To validate the feasibility and versatility of our approach, we present four application examples and empirical results from two technical evaluations. They confirm that the sensor achieves a high signal-to-noise ratio on the body under various grounding conditions and has a high spatial accuracy even when subjected to strong deformations.
Title: Improving Comprehension of Measurements Using Concrete Re-expression Strategies
Authors: family: Hullman
given: Jessica; family: Kim
given: Yea-Seul; family: Nguyen
given: Francis; family: Speers
given: Lauren; family: Agrawala
given: Maneesh
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: measurement re-expression, analogy, reunitization, proportional analogy

Abstract: It can be difficult to understand physical measurements (e.g., 28 lb, 600 gallons) that appear in news stories, data reports, and other documents. We develop tools that automatically re-express unfamiliar measurements using the measurements of familiar objects. Our work makes three contributions: (1) we identify effectiveness criteria for objects used in concrete measurement re-expressions; (2) we operationalize these criteria in a scalable method for mining a large dataset of concrete familiar objects with their physical dimensions from Amazon and Wikipedia; and (3) we develop automated concrete re-expression tools that implement three common re-expression strategies (adding familiar context, reunitization and proportional analogy) as energy minimization algorithms. Crowdsourced evaluations of our tools indicate that people find news articles with re-expressions more helpful and re- expressions help them to better estimate new measurements.
Title: Understanding the Needs of Searchers with Dyslexia
Authors: family: Morris
given: Meredith Ringel; family: Fourney
given: Adam; family: Ali
given: Abdullah; family: Vonessen
given: Laura
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: dyslexia, reading disabilities, search engine, web search, learning disabilities

Abstract: As many as 20% of English speakers have dyslexia, a language disability that impacts reading and spelling. Web search is an important modern literacy skill, yet the accessibility of this language-centric endeavor to people with dyslexia is largely unexplored. We interviewed ten adults with dyslexia and conducted an online survey with 81 dyslexic and 80 non-dyslexic adults, in which participants described challenges they face in various stages of web search (query formulation, search result triage, and information extraction). We also report the findings of an online study in which 174 adults with dyslexia and 172 without dyslexia rated the readability and relevance of sets of search query results. Our findings demonstrate differences in behaviors and preferences between dyslexic and non-dyslexic searchers, and indicate that factoring readability into search engine rankings and/or interfaces may benefit both dyslexic and non-dyslexic users.
Title: Evaluation Strategies for HCI Toolkit Research
Authors: family: Ledo
given: David; family: Houben
given: Steven; family: Vermeulen
given: Jo; family: Marquardt
given: Nicolai; family: Oehlberg
given: Lora; family: Greenberg
given: Saul
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: user interfaces, toolkits, prototyping, evaluation, design

Abstract: Toolkit research plays an important role in the field of HCI, as it can heavily influence both the design and implementation of interactive systems. For publication, the HCI community typically expects toolkit research to include an evaluation component. The problem is that toolkit evaluation is challenging, as it is often unclear what 'evaluating' a toolkit means and what methods are appropriate. To address this problem, we analyzed 68 published toolkit papers. From our analysis, we provide an overview of, reflection on, and discussion of evaluation methods for toolkit contributions. We identify and discuss the value of four toolkit evaluation strategies, including the associated techniques that each employs. We offer a categorization of evaluation strategies for toolkit researchers, along with a discussion of the value, potential limitations, and trade-offs associated with each strategy.
Title: TopoText: Context-Preserving Text Data Exploration Across Multiple Spatial Scales
Authors: family: Zhang
given: Jiawei; family: Surakitbanharn
given: Chittayong; family: Elmqvist
given: Niklas; family: Maciejewski
given: Ross; family: Qian
given: Zhenyu; family: Ebert
given: David S.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: text visualization, typographic map, context preservation, geospatial visualization, multi-scale analysis

Abstract: TopoText is a context-preserving technique for visualizing text data for multi-scale spatial aggregates to gain insight into spatial phenomena. Conventional exploration requires users to navigate across multiple scales but only presents the information related to the current scale. This limitation potentially adds more steps of interaction and cognitive overload to the users. TopoText renders multi-scale aggregates into a single visual display combining novel text-based encoding and layout methods that draw labels along the boundary or filled within the aggregates. The text itself not only summarizes the semantics at each individual scale, but also indicates the spatial coverage of the aggregates and their underlying hierarchical relationships. We validate TopoText with both a user study as well as several application examples.
Title: Design Patterns for Data Comics
Authors: family: Bach
given: Benjamin; family: Wang
given: Zezhong; family: Farinella
given: Matteo; family: Murray-Rust
given: Dave; family: Henry Riche
given: Nathalie
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: story-telling, comics, visualization

Abstract: Data comics for data-driven storytelling are inspired by the visual language of comics and aim to communicate insights in data through visualizations. While comics are widely known, few examples of data comics exist and there has not been any structured analysis nor guidance for their creation. We introduce data-comic design-patterns, each describing a set of panels with a specific narrative purpose, that allow for rapid storyboarding of data comics while showcasing their expressive potential. Our patterns are derived from i) analyzing common patterns in infographics, datavideos, and existing data comics, ii) our experiences creating data comics for different scenarios. Our patterns demonstrate how data comics allow an author to combine the best of both worlds: spatial layout and overview from infographics as well as linearity and narration from videos and presentations.
Title: Practices and Technology Needs of a Network of Farmers in Tharaka Nithi, Kenya
Authors: family: Oduor
given: Erick; family: Waweru
given: Peninah; family: Lenchner
given: Jonathan; family: Neustaedter
given: Carman
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: farming technologies, rural farming, farmers, mobile phones

Abstract: Farmers in rural areas of Kenya generally rely on traditional agricultural practices inherited from past generations. However, population increases and climate changes have put pressure on resources such as land and water. These resource pressures have created a need to broaden and expand farming practices. We conducted an exploratory study with farmers in Tharaka Nithi, Kenya to explore their practices, if and how they used ICT, and how the technologies used might be designed to aid their practices, if at all. Overall, our results show that farmers desired more knowledge to enable them apply ICT interventions in ways that improved yields. Farmers were also interested in accessing information on soil fertility, water predictability and market opportunities. These findings suggest opportunities for technology design to support farming practices among rural communities in rural settings. We also articulate social challenges that designers will face when thinking about coming up with such solutions.
Title: Design for Collaborative Survival: An Inquiry into Human-Fungi Relationships
Authors: family: Liu
given: Jen; family: Byrne
given: Daragh; family: Devendorf
given: Laura
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: wearable technology, post-anthropocentric design, sensing, fungi, collaborative survival

Abstract: In response to recent calls for HCI to address ongoing environmental crises and existential threats, this paper introduces the concept of collaborative survival and examines how it shapes the design of interactive artifacts. Collaborative survival describes how our (human) ability to persist as a species is deeply entangled with and dependent upon the health of a multitude of other species. We explore collaborative survival within the context of designing tools for mushroom foraging and reflect on how interactive products can open new pathways for noticing and joining-with these entanglements towards preferable futures. In addition to highlighting three tactics-engagement, attunement and expansion-that can guide designs towards multispecies flourishing, our prototypes illustrate the potential for wearable technology to extend the body into the environment.
Title: Eyes-Free Target Acquisition in Interaction Space around the Body for Virtual Reality
Authors: family: Yan
given: Yukang; family: Yu
given: Chun; family: Ma
given: Xiaojuan; family: Huang
given: Shuai; family: Iqbal
given: Hasan; family: Shi
given: Yuanchun
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: target acquisition, eyes-free, virtual reality, proprioception

Abstract: Eyes-free target acquisition is a basic and important human ability to interact with the surrounding physical world, relying on the sense of space and proprioception. In this research, we leverage this ability to improve interaction in virtual reality (VR), by allowing users to acquire a virtual object without looking at it. We expect this eyes-free approach can effectively reduce head movements and focus changes, so as to speed up the interaction and alleviate fatigue and VR sickness. We conduct three lab studies to progressively investigate the feasibility and usability of eyes-free target acquisition in VR. Results show that, compared with the eyes-engaged manner, the eyes-free approach is significantly faster, provides satisfying accuracy, and introduces less fatigue and sickness; Most participants (13/16) prefer this approach. We also measure the accuracy of motion control and evaluate subjective experience of users when acquiring targets at different locations around the body. Based on the results, we make suggestions on designing appropriate target layout and discuss several design issues for eyes-free target acquisition in VR.