huashen218/convxai-cia-dataset huggingface dataset:
Title: Magnetips: Combining Fingertip Tracking and Haptic Feedback for Around-Device Interaction
Authors: family: McIntosh
given: Jess; family: Strohmeier
given: Paul; family: Knibbe
given: Jarrod; family: Boring
given: Sebastian; family: Hornbæk
given: Kasper
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: magnetic, haptics, around-device, mobile

Abstract: Around-device interaction methods expand the available interaction space for mobile devices; however, there is currently no way to simultaneously track a user's input and provide haptic feedback at the tracked point away from the device. We present Magnetips, a simple, mobile solution for around-device tracking and mid-air haptic feedback. Magnetips combines magnetic tracking and electromagnetic feedback that works regardless of visual occlusion, through most common materials, and at a size that allows for integration with mobile devices. We demonstrate: (1) high-frequency around-device tracking and haptic feedback; (2) the accuracy and range of our tracking solution which corrects for the effects of geomagnetism, necessary for enabling mobile use; and (3) guidelines for maximising strength of haptic feedback, given a desired tracking frequency. We present technical and usability evaluations of our prototype, and demonstrate four example applications of its use.
Title: Measuring the Influences of Musical Parameters on Cognitive and Behavioral Responses to Audio Notifications Using EEG and Large-scale Online Studies
Authors: family: Cherng
given: Fu-Yin; family: Lee
given: Yi-Chen; family: King
given: Jung-Tai; family: Lin
given: Wen-Chieh
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: audio notifications, neuroergonomics, brain-computer interface

Abstract: Prior studies have evaluated various designs for audio notifications. However, calls for more in-depth research on how such notifications work, especially at the level of users' cognitive states, have gone unanswered; and studies evaluating audio notifications with large numbers of participants in multiple environments have been rare. This study conducted an electroencephalography study (N=20) and an online study (N=967) to enhance understandings of how three musical parameters - melody (simple, complex), pitch (high, low), and tempo (fast, slow) - influenced users' cognition and behaviors. There are eight different notifications with different combinations of these parameters. The online study analyzed the effects of user-specific and environmental information on users' behaviors while they listened to these notifications. The results revealed that tempo and pitch have the main effect on the speed and strength (accuracy) of users' cognition and behaviors. The users' characteristics and environments influenced the effects of these musical parameters.
Title: Design Considerations for Interactive Office Lighting: Interface Characteristics, Shared and Hybrid Control
Authors: family: van de Werff
given: Thomas; family: van Lotringen
given: Charlotte; family: van Essen
given: Harm; family: Eggen
given: Berry
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: office, field study, user experience, interface design, interactive lighting

Abstract: The inclusion of IoT in office lighting allows people to have personal lighting control at their workplace. To design lighting control interfaces that fit people's everyday living, we need a better understanding of how people experience lighting interaction in the real world. Still, lighting control is often explored in controlled settings. This work presents a qualitative field study concerning the user experience of two control interfaces for a state-of-the-art lighting system of 400+ luminaires in a real-life office. In ten weeks, 43 people interacted 3937 times. The findings illustrate the effects of using a smartphone for lighting control, how people experience lighting control in shared situations, and issues with automatic system behavior. We define design considerations for interface characteristics, shared control, and hybrid control. The work contributes to making the potential benefits of interactive office lighting a reality.
Title: Will You Accept an Imperfect AI? Exploring Designs for Adjusting End-user Expectations of AI Systems
Authors: family: Kocielnik
given: Rafal; family: Amershi
given: Saleema; family: Bennett
given: Paul N.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: perception and acceptance of ai, ai system on-boarding, shaping ai expectations, ai infused systems

Abstract: AI technologies have been incorporated into many end-user applications. However, expectations of the capabilities of such systems vary among people. Furthermore, bloated expectations have been identified as negatively affecting perception and acceptance of such systems. Although the intelligibility of ML algorithms has been well studied, there has been little work on methods for setting appropriate expectations before the initial use of an AI-based system. In this work, we use a Scheduling Assistant - an AI system for automated meeting request detection in free-text email - to study the impact of several methods of expectation setting. We explore two versions of this system with the same 50% level of accuracy of the AI component but each designed with a different focus on the types of errors to avoid (avoiding False Positives vs. False Negatives). We show that such different focus can lead to vastly different subjective perceptions of accuracy and acceptance. Further, we design expectation adjustment techniques that prepare users for AI imperfections and result in a significant increase in acceptance.
Title: Voice-Based Quizzes for Measuring Knowledge Retention in Under-Connected Populations
Authors: family: Raza
given: Agha Ali; family: Tariq
given: Zain; family: Randhawa
given: Shan; family: Saleem
given: Bilal; family: Athar
given: Awais; family: Saif
given: Umar; family: Rosenfeld
given: Roni
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: low-literate, impact evaluation, mobile phone, blind, non-literate, interactive voice response, ivr, knowledge impact, learning, hci4d, ict4d

Abstract: Information dissemination using automated phone calls allows reaching low-literate and tech-naive populations. Open challenges include rapid verification of expected knowledge gaps in the community, dissemination of specific information to address these gaps, and follow-up measurement of knowledge retention. We report Sawaal, a voice-based telephone service that uses audio-quizzes to address these challenges. Sawaal allows its open community of users to post and attempt multiple-choice questions and to vote and comment on them. Sawaal spreads virally as users challenge friends to quiz competitions. Administrator-posted questions allow confirming specific knowledge gaps, spreading correct information and measuring knowledge retention via rephrased, repeated questions. In 14 weeks and with no advertisement, Sawaal reached 3,433 users (120,119 calls) in Pakistan, who contributed 13,276 questions that were attempted 455,158 times by 2,027 users. Knowledge retention remained significant for up to two weeks. Surveys revealed that 71% of the mostly low-literate, young, male users were blind.
Title: ORC Layout: Adaptive GUI Layout with OR-Constraints
Authors: family: Jiang
given: Yue; family: Du
given: Ruofei; family: Lutteroth
given: Christof; family: Stuerzlinger
given: Wolfgang
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: visual programming, constraint-based layout, gui builder, layout manager, visual interface design

Abstract: We propose a novel approach for constraint-based graphical user interface (GUI) layout based on OR-constraints (ORC) in standard soft/hard linear constraint systems. ORC layout unifies grid layout and flow layout, supporting both their features as well as cases where grid and flow layouts individually fail. We describe ORC design patterns that enable designers to safely create flexible layouts that work across different screen sizes and orientations. We also present the ORC Editor, a GUI editor that enables designers to apply ORC in a safe and effective manner, mixing grid, flow and new ORC layout features as appropriate. We demonstrate that our prototype can adapt layouts to screens with different aspect ratios with only a single layout specification, easing the burden of GUI maintenance. Finally, we show that ORC specifications can be modified interactively and solved efficiently at runtime.
Title: Exploring Interaction Fidelity in Virtual Reality: Object Manipulation and Whole-Body Movements
Authors: family: Rogers
given: Katja; family: Funke
given: Jana; family: Frommel
given: Julian; family: Stamm
given: Sven; family: Weber
given: Michael
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: virtual objects, player experience, whole body interaction, virtual reality, interaction fidelity, games

Abstract: High degrees of interaction fidelity (IF) in virtual reality (VR) are said to improve user experience and immersion, but there is also evidence of low IF providing comparable experiences. VR games are now increasingly prevalent, yet we still do not fully understand the trade-off between realism and abstraction in this context. We conducted a lab study comparing high and low IF for object manipulation tasks in a VR game. In a second study, we investigated players' experiences of IF for whole-body movements in a VR game that allowed players to crawl underneath virtual boulders and "dangle'' along monkey bars. Our findings show that high IF is preferred for object manipulation, but for whole-body movements, moderate IF can suffice, as there is a trade-off with usability and social factors. We provide guidelines for the development of VR games based on our results.
Title: Can Children Understand Machine Learning Concepts? The Effect of Uncovering Black Boxes
Authors: family: Hitron
given: Tom; family: Orlev
given: Yoav; family: Wald
given: Iddo; family: Shamir
given: Ariel; family: Erel
given: Hadas; family: Zuckerman
given: Oren
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: machine learning, children, construction kits, design principles, learning system

Abstract: Machine Learning services are integrated into various aspects of everyday life. Their underlying processes are typically black-boxed to increase ease-of-use. Consequently, children lack the opportunity to explore such processes and develop essential mental models. We present a gesture recognition research platform, designed to support learning from experience by uncovering Machine Learning building blocks: Data Labeling and Evaluation. Children used the platform to perform physical gestures, iterating between sampling and evaluation. Their understanding was tested in a pre/post experimental design, in three conditions: learning activity uncovering Data Labeling only, Evaluation only, or both. Our findings show that both building blocks are imperative to enhance children's understanding of basic Machine Learning concepts. Children were able to apply their new knowledge to everyday life context, including personally meaningful applications. We conclude that children's interaction with uncovered black boxes of Machine Learning contributes to a better understanding of the world around them.
Title: Evaluation of Appearance-Based Methods and Implications for Gaze-Based Applications
Authors: family: Zhang
given: Xucong; family: Sugano
given: Yusuke; family: Bulling
given: Andreas
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: model-based gaze estimation, opengaze, appearance-based gaze estimation, tobii eyex, software toolkit

Abstract: Appearance-based gaze estimation methods that only require an off-the-shelf camera have significantly improved but they are still not yet widely used in the human-computer interaction (HCI) community. This is partly because it remains unclear how they perform compared to model-based approaches as well as dominant, special-purpose eye tracking equipment. To address this limitation, we evaluate the performance of state-of-the-art appearance-based gaze estimation for interaction scenarios with and without personal calibration, indoors and outdoors, for different sensing distances, as well as for users with and without glasses. We discuss the obtained findings and their implications for the most important gaze-based applications, namely explicit eye input, attentive user interfaces, gaze-based user modelling, and passive eye monitoring. To democratise the use of appearance-based gaze estimation and interaction in HCI, we finally present OpenGaze (www.opengaze.org), the first software toolkit for appearance-based gaze estimation and interaction.
Title: Explicating "Implicit Interaction": An Examination of the Concept and Challenges for Research
Authors: family: Serim
given: Barış; family: Jacucci
given: Giulio
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: intentionality, explicit interaction, framework, implicit interaction

Abstract: The term implicit interaction is often used to denote interactions that differ from traditional purposeful and attention demanding ways of interacting with computers. However, there is a lack of agreement about the term's precise meaning. This paper develops implicit interaction further as an analytic concept and identifies the methodological challenges related to HCI's particular design orientation. We first review meanings of implicit as unintentional, attentional background, unawareness, unconsciousness and implicature, and compare them in regards to the entity they qualify, the design motivation they emphasize and their constructive validity for what makes good interaction. We then demonstrate how the methodological challenges can be addressed with greater precision by using an updated, intentionality-based definition that specifies an input-effect relationship as the entity of implicit. We conclude by identifying a number of new considerations for design and evaluation, and by reflecting on the concepts of user and system agency in HCI.
Title: Charting Subtle Interaction in the HCI Literature
Authors: family: Pohl
given: Henning; family: Muresan
given: Andreea; family: Hornbæk
given: Kasper
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: subtle interaction, quality, interaction, review, survey, subtle

Abstract: Human-computer interaction is replete with ways of talking about qualities of interaction or interfaces, including if they are expressive, rich, fluid, or playful. An example of such a quality is subtle. While this word is frequently used in the literature, we lack a coherent account of what it means to be subtle, how to achieve subtleness in an interface, and what theoretical backing subtleness has. To create such an account, we analyze a sample of 55 publications that use the word subtle. We describe the variants of subtle interaction in the literature, including claimed benefits, empirical approaches, and ethical considerations. Not only does this create a basis for thinking about subtleness as a quality of interaction, it also works to show how to solidify varieties of quality in HCI. We conclude by outlining some open empirical and conceptual questions about subtleness.
Title: Monotasking or Multitasking: Designing for Crowdworkers' Preferences
Authors: family: Lascau
given: Laura; family: Gould
given: Sandy J. J.; family: Cox
given: Anna L.; family: Karmannaya
given: Elizaveta; family: Brumby
given: Duncan P.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: crowdsourcing, amazon mechanical turk, productivity, crowdwork, multitasking, polychronicity

Abstract: Crowdworkers receive no formal training for managing their tasks, time or working environment. To develop tools that support such workers, an understanding of their preferences and the constraints they are under is essential. We asked 317 experienced Amazon Mechanical Turk workers about factors that influence their task and time management. We found that a large number of the crowdworkers score highly on a measure of polychronicity; this means that they prefer to frequently switch tasks and happily accommodate regular work and non-work interruptions. While a preference for polychronicity might equip people well to deal with the structural demands of crowdworking platforms, we also know that multitasking negatively affects workers' productivity. This puts crowdworkers' working preferences into conflict with the desire of requesters to maximize workers' productivity. Combining the findings of prior research with the new knowledge obtained from our participants, we enumerate practical design options that could enable workers, requesters and platform developers to make adjustments that would improve crowdworkers' experiences.
Title: On the Latency of USB-Connected Input Devices
Authors: family: Wimmer
given: Raphael; family: Schmid
given: Andreas; family: Bockes
given: Florian
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: input devices, latency, input, usb, lag, model

Abstract: We propose a method for accurately and precisely measuring the intrinsic latency of input devices and document measurements for 36 keyboards, mice and gamepads connected via USB. Our research shows that devices differ not only in average latency, but also in the distribution of their latencies, and that forced polling at 1000 Hz decreases latency for some but not all devices. Existing practices - measuring end-to-end latency as a proxy of input latency and reporting only mean values and standard deviations - hide these characteristic latency distributions caused by device intrinsics and polling rates. A probabilistic model of input device latency demonstrates these issues and matches our measurements. Thus, our work offers guidance for researchers, engineers, and hobbyists who want to measure the latency of input devices or select devices with low latency.
Title: Analyzing the Use of Camera Glasses in the Wild
Authors: family: Bipat
given: Taryn; family: Bos
given: Maarten Willem; family: Vaish
given: Rajan; family: Monroy-Hernández
given: Andrés
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: smart glasses, camera glasses, wearables, usability

Abstract: Camera glasses enable people to capture point-of-view videos using a common accessory, hands-free. In this paper, we investigate how, when, and why people used one such product: Spectacles. We conducted 39 semi-structured interviews and surveys with 191 owners of Spectacles. We found that the form factor elicits sustained usage behaviors, and opens opportunities for new use-cases and types of content captured. We provide a usage typology, and highlight societal and individual factors that influence the classification of behaviors.
Title: HawkEye - Deploying a Design Fiction Probe
Authors: family: Noortman
given: Renee; family: Schulte
given: Britta F.; family: Marshall
given: Paul; family: Bakker
given: Saskia; family: Cox
given: Anna L.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: technology probes, design fiction, informal caregiving, dementia care, monitoring technologies, future scenarios

Abstract: This paper explores how a design fiction can be designed to be used as a pragmatic user-centred design method to generate insights on future technology use. We built HawkEye, a design fiction probe that embodies a future fiction of dementia care. To learn how participants respond to the probe, we employed it with eight participants for three weeks in their own homes as well as evaluating it with six HCI experts in sessions of 1.5h. In addition to presenting the probe in detail, we share insights into the process of building it and discuss the utility of design fiction as a tool to elicit empathetic and rich discussions about potential outcomes of future technologies.
Title: Exploring Media Capture of Meaningful Experiences to Support Families Living with Dementia
Authors: family: Hodge
given: James; family: Montague
given: Kyle; family: Hastings
given: Sandra; family: Morrissey
given: Kellie
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: personalisation, virtual reality, family, media, research through design, experience-centered design, care, dementia

Abstract: Although designing interactive media experiences for people with dementia has become a growing interest in HCI, a strong focus on family members has rarely been recognised as worthy of design intervention. This paper presents a research through design (RTD) approach working closely with families living with dementia in order to create personalised media experiences. Three families took part in day trips, which they co-planned, with data collection during these days providing insights into their shared social experiences. Workshops were also held in order to personalise the experience of the media created during these days out. Our qualitative analysis outlines themes focusing on individuality, relationships, and accepting changed realities. Furthermore, we outline directions for future research focusing on designing for contested realities, the personhood of carers, and the ageing body and immersion.
Title: Understanding the Impact of TVIs on Technology Use and Selection by Children with Visual Impairments
Authors: family: Baker
given: Catherine M.; family: Milne
given: Lauren R.; family: Ladner
given: Richard E.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: children with visual impairments, assistive technology, teachers of the visually impaired

Abstract: The use of technology in educational settings is extremely common. For many visually impaired children, educational settings are the first place they are exposed to the assistive technology that they will need to access mainstream computing devices. Current laws provide support for students to receive training from Teachers of the Visually Impaired (TVIs) on these assistive devices. Therefore, TVIs play an important role in the selection and training of technology. Through our interviews with TVIs, we discovered the factors that impact which technologies they select, how they attempt to mitigate the stigma associated with certain technologies, and the challenges that students face in learning assistive technologies. Through this research, we identified three needs that future research on assistive technology should address: (1) increasing focus on built-in accessibility features, (2) providing support for independent learning and exploration, and (3) creating technologies that can support users with progressive vision loss.