huashen218/convxai-cia-dataset huggingface dataset:
Title: Bottom-Up Organizing with Tools from On High: Understanding the Data Practices of Labor Organizers
Authors: family: Khovanskaya
given: Vera; family: Sengers
given: Phoebe; family: Dombrowski
given: Lynn
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper provides insight into the use of data tools in the American labor movement by analyzing the practices of staff employed by unions to organize alongside union members. We interviewed 23 field-level staff organizers about how they use data tools to evaluate membership. We find that organizers work around and outside of these tools to develop access to data for union members and calibrate data representations to meet local needs. Organizers mediate between local and central versions of the data, and draw on their contextual knowledge to challenge campaign strategy. We argue that networked data tools can compound field organizers' lack of discretion, making it more difficult for unions to assess and act on the will of union membership. We show how the use of networked data tools can lead to less accurate data, and discuss how bottom-up approaches to data gathering can support more accurate membership assessments.
Title: Move Your Body: Engaging Museum Visitors with Human-Data Interaction
Authors: family: Trajkova
given: Milka; family: Alhakamy
given: A'aeshah; family: Cafaro
given: Francesco; family: Mallappa
given: Rashmi; family: Kankara
given: Sreekanth R.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Museums have embraced embodied interaction: its novelty generates buzz and excitement among their patrons, and it has enormous educational potential. Human-Data Interaction (HDI) is a class of embodied interactions that enables people to explore large sets of data using interactive visualizations that users control with gestures and body movements. In museums, however, HDI installations have no utility if visitors do not engage with them. In this paper, we present a quasi-experimental study that investigates how different ways of representing the user ("mode type") next-to a data visualization alters the way in which people engage with a HDI system. We consider four mode types: avatar, skeleton, camera overlay, and control. Our findings indicate that the mode type impacts the number of visitors that interact with the installation, the gestures that people do, and the amount of time that visitors spend observing the data on display and interacting with the system.
Title: Experiential Qualities of Whispering with Voice Assistants
Authors: family: Parviainen
given: Emmi; family: Søndergaard
given: Marie Louise Juul
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present a Research through Design project that explores how whispering influences the ways people experience and interact with voice assistants. The research project includes a co-speculation workshop and the use of a design probe, which culminated in the production of a design fiction short film. Our design-led inquiry contributes with experiential qualities of whispering with voice assistants: creepiness, trust, and intimacy. Furthermore, we present how whispering opens up new dimensions of how and when voice interaction could be used. We propose that designers of whispering voice assistants should reflect on how they facilitate the experiential qualities of creepiness, trust, and intimacy, and reflect on the potential challenges whispering brings to the relation between a user and a voice assistant.
Title: Tricks and Treats: Designing Technology to Support Mobility Assistance Dogs
Authors: family: Robinson
given: Charlotte; family: Brulé
given: Emeline; family: Jackson
given: James; family: Torjussen
given: Alice; family: Kybett
given: Joshua; family: Appshaw
given: Tom
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Assistance dogs are a key intervention to support the autonomy of people with tetraplegia. Previous research on assistive technologies have investigated ways to, ultimately, replace their labour using technology, for instance through the design of smart home environments. However, both the disability studies literature and our interviews suggest there is an immediate need to support these relationships, both in terms of training and bonding. Through a case study of an accessible dog treats dispenser, we investigate a technological intervention responding to these needs, detailing an appropriate design methodology and contributing insights into user requirements and preferences.
Title: 3D-Auth: Two-Factor Authentication with Personalized 3D-Printed Items
Authors: family: Marky
given: Karola; family: Schmitz
given: Martin; family: Zimmermann
given: Verena; family: Herbers
given: Martin; family: Kunze
given: Kai; family: Mühlhäuser
given: Max
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Two-factor authentication is a widely recommended security mechanism and already offered for different services. However, known methods and physical realizations exhibit considerable usability and customization issues. In this paper, we propose 3D-Auth, a new concept of two-factor authentication. 3D-Auth is based on customizable 3D-printed items that combine two authentication factors in one object. The object bottom contains a uniform grid of conductive dots that are connected to a unique embedded structure inside the item. Based on the interaction with the item, different dots turn into touch-points and form an authentication pattern. This pattern can be recognized by a capacitive touchscreen. Based on an expert design study, we present an interaction space with six categories of possible authentication interactions. In a user study, we demonstrate the feasibility of 3D-Auth items and show that the items are easy to use and the interactions are easy to remember.
Title: See No Evil, Hear No Evil, Speak No Evil: How Collegiate Players Define, Experience and Cope with Toxicity
Authors: family: Türkay
given: Selen; family: Formosa
given: Jessica; family: Adinolf
given: Sonam; family: Cuthbert
given: Robert; family: Altizer
given: Roger
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Toxicity in online environments is a complex and a systemic issue. Collegiate esports communities seem to be particularly vulnerable to toxic behaviors. In esports games, negative behavior, such as harassment, can create barriers to players achieving high performance and can reduce enjoyment which may cause them to leave the game. The aim of this study is to investigate how players define, experience and deal with toxicity in esports games that they play. Our findings from an interview study and five monthly follow ups with 19 participants from a university esports club show that players define toxicity as behaviors disrupt their morale and team dynamics, and are inclined to normalize negative behaviors, rationalize it as part of the competitive game culture akin to traditional sports, and participate a form of gamer classism, believing that toxicity is more common in lower level play than in professional and collegiate esports. There are many coping mechanisms employed by collegiate esports players, including ignoring offenders, deescalating tense encounters, and using tools to mute offenders. Understanding the motivations behind collegiate esports players' engagement with toxicity may help the growing sport plot a positive trajectory towards healthy play.
Title: Live Sketchnoting Across Platforms: Exploring the Potential and Limitations of Analogue and Digital Tools
Authors: family: Fernández Camporro
given: Marina; family: Marquardt
given: Nicolai
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Sketchnoting is the process of creating a visual record with combined text and imagery of an event or presentation. Although analogue tools are still the most common method for sketchnoting, the use of digital tools is increasing. We conducted a study to better understand the current practices, techniques, compromises and opportunities of creating both pen&paper and digital sketchnotes. Our research combines insights from semi-structured interviews with the findings from a within-subjects observational study where ten participants created real time sketchnotes of two video presentations on both paper and digital tablet. We report our key findings, categorised into six themes: insights into sense of space; trade-offs with flexibility; choice paradox and cognitive load; matters of perception, accuracy and texture; issues around confidence; and practicalities. We discuss those findings, the potential and limitations of different methods, and implications for the design of future digital sketchnoting tools.
Title: Power Play: How the Need to Empower or Overpower Other Players Predicts Preferences in League of Legends
Authors: family: Poeller
given: Susanne; family: Baumann
given: Nicola; family: Mandryk
given: Regan L.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The power motive describes our need to have an impact on others. Relevant in contexts such as sports, politics, and business, the power motive could help explain experiences and behaviours in digital games. We present four studies connecting the power motive to role and champion type choices in the MOBA game League of Legends (LoL). In Study1 we demonstrate that overall power motive does not predict role preferences. In Study2 we develop a 6-item-scale distinguishing between two facets of power in game settings: prosociality (empowering others) and dominance (overpowering others). In Study3 we show that prosociality and dominance uniquely predict role preferences for Support and Top Lane. In Study4 we demonstrate that champion type choice (tank, fighter, slayer, controller) is uniquely predicted by dominance and prosociality. We provide insight on how the wish for vertical interactions with other players-the power motive-can influence player interactions in multiplayer games.
Title: Dynamics of Aimed Mid-air Movements
Authors: family: Bachynskyi
given: Myroslav; family: Müller
given: Jörg
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Mid-air arm movements are ubiquitous in VR, AR, and gestural interfaces. While mouse movements have received some attention, the dynamics of mid-air movements are understudied in HCI. In this paper we present an exploratory analysis of the dynamics of aimed mid-air movements. We explore the 3rd order lag (3OL) and existing 2nd order lag (2OL) models for modeling these dynamics. For a majority of movements the 3OL model captures mid-air dynamics better, in particular acceleration. The models can effectively predict the complete time series of position, velocity and acceleration of aimed movements given an initial state and a target using three (2OL) or four (3OL) free parameters.
Title: Therminator: Understanding the Interdependency of Visual and On-Body Thermal Feedback in Virtual Reality
Authors: family: Günther
given: Sebastian; family: Müller
given: Florian; family: Schön
given: Dominik; family: Elmoghazy
given: Omar; family: Mühlhäuser
given: Max; family: Schmitz
given: Martin
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Recent advances have made Virtual Reality (VR) more realistic than ever before. This improved realism is attributed to today's ability to increasingly appeal to human sensations, such as visual, auditory or tactile. While research also examines temperature sensation as an important aspect, the interdependency of visual and thermal perception in VR is still underexplored. In this paper, we propose Therminator, a thermal display concept that provides warm and cold on-body feedback in VR through heat conduction of flowing liquids with different temperatures. Further, we systematically evaluate the interdependency of different visual and thermal stimuli on the temperature perception of arm and abdomen with 25 participants. As part of the results, we found varying temperature perception depending on the stimuli, as well as increasing involvement of users during conditions with matching stimuli.
Title: Multimodal Gaze Interaction for Creative Design
Authors: family: Creed
given: Chris; family: Frutos-Pascual
given: Maite; family: Williams
given: Ian
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present a new application ("Sakura") that enables people with physical impairments to produce creative visual design work using a multimodal gaze approach. The system integrates multiple features tailored for gaze interaction including the selection of design artefacts via a novel grid approach, control methods for manipulating canvas objects, creative typography, a new color selection approach, and a customizable guide technique facilitating the alignment of design elements. A user evaluation (N=24) found that non-disabled users were able to utilize the application to complete common design activities and that they rated the system positively in terms of usability. A follow-up study with physically impaired participants (N=6) demonstrated they were able to control the system when working towards a website design, rating the application as having a good level of usability. Our research highlights new directions in making creative activities more accessible for people with physical impairments.
Title: The Effects of Explicit Intention Communication, Conspicuous Sensors, and Pedestrian Attitude in Interactions with Automated Vehicles
Authors: family: Ackermans
given: Sander; family: Dey
given: Debargha; family: Ruijten
given: Peter; family: Cuijpers
given: Raymond H.; family: Pfleging
given: Bastian
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: In this paper, we investigate the effect of an external human-machine interface (eHMI) and a conspicuous external vehicle appearance due to visible sensors on pedestrian interactions with automated vehicles (AVs). Recent research shows that AVs may need to explicitly communicate with the environment due to the absence of a driver. Furthermore, in interaction situations, an AV that looks different and conspicuous owing to an extensive sensor system may potentially lead to hesitation stemming from mistrust in automation. Thus, we evaluated in a virtual reality study how pedestrian attitude, the presence/absence of an eHMI, and a conspicuous sensor system affect their willingness to cross the road. Results recommend the use of an eHMI. A conspicuous appearance of automated-driving capability had no effect for the sample as a whole, although it led to more efficient crossing decisions for those with a more negative attitude towards AVs. Our findings contribute towards the effective design of future AV interfaces.
Title: WATouCH: Enabling Direct Input on Non-touchscreen Using Smartwatch's Photoplethysmogram and IMU Sensor Fusion
Authors: family: Yeo
given: Hui-Shyong; family: Feng
given: Wenxin; family: Huang
given: Michael Xuelin
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Interacting with non-touchscreens such as TV or public displays can be difficult and inefficient. We propose WATouCH, a novel method that localizes a smartwatch on a display and allows direct input by turning the smartwatch into a tangible controller. This low-cost solution leverages sensor fusion of the built-in inertial measurement unit (IMU) and photoplethysmogram (PPG) sensor on a smartwatch that is used for heart rate monitoring. Specifically, WATouCH tracks the smartwatch movement using IMU data and corrects its location error caused by drift using the PPG responses to a dynamic visual pattern on the display. We conducted a user study on two tasks -- a point and click and line tracing task -- to evaluate the system usability and user performance. Evaluation results suggested that our sensor fusion mechanism effectively confined IMU-based localization error, achieved encouraging targeting and tracing precision, was well received by the participants, and thus opens up new opportunities for interaction.
Title: Watch+Strap: Extending Smartwatches with Interactive StrapDisplays
Authors: family: Klamka
given: Konstantin; family: Horak
given: Tom; family: Dachselt
given: Raimund
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: While smartwatches are widely adopted these days, their input and output space remains fairly limited by their screen size. We present StrapDisplays-interactive watchbands with embedded display and touch technologies-that enhance commodity watches and extend their input and output capabilities. After introducing the physical design space of these StrapDisplays, we explore how to combine a smartwatch and straps in a synergistic Watch+Strap system. Specifically, we propose multiple interface concepts that consider promising content distributions, interaction techniques, usage types, and display roles. For example, the straps can enrich watch apps, display visualizations, provide glanceable feedback, or help avoiding occlusion issues. Further, we provide a modular research platform incorporating three StrapDisplay prototypes and a flexible web-based software architecture, demonstrating the feasibility of our approach. Early brainstorming sessions with 15 participants informed our design process, while later interviews with six experts supported our concepts and provided valuable feedback for future developments.
Title: High Tempo Work: Design Challenges for Head-worn Displays in Quick Service Restaurants
Authors: family: Matthews
given: Ben; family: Salisbury
given: Isaac; family: Schlosser
given: Paul; family: Smith
given: Francine; family: Sanderson
given: Penelope
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Quick service restaurants (QSRs) are high tempo work environments that require collaboration and communication between crew. In a number of respects, head-worn displays (HWDs) might seem a promising technology to support QSR crew, but on close inspection they raise challenging issues for design. We conducted fieldwork studies at two large QSRs to understand how work is organised, how existing systems are used, and how information is displayed to and communicated between crew. We observed the crew working both routinely and with improvisation, collaboratively and individually, physically and digitally. From our analysis of the field study, we identify tentative use cases for HWDs, but with these also design tensions-that is, opportunities coupled with challenges that appear difficult to circumvent even with modest design proposals. These tensions would require careful consideration if HWDs were to be deployed in in QSRs, given that HWDs are ubiquitous, potentially private, digital, mobile, and able to collect behavioural data.
Title: User's Role in Platform Infrastructuralization: WeChat as an Exemplar
Authors: family: Zhou
given: Rui; family: DiSalvo
given: Betsy
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Recent years have witnessed the rise of platforms such as Facebook and Google. Gigantic in scope and becoming omnipresent, these platforms are acquiring qualities of infrastructure, which is large-scale connected systems that support people's activities invisibly. Recent scholarship has identified WeChat, the most popular mobile social platform in China, as infrastructure. WeChat follows a platform logic to expand, and by conforming to the Chinese government's techno-nationalist focus, it has gradually become an infrastructure in China. We contribute to the understanding of platform infrastructuralization by taking WeChat as a case, highlighting the user's role in this process. We find user contributes to WeChat's infrastructuralization through a three-level interaction process: to practice, to appropriate, and to create. By calling out the user's role in platform infra-structuralization, we discuss how the CHI community can contribute to a better understanding of this phenomenon.
Title: G-ID: Identifying 3D Prints Using Slicing Parameters
Authors: family: Dogan
given: Mustafa Doga; family: Faruqi
given: Faraz; family: Churchill
given: Andrew Day; family: Friedman
given: Kenneth; family: Cheng
given: Leon; family: Subramanian
given: Sriram; family: Mueller
given: Stefanie
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present G-ID, a method that utilizes the subtle patterns left by the 3D printing process to distinguish and identify objects that otherwise look similar to the human eye. The key idea is to mark different instances of a 3D model by varying slicing parameters that do not change the model geometry but can be detected as machine-readable differences in the print. As a result, G-ID does not add anything to the object but exploits the patterns appearing as a by-product of slicing, an essential step of the 3D printing pipeline.We introduce the G-ID slicing and labeling interface that varies the settings for each instance, and the G-ID mobile app, which uses image processing techniques to retrieve the parameters and their associated labels from a photo of the 3D printed object. Finally, we evaluate our method's accuracy under different lighting conditions, when objects were printed with different filaments and printers, and with pictures taken from various positions and angles.
Title: Chase Lights in the Peripheral View: How the Design of Moving Patterns on an LED Strip Influences the Perception of Speed in an Automotive Context
Authors: family: Meschtscherjakov
given: Alexander; family: Döttlinger
given: Christine; family: Kaiser
given: Tim; family: Tscheligi
given: Manfred
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: LEDs on a strip, when turned on and off in a specific order, result in the perception of apparent motion (i.e. beta movement). In the automotive domain such chase lights have been used to alter drivers' perception of driving speed by manipulating the pixel speed of LEDs. We argue that the perceived velocity of beta movement in the peripheral view is not only based on the actual pixel speed but can be influenced by other factors such as frequency, width and brightness of lit LED segments. We conducted a velocity matching experiment (N=25) by systematically varying these three properties, in order to determine their influence on a participant's perceived velocity in a vehicle mock-up. Results show that a higher frequency and stronger brightness increased perceived velocity, whereas segment width had no influence. We discuss how findings may be applied when designing systems that use beta movement to influence the perception of ambient light velocity.