huashen218/convxai-cia-dataset huggingface dataset:
Title: When Do People Trust Their Social Groups?
Authors: family: Ma
given: Xiao; family: Cheng
given: Justin; family: Iyer
given: Shankar; family: Naaman
given: Mor
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: facebook, groups, communities, trust

Abstract: Trust facilitates cooperation and supports positive outcomes in social groups, including member satisfaction, information sharing, and task performance. Extensive prior research has examined individuals' general propensity to trust, as well as the factors that contribute to their trust in specific groups. Here, we build on past work to present a comprehensive framework for predicting trust in groups. By surveying 6,383 Facebook Groups users about their trust attitudes and examining aggregated behavioral and demographic data for these individuals, we show that (1) an individual's propensity to trust is associated with how they trust their groups, (2) smaller, closed, older, more exclusive, or more homogeneous groups are trusted more, and (3) a group's overall friendship-network structure and an individual's position within that structure can also predict trust. Last, we demonstrate how group trust predicts outcomes at both individual and group level such as the formation of new friendship ties.
Title: Concept-Driven Visual Analytics: an Exploratory Study of Model- and Hypothesis-Based Reasoning with Visualizations
Authors: family: Choi
given: In Kwon; family: Childers
given: Taylor; family: Raveendranath
given: Nirmal Kumar; family: Mishra
given: Swati; family: Harris
given: Kyle; family: Reda
given: Khairi
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: mental models, visual analytics, hypothesis- and model-based reasoning, sensemaking

Abstract: Visualization tools facilitate exploratory data analysis, but fall short at supporting hypothesis-based reasoning. We conducted an exploratory study to investigate how visualizations might support a concept-driven analysis style, where users can optionally share their hypotheses and conceptual models in natural language, and receive customized plots depicting the fit of their models to the data. We report on how participants leveraged these unique affordances for visual analysis. We found that a majority of participants articulated meaningful models and predictions, utilizing them as entry points to sensemaking. We contribute an abstract typology representing the types of models participants held and externalized as data expectations. Our findings suggest ways for rearchitecting visual analytics tools to better support hypothesis- and model-based reasoning, in addition to their traditional role in exploratory analysis. We discuss the design implications and reflect on the potential benefits and challenges involved.
Title: Pictorial System Usability Scale (P-SUS): Developing an Instrument for Measuring Perceived Usability
Authors: family: Baumgartner
given: Juergen; family: Frei
given: Naomi; family: Kleinke
given: Mascha; family: Sauer
given: Juergen; family: Sonderegger
given: Andreas
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: pictorial scale, perceived usability, consumer product, mobile device evaluation

Abstract: We have developed a pictorial multi-item scale, called P-SUS (Pictorial System Usability Scale), which aims to measure the perceived usability of mobile devices. The scale is based on the established verbal usability questionnaire SUS (System Usability Scale). A user-centred design process was employed to develop and refine its 10 pictorial items. The scale was tested in a first validation study (N=60) using student participants. Psychometric properties (convergent validity, criterion-related validity, sensitivity, and reliability), as well as the motivation to fill in the scale were assessed. The results indicated satisfactory convergent validity for about two-thirds of the items. Furthermore, strong correlations were obtained for the sum scores between verbal and pictorial SUS, and the pictorial scale was perceived as more motivating than the verbal questionnaire. The P-SUS represents a first attempt to provide a pictorial usability scale for the evaluation of (mobile) devices.
Title: Designing Second-Screening Experiences for Social Co-Selection and Critical Co-Viewing of Reality TV
Authors: family: Feltwell
given: Tom; family: Wood
given: Gavin; family: Rowland
given: Scarlett; family: Long
given: Kiel S.; family: Elsden
given: Chris; family: Brooker
given: Phillip; family: Vines
given: John; family: Briggs
given: Pamela; family: Barnett
given: Julie; family: Lawson
given: Shaun
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: co-viewing, reality tv, critical viewing, second-screening, live viewing

Abstract: Public commentary related to reality TV can be overwhelmed by thoughtless reactions and negative sentiments, which often problematically reinforce the cultural stereotyping typically employed in such media. We describe the design, and month-long evaluation, of a mobile "second-screening" application, Screenr, which uses co-voting and live textual tagging to encourage more critical co-viewing in these contexts. Our findings highlight how Screenr supported interrogation of the production qualities and claims of shows, promoted critical discourse around the motivations of programmes, and engaged participants in reflecting on their own assumptions and views. We situate our results within the context of existing second-screening co-viewing work, discuss implications for such technologies to support critical engagement with socio-political media, and provide design implications for future digital technologies in this domain.
Title: TORC: A Virtual Reality Controller for In-Hand High-Dexterity Finger Interaction
Authors: family: Lee
given: Jaeyeon; family: Sinclair
given: Mike; family: Gonzalez-Franco
given: Mar; family: Ofek
given: Eyal; family: Holz
given: Christian
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: haptic compliance, vr object manipulation, haptic texture, haptics

Abstract: Recent hand-held controllers have explored a variety of haptic feedback sensations for users in virtual reality by producing both kinesthetic and cutaneous feedback from virtual objects. These controllers are grounded to the user's hand and can only manipulate objects through arm and wrist motions, not using the dexterity of their fingers as they would in real life. In this paper, we present TORC, a rigid haptic controller that renders virtual object characteristics and behaviors such as texture and compliance. Users hold and squeeze TORC using their thumb and two fingers and interact with virtual objects by sliding their thumb on TORC's trackpad. During the interaction, vibrotactile motors produce sensations to each finger that represent the haptic feel of squeezing, shearing or turning an object. Our evaluation showed that using TORC, participants could manipulate virtual objects more precisely (e.g., position and rotate objects in 3D) than when using a conventional VR controller.
Title: Threats, Abuses, Flirting, and Blackmail: Gender Inequity in Social Media Voice Forums
Authors: family: Vashistha
given: Aditya; family: Garg
given: Abhinav; family: Anderson
given: Richard; family: Raza
given: Agha Ali
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: women, india, hci4d, pakistan, voice forum, gender, ivr, social media

Abstract: HCI4D researchers and practitioners have leveraged voice forums to enable people with literacy, socioeconomic, and connectivity barriers to access, report, and share information. Although voice forums have received impassioned usage from low-income, low-literate, rural, tribal, and disabled communities in diverse HCI4D contexts, the participation of women in these services is almost non-existent. In this paper, we investigate the reasons for the low participation of women in social media voice forums by examining the use of Sangeet Swara in India and Baang in Pakistan by marginalized women and men. Our mixed-methods approach spanning content analysis of audio posts, quantitative analysis of interactions between users, and qualitative interviews with users indicate gender inequity due to deep-rooted patriarchal values. We found that women on these forums faced systemic discrimination and encountered abusive content, flirts, threats, and harassment. We discuss design recommendations to create social media voice forums that foster gender equity in use of these services.
Title: Laughing is Scary, but Farting is Cute: A Conceptual Model of Children's Perspectives of Creepy Technologies
Authors: family: Yip
given: Jason C.; family: Sobel
given: Kiley; family: Gao
given: Xin; family: Hishikawa
given: Allison Marie; family: Lim
given: Alexis; family: Meng
given: Laura; family: Ofiana
given: Romaine Flor; family: Park
given: Justin; family: Hiniker
given: Alexis
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: participatory design, children and parents, privacy and surveillance, creepy, fear, threats

Abstract: In HCI, adult concerns about technologies for children have been studied extensively. However, less is known about what children themselves find concerning in everyday technologies. We examine children's technology-related fears by probing their use of the colloquial term "creepy." To understand children's perceptions of "creepy technologies," we conducted four participatory design sessions with children (ages 7 - 11) to design and evaluate creepy technologies, followed by interviews with the same children. We found that children's fear reactions emphasized physical harm and threats to their relationships (particularly with attachment figures). The creepy signals from technology the children described include: deception, lack of control, mimicry, ominous physical appearance, and unpredictability. Children acknowledged trusted adults will mediate the relationship between creepy technology signals and fear responses. Our work contributes a close examination of what children mean when they say a technology is "creepy." By treating these concerns as principal design considerations, developers can build systems that are more transparent about the risks they produce and more sensitive to the fears they may unintentionally raise.
Title: Causeway: Scaling Situated Learning with Micro-Role Hierarchies
Authors: family: Lee
given: David T.; family: Hamedian
given: Emily S.; family: Wolff
given: Greg; family: Liu
given: Amy
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: crowdsourcing, situated learning, social computing, complex crowd work, micro-role hierarchies, learning-at-scale, learnersourcing

Abstract: While educational technologies such as MOOCs have helped scale content-based learning, scaling situated learning is still challenging. The time it takes to define a real-world project and to mentor learners is often prohibitive, especially given the limited contributions that novices are able to make. This paper introduces micro-role hierarchies, a form of coordination that integrates workflows and hierarchies to help short-term novices predictably contribute to complex projects. Individuals contribute through micro-roles, small experiential assignments taking roughly 2 hours. These micro-roles support execution of the desired work process, but also sequence into learning pathways, resulting in a learning dynamic similar to moving up an organizational hierarchy. We demonstrate micro-role hierarchies through Causeway, a platform for learning web development while building websites for nonprofits. We carry out a proof-of-concept study in which learners built static websites for refugee resettlement agencies in 2 hour long roles.
Title: Modeling Mobile Interface Tappability Using Crowdsourcing and Deep Learning
Authors: family: Swearngin
given: Amanda; family: Li
given: Yang
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: crowdsourcing, deep learning, mobile interfaces, tappability

Abstract: Tapping is an immensely important gesture in mobile touchscreen interfaces, yet people still frequently are required to learn which elements are tappable through trial and error. Predicting human behavior for this everyday gesture can help mobile app designers understand an important aspect of the usability of their apps without having to run a user study. In this paper, we present an approach for modeling tappability of mobile interfaces at scale. We conducted large-scale data collection of interface tappability over a rich set of mobile apps using crowdsourcing and computationally investigated a variety of signifiers that people use to distinguish tappable versus not-tappable elements. Based on the dataset, we developed and trained a deep neural network that predicts how likely a user will perceive an interface element as tappable versus not tappable. Using the trained tappability model, we developed TapShoe, a tool that automatically diagnoses mismatches between the tappability of each element as perceived by a human user---predicted by our model, and the intended or actual tappable state of the element specified by the developer or designer. Our model achieved reasonable accuracy: mean precision 90.2% and recall 87.0%, in matching human perception on identifying tappable UI elements. The tappability model and TapShoe were well received by designers via an informal evaluation with 7 professional interaction designers.
Title: CodeGazer: Making Code Navigation Easy and Natural With Gaze Input
Authors: family: Shakil
given: Asma; family: Lutteroth
given: Christof; family: Weber
given: Gerald
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: eye gaze tracking, source code navigation, actigaze, integrated development environment (ide)

Abstract: Navigating source code, an activity common in software development, is time consuming and in need of improvement. We present CodeGazer, a prototype for source code navigation using eye gaze for common navigation functions. These functions include actions such as "Go to Definition'' and "Find All Usages'' of an identifier, navigate to files and methods, move back and forth between visited points in code and scrolling. We present user study results showing that many users liked and even preferred the gaze-based navigation, in particular the "Go to Definition'' function. Gaze-based navigation is also holding up well in completion time when compared to traditional methods. We discuss how eye gaze can be integrated into traditional mouse & keyboard applications in order to make "look up'' tasks more natural.
Title: Analyzing Value Discovery in Design Decisions Through Ethicography
Authors: family: Chivukula
given: Shruthi Sai; family: Gray
given: Colin M.; family: Brier
given: Jason A.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: ethicography, value discovery, ethics, values

Abstract: HCI scholarship is increasingly concerned with the ethical impact of socio-technical systems. Current theoretically driven approaches that engage with ethics generally prescribe only abstract approaches by which designers might consider values in the design process. However, there is little guidance on methods that promote value discovery, which might lead to more specific examples of relevant values in specific design contexts. In this paper, we elaborate a method for value discovery, identifying how values impact the designer's decision making. We demonstrate the use of this method, called Ethicography, in describing value discovery and use throughout the design process. We present analysis of design activity by user experience (UX) design students in two lab protocol conditions, describing specific human values that designers considered for each task, and visualizing the interplay of these values. We identify opportunities for further research, using the Ethicograph method to illustrate value discovery and translation into design solutions.
Title: A Field Study of Computer-Security Perceptions Using Anti-Virus Customer-Support Chats
Authors: family: Sharif
given: Mahmood; family: Roundy
given: Kevin A.; family: Dell'Amico
given: Matteo; family: Gates
given: Christopher; family: Kats
given: Daniel; family: Bauer
given: Lujo; family: Christin
given: Nicolas
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: customer support, user (mis)perceptions, computer security

Abstract: Understanding users' perceptions of suspected computer-security problems can help us tailor technology to better protect users. To this end, we conducted a field study of users' perceptions using 189,272 problem descriptions sent to the customer-support desk of a large anti-virus vendor from 2015 to 2018. Using qualitative methods, we analyzed 650 problem descriptions to study the security issues users faced and the symptoms that led users to their own diagnoses. Subsequently, we investigated to what extent and for what types of issues user diagnoses matched those of experts. We found, for example, that users and experts were likely to agree for most issues, but not for attacks (e.g., malware infections), for which they agreed only in 44% of the cases. Our findings inform several user-security improvements, including how to automate interactions with users to resolve issues and to better communicate issues to users.
Title: DataSelfie: Empowering People to Design Personalized Visuals to Represent Their Data
Authors: family: Kim
given: Nam Wook; family: Im
given: Hyejin; family: Henry Riche
given: Nathalie; family: Wang
given: Alicia; family: Gajos
given: Krzysztof; family: Pfister
given: Hanspeter
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: visualization, personal informatics, personal visualization, self-tracking, data portraits, data selfies, visual vocabulary

Abstract: Many personal informatics systems allow people to collect and manage personal data and reflect more deeply about themselves. However, these tools rarely offer ways to customize how the data is visualized. In this work, we investigate the question of how to enable people to determine the representation of their data. We analyzed the Dear Data project to gain insights into the design elements of personal visualizations. We developed DataSelfie, a novel system that allows individuals to gather personal data and design custom visuals to represent the collected data. We conducted a user study to evaluate the usability of the system as well as its potential for individual and collaborative sensemaking of the data.
Title: PlaneVR: Social Acceptability of Virtual Reality for Aeroplane Passengers
Authors: family: Williamson
given: Julie R.; family: McGill
given: Mark; family: Outram
given: Khari
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: in-flight entertainment, social acceptability, virtual reality

Abstract: Virtual reality (VR) headsets allow wearers to escape their physical surroundings, immersing themselves in a virtual world. Although escape may not be realistic or acceptable in many everyday situations, air travel is one context where early adoption of VR could be very attractive. While travelling, passengers are seated in restricted spaces for long durations, reliant on limited seat-back displays or mobile devices. This paper explores the social acceptability and usability of VR for in-flight entertainment. In an initial survey, we captured respondents' attitudes towards the social acceptability of VR headsets during air travel. Based on the survey results, we developed a VR in-flight entertainment prototype and evaluated this in a focus group study. Our results discuss methods for improving the acceptability of VR in-flight, including using mixed reality to help users transition between virtual and physical environments and supporting interruption from other co-located people.
Title: B-Script: Transcript-based B-roll Video Editing with Recommendations
Authors: family: Huber
given: Bernd; family: Shin
given: Hijung Valentina; family: Russell
given: Bryan; family: Wang
given: Oliver; family: Mysore
given: Gautham J.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: video editing, machine learning, video blogging

Abstract: In video production, inserting B-roll is a widely used technique to enrich the story and make a video more engaging. However, determining the right content and positions of B-roll and actually inserting it within the main footage can be challenging, and novice producers often struggle to get both timing and content right. We present B-Script, a system that supports B-roll video editing via interactive transcripts. B-Script has a built-in recommendation system trained on expert-annotated data, recommending users B-roll position and content. To evaluate the system, we conducted a within-subject user study with 110 participants, and compared three interface variations: a timeline-based editor, a transcript-based editor, and a transcript-based editor with recommendations. Users found it easier and were faster to insert B-roll using the transcript-based interface, and they created more engaging videos when recommendations were provided.
Title: A Rough Sketch of the Freehand Drawing Process: Blending the Line between Action and Artifact
Authors: family: Fernando
given: Piyum; family: Weiler
given: Jennifer; family: Kuznetsov
given: Stacey
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: process, fine arts, curation, digitally-mediated art

Abstract: Dynamic elements of the drawing process (e.g., order of compilation, speed, length, and pressure of strokes) are considered important because they can reveal the technique, process, and emotions of the artist. To explore how sensing, visualizing, and sharing these aspects of the creative process might shape art making and art viewing experiences, we designed a research probe which unobtrusively tracks and visualizes the movement and pressure of the artist's pencil on an easel. Using our probe, we conducted studies with artists and art viewers, which reveal digital and physical representations of creative process as a means of reflecting on a multitude of factors about the finished artwork, including technique, style, and the emotions of the artists. We conclude by discussing future directions for HCI systems that sense and visualize aspects of the creative process in digitally-mediated arts, as well as the social considerations of sharing and curating intimate process information.