text:
, AR Visualization, Augmented Reality, Visual Perception, Industry 4.0, In-Situ Visualization, User Study}
}
@inproceedings{10.1145/3411764.3445329,
	title        = {Watching Myself Watching Birds: Abjection, Ecological Thinking, and Posthuman Design},
	author       = {Biggs, Heidi R. and Bardzell, Jeffrey and Bardzell, Shaowen},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445329},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445329},
	abstract     = {In recent years, Sustainable HCI researchers have begun to investigate “noticing” as a design research method useful in efforts to decenter the human in design. Through an autoethnographic bird watching practice combining field observation, journaling, and making practices, we examine how noticing affects us and our way of relating to birds. We found that bird watching surfaces a feeling of abjection, or a simultaneous repulsion and fascination with a part of oneself one rejects in pursuit of personal growth. Along the way, we honed a practice of attunement through deep listening and field recording, which enabled immersive "ecological" experiences. We offer (1) an account of our method and process, (2) the framework of abjection as an approach to designing amongst the complexity of human/non-human interaction, and (3) reflections on how to design for ecological thinking in the push towards a posthuman design.},
	articleno    = 619,
	numpages     = 16,
	keywords     = {research through making, posthumanism, Designing to decenter the human, Bird Watching, sustainable HCI, Autoethnography, Abjection}
}
@inproceedings{10.1145/3411764.3445316,
	title        = {Keeper: A Synchronous Online Conversation Environment Informed by In-Person Facilitation Practices},
	author       = {Hughes, Margaret A. and Roy, Deb},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445316},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445316},
	abstract     = {Facilitation, or the craft and use of specific tools, methods, and practices to influence the way groups gather and converse to reach a goal, requires the nuanced craft of a facilitator to guide complex conversations. Online gathering spaces are often designed with neither the facilitator’s knowledge nor the range of tools their methods require, making online facilitation difficult. In this paper, we describe the design and evaluation of Keeper – an online video call extension environment – informed by the widespread, foundational facilitation method of Circle practice. We define three initial facilitator-driven goals of the platform: 1) enable tone setting, 2) ease the practice and smoothness of online conversation, and 3) improve social presence. After a qualitative study with 72 participants, semi-structured interviews with facilitators, and an RCT with 100 participants, we observe improved tone setting and ease of conversation and suggest several ways to further pursue improved online conversation.},
	articleno    = 170,
	numpages     = 14,
	keywords     = {Circle, HCI, facilitation, interface design}
}
@inproceedings{10.1145/3411764.3445284,
	title        = {People May Punish, But Not Blame Robots},
	author       = {Lee, Minha and Ruijten, Peter and Frank, Lily and de Kort, Yvonne and IJsselsteijn, Wijnand},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445284},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445284},
	abstract     = {As robots may take a greater part in our moral decision-making processes, whether people hold them accountable for moral harm becomes critical to explore. Blame and punishment signify moral accountability, often involving emotions. We quantitatively looked into people’s willingness to blame or punish an emotional vs. non-emotional robot that admits to its wrongdoing. Studies 1 and 2 (online video interaction) showed that people may punish a robot due to its lack of perceived emotional capacity than its perceived agency. Study 3 (in the lab) demonstrated that people were neither willing to blame nor punish the robot. Punishing non-emotional robots seems more likely than blaming them, yet punishment towards robots is more likely to arise online than offline. We reflect on if and why victimized humans (and those who care for them) may seek out retributive justice against robot scapegoats when there are no humans to hold accountable for moral harm.},
	articleno    = 715,
	numpages     = 11,
	keywords     = {retribution gap, retributive justice, morality, punishment, robots, Blame, responsibility gap, human-robot interaction}
}
@inproceedings{10.1145/3411764.3445282,
	title        = {CHI Against Bullying: Taking Stock of the Past and Envisioning the Future},
	author       = {Iivari, Netta and Vent\"{a}-Olkkonen, Leena and Sharma, Sumita and Molin-Juustila, Tonja and Kinnunen, Essi},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445282},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445282},
	abstract     = {Bullying is a challenge concerning us all, and particularly our children. This has already been acknowledged by CHI, among others. Despite the interest, there is a lack of comprehensive understanding of the state of the art – a critical review is needed, addressing bullying in the lives of children, in the context of and/or by the means of design and technology, covering CHI as well as related computing fields, being inspired by the strong body of knowledge within human sciences. We report on a comprehensive literature review on the topic, with the aim to understand what and how has been done so far to handle this troublesome and widespread phenomenon as well as to indicate how to move the field forward. We report how the topic has been examined and with what kind of means tackled, revealing interesting underlying assumptions about design, technology and human agency.},
	articleno    = 357,
	numpages     = 17,
	keywords     = {Youth, Children, Adolescent, Online harassment, Cyberbullying, Teenager, Bullying}
}
@inproceedings{10.1145/3411764.3445280,
	title        = {Designing AACs for People with Aphasia Dining in Restaurants},
	author       = {Obiorah, Mmachi God'sglory and Piper, Anne Marie Marie and Horn, Michael},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445280},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445280},
	abstract     = {There is a growing need to design augmentative and alternative communication (AAC) devices that focus on supporting quality of life goals, such as increased social participation in leisurely activities. Yet, designing AAC applications that support leisurely activities is difficult, as the activity might require novel and specific language in a timely manner. Through observations and contextual interviews with people with aphasia, their social partners, and speech-language therapists, we characterize the important but challenging nature of supporting one specific leisure activity: meal ordering in restaurants. Based on our observational and interview data, we design and explore three prototype AAC systems to support people with aphasia in ordering meals in restaurants. Each prototype integrates a different AI technology, contributing insights into how AI may enhance AAC usage and design. The study opens up questions of designing accessible restaurant experiences for neurodivergent people and the role of AI in AAC devices more broadly.},
	articleno    = 496,
	numpages     = 14,
	keywords     = {language impairments, aphasia, augmentative and alternative communication}
}
@inproceedings{10.1145/3411764.3445279,
	title        = {Flag and Flaggability in Automated Moderation: The Case of Reporting Toxic Behavior in an Online Game Community},
	author       = {Kou, Yubo and Gui, Xinning},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445279},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445279},
	abstract     = {Online platforms rely upon users or automated tools to flag toxic behaviors, the very first step in online moderation. While much recent research has examined online moderation, the role of flag remains poorly understood. This question becomes even more urgent in automated moderation, where flagging becomes a primary source of human judgment. We conducted a qualitative study of flagging practices in League of Legends (LoL), a popular eSports game. We found stark differences between how flag is designed to identify toxicity, and flaggability, or how players use and appropriate flag. Players distrust flag, but also appropriate flag for instrumental purposes. Thus, flaggability diverges decidedly from the conception of toxicity, and must be understood within the highly competitive gaming context of LoL. These findings help shed light on the situated nature of flaggability, the role of flag in online moderation, as well as implications for designing flag and moderation.},
	articleno    = 437,
	numpages     = 12,
	keywords     = {flag, competitive gaming, toxic behavior, governance, moderation, toxicity, toxic meritocracy, Report, League of Legends, online community, regulation}
}
@inproceedings{10.1145/3411764.3445260,
	title        = {Human Perceptions on Moral Responsibility of AI: A Case Study in AI-Assisted Bail Decision-Making},
	author       = {Lima, Gabriel and Grgi\'{c}-Hla\v{c}a, Nina and Cha, Meeyoung},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445260},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445260},
	abstract     = {How to attribute responsibility for autonomous artificial intelligence (AI) systems’ actions has been widely debated across the humanities and social science disciplines. This work presents two experiments (N=200 each) that measure people’s perceptions of eight different notions of moral responsibility concerning AI and human agents in the context of bail decision-making. Using real-life adapted vignettes, our experiments show that AI agents are held causally responsible and blamed similarly to human agents for an identical task. However, there was a meaningful difference in how people perceived these agents’ moral responsibility; human agents were ascribed to a higher degree of present-looking and forward-looking notions of responsibility than AI agents. We also found that people expect both AI and human decision-makers and advisors to justify their decisions regardless of their nature. We discuss policy and HCI implications of these findings, such as the need for explainable AI in high-stakes scenarios.},
	articleno    = 235,
	numpages     = 17,
	keywords     = {Moral Judgment, COMPAS, Responsibility, AI, Blame, Bail Decision-Making, Moral Responsibility, Liability}
}
@inproceedings{10.1145/3411764.3445244,
	title        = {Conversational Futures: Emancipating Conversational Interactions for Futures Worth Wanting},
	author       = {Lee, Minha and Noortman, Renee and Zaga, Cristina and Starke, Alain and Huisman, Gijs and Andersen, Kristina},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445244},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445244},
	abstract     = {We present a vision for conversational user interfaces (CUIs) as probes for speculating with, rather than as objects to speculate about. Popular CUIs, e.g., Alexa, are changing the way we converse, narrate, and imagine the world(s) to come. Yet, current conversational interactions normatively may promote non-desirable ends, delivering a restricted range of request-response interactions with sexist and digital colonialist tendencies. Our critical design approach envisions alternatives by considering how future voices can reside in CUIs as enabling probes. We present novel explorations that illustrate the potential of CUIs as critical design material, by critiquing present norms and conversing with imaginary species. As micro-level interventions, we show that conversations with diverse futures through CUIs can persuade us to critically shape our discourse on macro-scale concerns of the present, e.g., sustainability. We reflect on how conversational interactions with pluralistic, imagined futures can contribute to how being human stands to change.},
	articleno    = 298,
	numpages     = 13,
	keywords     = {design fiction, speculative design, critical design, futuring, Conversational user interfaces}
}
@inproceedings{10.1145/3411764.3445236,
	title        = {Exquisite Fabrication: Exploring Turn-Taking between Designers and Digital Fabrication Machines},
	author       = {Goveia da Rocha, Bruna and van der Kolk, Johannes M. L. and Andersen, Kristina},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445236},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445236},
	abstract     = {Digital fabrication and craftsmanship is entering into a new phase with increasing levels of complexity and a renewed desire for composites and cross-material experimentation. However, allowing work to travel from machine to machine, remains a challenge in terms of workflow, communication, orientation and material. Based on an exploration to combine embroidery and 3D printing in the pursuit of inflatable solutions, we propose the metaphor of the drawing game Exquisite Corpse to outline the three emerging concerns: turn taking, orientation and trade-offs. We propose a set of guidelines that suggest ways in which, we may allow different digital fabrication machines to be used in sequence, as a method for adding complexity to the things we make and the ways our machines may talk to one another.},
	articleno    = 434,
	numpages     = 9,
	keywords     = {Fabrication, Prototyping, Digital Craftsmanship, Turn-taking}
}
@inproceedings{10.1145/3411764.3445230,
	title        = {Off-Peak: An Examination of Ordinary Player Experience},
	author       = {Tyack, April and Mekler, Elisa D.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445230},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445230},
	abstract     = {Videogames’ increasing cultural relevance and suffusion into everyday use contexts suggests they can no longer be considered novelties. Broadly speaking, games research at CHI has concerned two forms of peak experience—historically, research aimed to support flow, or maximise enjoyment and positive emotions; more recently, scholarship engages with more varied experiences of intense emotion, such as emotional challenge. In different ways, both approaches emphasise extra-ordinary player experience (PX). Conversely, videogame play and PX have become more routine—indeed, more ordinary—as the medium’s cultural presence grows. In this paper, we argue that HCI games research is conceptually ill-equipped to investigate these increasingly common and often desirable experiences. We conceptualise “ordinary player experience” – as familiar, emotionally moderate, co-attentive, and abstractly memorable – articulating a phenomenon whose apparent mundanity has seen it elude description to date. We discuss opportunities to productively employ ordinary PX in HCI games research, alongside conceptual implications for PX and player wellbeing.},
	articleno    = 115,
	numpages     = 12,
	keywords     = {videogames, player experience, ordinary experience, optimal experience, peak experience}
}
@inproceedings{10.1145/3411764.3445204,
	title        = {To Disclose or Not to Disclose: Examining the Privacy Decision-Making Processes of Older vs. Younger Adults},
	author       = {Ghaiumy Anaraky, Reza and Byrne, Kaileigh Angela and Wisniewski, Pamela J. and Page, Xinru and Knijnenburg, Bart},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445204},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445204},
	abstract     = {To understand the underlying process of users’ information disclosure decisions, scholars often use either the privacy calculus framework or refer to heuristic shortcuts. It is unclear whether the decision process varies by age. Therefore, using these common frameworks, we conducted a web-based experiment with 94 participants, who were younger (ages 19-22) or older (65+) adults, to understand how perceived app trust, sensitivity of the data, and benefits of disclosure influence users disclosure decisions. Younger adults were more likely to change their perception of data sensitivity based on trust, while older adults were more likely to disclose information based on perceived benefits of disclosure. These results suggest older adults made more rationally calculated decisions than younger adults, who made heuristic decisions based on app trust. Our findings negate the mainstream narrative that older adults are less privacy-conscious than younger adults; instead, older adults weigh the benefits and risks of information disclosure.},
	articleno    = 686,
	numpages     = 14,
	keywords     = {affect heuristics, young adults, Information privacy, privacy calculus, older adults}
}
@inproceedings{10.1145/3411764.3445193,
	title        = {How to Evaluate Object Selection and Manipulation in VR? Guidelines from 20 Years of Studies},
	author       = {Bergstr\"{o}m, Joanna and Dalsgaard, Tor-Salve and Alexander, Jason and Hornb\ae{}k, Kasper},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445193},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445193},
	abstract     = {The VR community has introduced many object selection and manipulation techniques during the past two decades. Typically, they are empirically studied to establish their benefits over the state-of-the-art. However, the literature contains few guidelines on how to conduct such studies; standards developed for evaluating 2D interaction often do not apply. This lack of guidelines makes it hard to compare techniques across studies, to report evaluations consistently, and therefore to accumulate or replicate findings. To build such guidelines, we review 20 years of studies on VR object selection and manipulation. Based on the review, we propose recommendations for designing studies and a checklist for reporting them. We also identify research directions for improving evaluation methods and offer ideas for how to make studies more ecologically valid and rigorous.},
	articleno    = 533,
	numpages     = 20,
	keywords     = {virtual reality, object selection and manipulation, experiments}
}
@inproceedings{10.1145/3411764.3445189,
	title        = {Health Data in Fertility Care: An Ecological Perspective},
	author       = {Costa Figueiredo, Mayara and Chen, Yunan},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445189},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445189},
	abstract     = {Fertility tracking and technology are characterized by logging varied health-related data potentially associated with female fertility cycles. Such data are often seen as private and restricted to the individual level. We conducted an interview study with 21 people (16 in the U.S.) facing challenges to conceive and 5 U.S. healthcare providers specialized in infertility to analyze (in)fertility experiences with data. Our findings suggest that although fertility data are considered personal and private, they are embedded in larger ecological systems of use, influencing and being influenced by different stakeholders, institutional contexts, and sociocultural factors. Leveraging the Ecological Systems Theory, we analyze the relationships and factors shaping individuals’ fertility trajectories, discussing how the different layers influence the work individuals have to engage and the burden imposed on them through various social, institutional, and cultural boundaries. We propose an ecological perspective on fertility data practices and discuss opportunities to counter-influence broader environmental systems through data tracking.},
	articleno    = 204,
	numpages     = 17,
	keywords     = {Fertility self-tracking, Personal Informatics, Ecological models}
}
@inproceedings{10.1145/3411764.3445188,
	title        = {Expanding Explainability: Towards Social Transparency in AI Systems},
	author       = {Ehsan, Upol and Liao, Q. Vera and Muller, Michael and Riedl, Mark O. and Weisz, Justin D.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445188},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445188},
	abstract     = {As AI-powered systems increasingly mediate consequential decision-making, their explainability is critical for end-users to take informed and accountable actions. Explanations in human-human interactions are socially-situated. AI systems are often socio-organizationally embedded. However, Explainable AI (XAI) approaches have been predominantly algorithm-centered. We take a developmental step towards socially-situated XAI by introducing and exploring Social Transparency (ST), a sociotechnically informed perspective that incorporates the socio-organizational context into explaining AI-mediated decision-making. To explore ST conceptually, we conducted interviews with 29 AI users and practitioners grounded in a speculative design scenario. We suggested constitutive design elements of ST and developed a conceptual framework to unpack ST’s effect and implications at the technical, decision-making, and organizational level. The framework showcases how ST can potentially calibrate trust in AI, improve decision-making, facilitate organizational collective actions, and cultivate holistic explainability. Our work contributes to the discourse of Human-Centered XAI by expanding the design space of XAI.},
	articleno    = 82,
	numpages     = 19,
	keywords     = {social transparency, Explainable AI, socio-organizational context, explanations, human-AI interaction, Artificial Intelligence, sociotechnical}
}
@inproceedings{10.1145/3411764.3445171,
	title        = {SEMOUR: A Scripted Emotional Speech Repository for Urdu},
	author       = {Zaheer, Nimra and Ahmad, Obaid Ullah and Ahmed, Ammar and Khan, Muhammad Shehryar and Shabbir, Mudassir},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445171},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445171},
	abstract     = {Designing reliable Speech Emotion Recognition systems is a complex task that inevitably requires sufficient data for training purposes. Such extensive datasets are currently available in only a few languages, including English, German, and Italian. In this paper, we present SEMOUR, the first scripted database of emotion-tagged speech in the Urdu language, to design an Urdu Speech Recognition System. Our gender-balanced dataset contains 15,040 unique instances recorded by eight professional actors eliciting a syntactically complex script. The dataset is phonetically balanced, and reliably exhibits a varied set of emotions as marked by the high agreement scores among human raters in experiments. We also provide various baseline speech emotion prediction scores on the database, which could be used for various applications like personalized robot assistants, diagnosis of psychological disorders, and getting feedback from a low-tech-enabled population, etc. On a random test sample, our model correctly predicts an emotion with a state-of-the-art 92% accuracy.},
	articleno    = 385,
	numpages     = 12,
	keywords     = {machine learning, Urdu language, Emotional speech, deep learning, speech emotion recognition, human annotation, digital recording, speech dataset}
}
@inproceedings{10.1145/3411764.3445170,
	title        = {Extended Reality (XR) Remote Research: A Survey of Drawbacks and Opportunities},
	author       = {Ratcliffe, Jack and Soave, Francesco and Bryan-Kinns, Nick and Tokarchuk, Laurissa and Farkhatdinov, Ildar},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445170},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445170},
	abstract     = {Extended Reality (XR) technology - such as virtual and augmented reality - is now widely used in Human Computer Interaction (HCI), social science and psychology experimentation. However, these experiments are predominantly deployed in-lab with a co-present researcher. Remote experiments, without co-present researchers, have not flourished, despite the success of remote approaches for non-XR investigations. This paper summarises findings from a 30-item survey of 46 XR researchers to understand perceived limitations and benefits of remote XR experimentation. Our thematic analysis identifies concerns common with non-XR remote research, such as participant recruitment, as well as XR-specific issues, including safety and hardware variability. We identify potential positive affordances of XR technology, including leveraging data collection functionalities builtin to HMDs (e.g. hand, gaze tracking) and the portability and reproducibility of an experimental setting. We suggest that XR technology could be conceptualised as an interactive technology and a capable data-collection device suited for remote experimentation.},
	articleno    = 527,
	numpages     = 13,
	keywords     = {Augmented Reality, Virtual Reality, literature review, expert interviews, Extended Reality}
}
@inproceedings{10.1145/3411764.3445167,
	title        = {Wanting To Live Here: Design After Anthropocentric Functionalism},
	author       = {Bardzell, Jeffrey and Bardzell, Shaowen and Light, Ann},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445167},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445167},
	abstract     = {Design research has recently turned to theoretical perspectives, including care ethics and posthumanism, to counter the industrial processes that have led to climate crisis. As design theorists and ethnographers of interaction, we researched experimental eco-farming in a community that shared many of these theoretical and ideological commitments. Our goal was not to offer an account of use and provide design implications in support of it. Instead, we chose to identify concrete practices and artifacts that embody the sorts of industrial transformations that we are seeking—even if they are manifest in an imperfect or partial form. We encountered practices focused on community building, local resilience to climate disruptions, experiments in eco-farming, economic survival, and attracting the next generation. One interlocutor translated these concerns into a simple binary, asking, “do we want to live here?” This paper contributes to a design research agenda that might (eventually) provide an affirmative answer.},
	articleno    = 293,
	numpages     = 24,
	keywords     = {design critique, design theory, agriculture, care ethics, emplacement, essay, sustainability, place, climate, HCI theory, transformation}
}
@inproceedings{10.1145/3313831.3376281,
	title        = {MaraVis: Representation and Coordinated Intervention of Medical Encounters in Urban Marathon},
	author       = {Li, Quan and Lin, Huanbin and Wei, Xiguang and Huang, Yangkun and Fan, Lixin and Du, Jian and Ma, Xiaojuan and Chen, Tianjian},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376281},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376281},
	abstract     = {There is an increased use of Internet-of-Things and wearable sensing devices in the urban marathon to ensure effective response to unforeseen medical needs. However, the massive amount of real-time, heterogeneous movement and psychological data of runners impose great challenges on prompt medical incident analysis and intervention. Conventional approaches compile such data into one dashboard visualization to facilitate rapid data absorption but fail to support joint decision-making and operations in medical encounters. In this paper, we present MaraVis, a real-time urban marathon visualization and coordinated intervention system. It first visually summarizes real-time marathon data to facilitate the detection and exploration of possible anomalous events. Then, it calculates an optimal camera route with an arrangement of shots to guide offline effort to catch these events in time with a smooth view transition. We conduct a within-subjects study with two baseline systems to assess the efficacy of MaraVis.},
	numpages     = 12,
	keywords     = {marathon visualization, shot chaining, anomaly detection}
}
@inproceedings{10.1145/3313831.3376278,
	title        = {"We Have Been Magnified for Years - Now You Are under the Microscope!": Co-Researchers with Learning Disabilities Created an Online Survey to Challenge Public Understanding of Learning Disabilities},
	author       = {Chapko, Dorota and Frumiento, Pino and Edwards, Nalini and Emeh, Lizzie and Kennedy, Donald and McNicholas, David and Overton, Michaela and Snead, Mark and Steward, Robyn and Sutton, Jenny M. and Jeffreys, Evie and Long, Catherine and Croll-Knight, Jess and Connors, Ben and Castell-Ward, Sam and Coke, David and McPeake, Bethany and Renel, William and McGinley, Chris and Remington, Anna and Whittuck, Dora and Kieffer, John and Ewans, Sarah and Williams, Mark and Grierson, Mick},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–17},
	doi          = {10.1145/3313831.3376278},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376278},
	abstract     = {Public attitudes towards learning disabilities (LDs) are generally reported as positive, inclusive and empathetic. However, these findings do not reflect the lived experiences of people with LDs. To shed light on this disparity, a team of co-researchers with LDs created the first online survey to challenge public understanding of LDs, asking questions in ways that are important to them and represent how they see themselves. Here, we describe and evaluate the process of creating an accessible survey platform and an online survey in a research team consisting of academic and non-academic professionals with and without LDs or autism. Through this inclusive research process, the co-designed survey met the expectations of the co-researchers and was well-received by the initial survey respondents. We reflect on the co-researchers' perspectives following the study completion, and consider the difficulties and advantages we encountered deploying such approaches and their potential implications on future survey data analysis.},
	numpages     = 17,
	keywords     = {video, attitudes, disability, design, survey, participatory/inclusive research}
}
@inproceedings{10.1145/3313831.3376277,
	title        = {The TA Framework: Designing Real-Time Teaching Augmentation for K-12 Classrooms},
	author       = {An, Pengcheng and Holstein, Kenneth and d'Anjou, Bernice and Eggen, Berry and Bakker, Saskia},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–17},
	doi          = {10.1145/3313831.3376277},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376277},
	abstract     = {Recently, the HCI community has seen increased interest in the design of teaching augmentation (TA): tools that extend and complement teachers' pedagogical abilities during ongoing classroom activities. Examples of TA systems are emerging across multiple disciplines, taking various forms: e.g., ambient displays, wearables, or learning analytics dashboards. However, these diverse examples have not been analyzed together to derive more fundamental insights into the design of teaching augmentation. Addressing this opportunity, we broadly synthesize existing cases to propose the TA framework. Our framework specifies a rich design space in five dimensions, to support the design and analysis of teaching augmentation. We contextualize the framework using existing designs cases, to surface underlying design trade-offs: for example, balancing actionability of presented information with teachers' needs for professional autonomy, or balancing unobtrusiveness with informativeness in the design of TA systems. Applying the TA framework, we identify opportunities for future research and design.},
	numpages     = 17,
	keywords     = {classroom, orchestration, augmented intelligence, teacher, k-12, dashboards, ambient intelligence}
}
@inproceedings{10.1145/3313831.3376272,
	title        = {Learn with Haptics: Improving Vocabulary Recall with Free-Form Digital Annotation on Touchscreen Mobiles},
	author       = {Sheshadri, Smitha and Zhao, Shengdong and Chen, Yang and Fjeld, Morten},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376272},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376272},
	abstract     = {Mobile vocabulary learning interfaces typically present material only in auditory and visual channels, underutilizing the haptic modality. We explored haptic-integrated learning by adding free-form digital annotation to mobile vocabulary learning interfaces. Through a series of pilot studies, we identified three design factors: annotation mode, presentation sequence, and vibrotactile feedback, that influence recall in haptic-integrated vocabulary interfaces. These factors were then evaluated in a within-subject comparative study using a digital flashcard interface as baseline. Results using a 84-item vocabulary showed that the 'whole word' annotation mode is highly effective, yielding a 24.21% increase in immediate recall scores and a 30.36% increase in the 7-day delayed scores. Effects of presentation sequence and vibrotactile feedback were more transient; they affected the results of immediate tests, but not the delayed tests. We discuss the implications of these factors for designing future mobile learning applications.},
	numpages     = 13,
	keywords     = {haptics for learning, mobile vocabulary learning, intersensory reinforced learning, multimodal learning, motoric engagement}
}
@inproceedings{10.1145/3313831.3376268,
	title        = {BodyLights: Open-Ended Augmented Feedback to Support Training Towards a Correct Exercise Execution},
	author       = {Turmo Vidal, Laia and Zhu, Hui and Riego-Delgado, Abraham},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376268},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376268},
	abstract     = {Technologies targeting a correct execution of physical training exercises typically use pre-determined models for what they consider correct, automatizing instruction and feedback. This falls short on catering to diverse trainees and exercises. We explore an alternative design approach, in which technology provides open-ended feedback for trainers and trainees to use during training. With a personal trainer we designed the augmentation of 18 strength training exercises with BodyLights: 3D printed wearable projecting lights that augment body movement and orientation. To study them, 15 trainees at different skill levels trained three times with our personal trainer and BodyLights. Our findings show that BodyLights catered to a wide range of trainees and exercises, and supported understanding, executing and correcting diverse technique parameters. We discuss design features and methodological aspects that allowed this; and what open-ended feedback offered in comparison to current technology approaches to support training towards a correct exercise execution.},
	numpages     = 14,
	keywords     = {rtd, correct performance, activity design, augmented feedback, strength training, physical training, wearables}
}
@inproceedings{10.1145/3313831.3376260,
	title        = {Examining Design Choices of Questionnaires in VR User Studies},
	author       = {Alexandrovsky, Dmitry and Putze, Susanne and Bonfert, Michael and H\"{o}ffner, Sebastian and Michelmann, Pitt and Wenig, Dirk and Malaka, Rainer and Smeddinck, Jan David},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–21},
	doi          = {10.1145/3313831.3376260},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376260},
	abstract     = {Questionnaires are among the most common research tools in virtual reality (VR) user studies. Transitioning from virtuality to reality for giving self-reports on VR experiences can lead to systematic biases. VR allows to embed questionnaires into the virtual environment which may ease participation and avoid biases. To provide a cohesive picture of methods and design choices for questionnaires in VR (inVRQ), we discuss 15 inVRQ studies from the literature and present a survey with 67 VR experts from academia and industry. Based on the outcomes, we conducted two user studies in which we tested different presentation and interaction methods of inVRQs and evaluated the usability and practicality of our design. We observed comparable completion times between inVRQs and questionnaires outside VR (nonVRQs) with higher enjoyment but lower usability for inVRQs. These findings advocate the application of inVRQs and provide an overview of methods and considerations that lay the groundwork for inVRQ design.},
	numpages     = 21,
	keywords     = {vr, research methods, virtual reality, invrqs, user studies, in-vr questionnaires}
}
@inproceedings{10.1145/3313831.3376254,
	title        = {The Experience of Guided Online Therapy: A Longitudinal, Qualitative Analysis of Client Feedback in a Naturalistic RCT},
	author       = {Jardine, Jacinta and Earley, Caroline and Richards, Derek and Timulak, Ladislav and Palacios, Jorge E. and Duffy, Daniel and Tierney, Karen and Doherty, Gavin},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376254},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376254},
	abstract     = {Internet-delivered Cognitive Behavioural Therapy (iCBT) is an effective treatment for depression and anxiety disorders. However longitudinal qualitative research into the client's subjective experience of this form of treatment ?in the wild' is relatively scarce. We present an analysis of secondary outcomes in a naturalistic RCT conducted within the UK's Improving Access to Psychological Therapies programme. We evaluated clients' expectations, experience, and context of usage of iCBT, across three timepoints. Results are discussed in terms of the creation of a therapeutic space online, the impact of hope, expectations and personal factors on the therapeutic experience, iCBT as "therapy on the go" and developing skills for life. While iCBT on the whole provides a positive, supportive and therapeutic experience for clients, the study identified managing expectations, polarized preferences, momentary help-seeking and long-term support as important aspects of the experience to consider in future design.},
	numpages     = 15,
	keywords     = {icbt, mental health, longitudinal study, user experience}
}
@inproceedings{10.1145/3313831.3376250,
	title        = {Understanding Users' Perception Towards Automated Personality Detection with Group-Specific Behavioral Data},
	author       = {Kim, Seoyoung and Thakur, Arti and Kim, Juho},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376250},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376250},
	abstract     = {Thanks to advanced sensing and logging technology, automatic personality assessment (APA) with users' behavioral data in the workplace is on the rise. While previous work has focused on building APA systems with high accuracy, little research has attempted to understand users' perception towards APA systems. To fill this gap, we take a mixed-methods approach: we (1) designed a survey (n=89) to understand users'social workplace behavior both online and offline and their privacy concerns; (2) built a research probe that detects personality from online and offline data streams with up to 81.3% accuracy, and deployed it for three weeks in Korea (n=32); and (3) conducted post-interviews (n=9). We identify privacy issues in sharing data and system-induced change in natural behavior as important design factors for APA systems. Our findings suggest that designers should consider the complex relationship between users' perception and system accuracy for a more user-centered APA design.},
	numpages     = 12,
	keywords     = {user perception, behavior change, co-located group, privacy, tracking, automatic personality assessment (apa)}
}
@inproceedings{10.1145/3313831.3376241,
	title        = {Opportunities for Enhancing Access and Efficacy of Peer Sponsorship in Substance Use Disorder Recovery},
	author       = {Heyer, Jeremy and Schmitt, Zachary and Dombrowski, Lynn and Yarosh, Svetlana},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376241},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376241},
	abstract     = {Substance use disorders (SUDs) are characterized by an inability to decrease a substance use (e.g., alcohol or opioids) despite negative repercussions. SUDs are clinically diagnosable, hazardous, and considered a public health issue. Sponsorship, a specialized type of peer mentorship, is vital in the recovery process and originates from 12-step fellowship programs such as Alcoholics Anonymous (AA) and Narcotics Anonymous (NA). To investigate sponsorship relationship practices and to identify design opportunities for digitally-mediated peer support, we conducted 27 in-depth interviews with members of AA and NA. We identified five key sponsorship relationship practices relevant for designing social computing tools to support sponsorship and recovery: 1) assessing dyadic compatibility, 2) managing sponsorship with or without technology, 3) establishing boundaries, 4) building a peer support network, and 5) managing anonymity. We identify social computing and digitally-mediated design opportunities and implications.},
	numpages     = 14,
	keywords     = {substance use disorders, peer health support, 12-step fellowships, recovery, addiction, technology for substance use}
}
@inproceedings{10.1145/3313831.3376239,
	title        = {Investigating the Opportunities for Technologies to Enhance QoL with Stroke Survivors and Their Families},
	author       = {Silva, In\^{e}s Santos and Guerreiro, Jo\~{a}o and Rosa, Marlene and Campos, Joana and Pascoal, Augusto Gil and Pinto, Sofia and Nicolau, Hugo},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–11},
	doi          = {10.1145/3313831.3376239},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376239},
	abstract     = {There are over 80 million stroke survivors globally, making it the main cause of long-term disability worldwide. Not only do the challenges associated with stroke affect the quality of life (QoL) of survivors, but also of their families. To explore these challenges and define design opportunities for technologies to improve the QoL of both stakeholders, we conducted semi-structured interviews with 10 survivors and one of their family members. We uncovered three major interlinked themes: strategies to cope with technological barriers, the (in)adequacy of assistive technologies, and limitations of the rehabilitation process. Findings highlight multiple design opportunities, including the need for meaningful patient-centered tools and methods to improve rehabilitation effectiveness, emotion-aware computing for family emotional support, and re-thinking the nature of assistive technologies to consider the perception of transitory stroke-related disabilities. We thus argue for a new class of dual-purpose technologies that fit survivors' abilities while promoting the regain of function.},
	numpages     = 11,
	keywords     = {quality of life, assistive technologies, stroke rehabilitation}
}
@inproceedings{10.1145/3313831.3376236,
	title        = {E-Textile Microinteractions: Augmenting Twist with Flick, Slide and Grasp Gestures for Soft Electronics},
	author       = {Olwal, Alex and Starner, Thad and Mainini, Gowa},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376236},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376236},
	abstract     = {E-textile microinteractions advance cord-based interfaces by enabling the simultaneous use of precise continuous control and casual discrete gestures. We leverage the recently introduced I/O Braid sensing architecture to enable a series of user studies and experiments which help design suitable interactions and a real-time gesture recognition pipeline. Informed by a gesture elicitation study with 36 participants, we developed a user-dependent classifier for eight discrete gestures with 94% accuracy for 12 participants. In a formal evaluation we show that we can enable precise manipulation with the same architecture. Our quantitative targeting experiment suggests that twisting is faster than existing headphone button controls and is comparable in speed to a capacitive touch surface. Qualitative interview feedback indicates a preference for I/O Braid's interaction over that of in-line headphone controls. Our applications demonstrate how continuous and discrete gestures can be combined to form new, integrated e-textile microinteraction techniques for real-time continuous control, discrete actions and mode switching.},
	numpages     = 13,
	keywords     = {wearables, soft electronics, interactive fabric, e-textile, gestures, smart textile, microinteractions, electronic textile}
}
@inproceedings{10.1145/3313831.3376233,
	title        = {BISHARE: Exploring Bidirectional Interactions Between Smartphones and Head-Mounted Augmented Reality},
	author       = {Zhu, Fengyuan and Grossman, Tovi},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376233},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376233},
	abstract     = {In pursuit of a future where HMD devices can be used in tandem with smartphones and other smart devices, we present BISHARE, a design space of cross-device interactions between smartphones and ARHMDs. Our design space is unique in that it is bidirectional in nature, as it examines how both the HMD can be used to enhance smartphone tasks, and how the smartphone can be used to enhance HMD tasks. We then present an interactive prototype that enables cross-device interactions across the proposed design space. A 12-participant user study demonstrates the promise of the design space and provides insights, observations, and guidance for the future.},
	numpages     = 14,
	keywords     = {mixed-reality computing, augmented reality, smartphones, cross-device computing}
}
@inproceedings{10.1145/3313831.3376203,
	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},
	author       = {Meschtscherjakov, Alexander and D\"{o}ttlinger, Christine and Kaiser, Tim and Tscheligi, Manfred},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–9},
	doi          = {10.1145/3313831.3376203},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376203},
	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.},
	numpages     = 9,
	keywords     = {peripheral vision, velocity perception, chase lights, moving patterns}
}
@inproceedings{10.1145/3313831.3376199,
	title        = {Watch+Strap: Extending Smartwatches with Interactive StrapDisplays},
	author       = {Klamka, Konstantin and Horak, Tom and Dachselt, Raimund},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376199},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376199},
	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.},
	numpages     = 15,
	keywords     = {mde, mobile interaction, flexible displays, wearable device, interactive watchband, smartwatch, mobile visualization}
}
@inproceedings{10.1145/3313831.3376197,
	title        = {The Effects of Explicit Intention Communication, Conspicuous Sensors, and Pedestrian Attitude in Interactions with Automated Vehicles},
	author       = {Ackermans, Sander and Dey, Debargha and Ruijten, Peter and Cuijpers, Raymond H. and Pfleging, Bastian},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376197},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376197},
	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.},
	numpages     = 14,
	keywords     = {automated vehicles, vulnerable road users, external appearance, ehmi, pedestrians, automated driving, vehicle-pedestrian interaction, visible sensors}
}
@inproceedings{10.1145/3313831.3376171,
	title        = {Self-Expression by Design: Co-Designing the ExpressiBall with Minimally-Verbal Children on the Autism Spectrum},
	author       = {Wilson, Cara and Sitbon, Laurianne and Ploderer, Bernd and Opie, Jeremy and Brereton, Margot},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376171},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376171},
	abstract     = {Expressing one's thoughts and feelings is a fundamental human need - the basis for communication and social interaction. We ask, how do minimally-verbal children on the autism spectrum express themselves? How can we better recognise instances of self-expression? And how might technologies support and encourage self-expression? To address these questions, we undertook co-design research at an autism-specific primary school with 20 children over one school year. This paper contributes six Modalities of Self-Expression, through which children self-express and convey their design insights. Each modality of self-expression can occur across two different dimensions (socio-expressive and auto-expressive) and can be of a fundamental or an integrative nature. Further, we contribute the design trajectory of a tangible ball prototype, the ExpressiBall, which - through voice, sounds, lights, and motion sensors - explores how tangible technologies can support this range of expressive modalities. Finally, we discuss the concept of Self-Expression by Design.},
	numpages     = 13,
	keywords     = {tangible, play, autism, multimodal, self-expression, non-verbal, minimally-verbal, modalities, children}
}
@inproceedings{10.1145/3313831.3376164,
	title        = {EAST: Early Autism Screening Tool for Preschoolers},
	author       = {Arshad, Muhammad Bilal and Sarwar, Muhammad Farhan and Zaidi, Meher Fatima and Shahid, Suleman},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376164},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376164},
	abstract     = {We describe the iterative co-design process and evaluation of an early autism screening tool (EAST). EAST is an intermediary interactive tablet based app that assists in the early-detection of Autism Spectrum Disorder (ASD) by screening preschoolers in Pakistan through play-based activities in a home, school or clinical setting. Medical professionals, parents of autistic children and teachers were surveyed through focus groups to understand the reasons that contribute to the increasing number of missed early detections, and late- or misdiagnoses. We also evaluate the acceptability, usability and validity of our tool. We tested EAST with both typically developed and autistic children on how they relate to people, imitation, motor skills, visual and intellectual response. They were scored via time taken, the number of wrong attempts, or incorrect answers and audiovisual feedback. This paper contributes towards a digital autism screening tool that delivers insights into the child's behaviour and enables collaboration among parents, teachers and medical professionals.},
	numpages     = 14,
	keywords     = {preschool children, autism screening, digital tool}
}
@inproceedings{10.1145/3313831.3376163,
	title        = {Does Smartphone Use Drive Our Emotions or Vice Versa? A Causal Analysis},
	author       = {Sarsenbayeva, Zhanna and Marini, Gabriele and van Berkel, Niels and Luo, Chu and Jiang, Weiwei and Yang, Kangning and Wadley, Greg and Dingler, Tilman and Kostakos, Vassilis and Goncalves, Jorge},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376163},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376163},
	abstract     = {In this paper, we demonstrate the existence of a bidirectional causal relationship between smartphone application use and user emotions. In a two-week long in-the-wild study with 30 participants we captured 502,851 instances of smartphone application use in tandem with corresponding emotional data from facial expressions. Our analysis shows that while in most cases application use drives user emotions, multiple application categories exist for which the causal effect is in the opposite direction. Our findings shed light on the relationship between smartphone use and emotional states. We furthermore discuss the opportunities for research and practice that arise from our findings and their potential to support emotional well-being.},
	numpages     = 15,
	keywords     = {mobile application use, smartphones, emotion detection, mobile interaction, emotions, emotional well-being}
}
@inproceedings{10.1145/3313831.3376154,
	title        = {TalkingBoogie: Collaborative Mobile AAC System for Non-Verbal Children with Developmental Disabilities and Their Caregivers},
	author       = {Shin, Donghoon and Song, Jaeyoon and Song, Seokwoo and Park, Jisoo and Lee, Joonhwan and Jun, Soojin},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376154},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376154},
	abstract     = {Augmentative and alternative communication (AAC) technologies are widely used to help non-verbal children enable communication. For AAC-aided communication to be successful, caregivers should support children with consistent intervention strategies in various settings. As such, caregivers need to continuously observe and discuss children's AAC usage to create a shared understanding of these strategies. However, caregivers often find it challenging to effectively collaborate with one another due to a lack of family involvement and the unstructured process of collaboration. To address these issues, we present TalkingBoogie, which consists of two mobile apps: TalkingBoogie-AAC for caregiver-child communication, and TalkingBoogie-coach supporting caregiver collaboration. Working together, these applications provide contextualized layouts for symbol arrangement, scaffold the process of sharing and discussing observations, and induce caregivers' balanced participation. A two-week deployment study with four groups (N=11) found that TalkingBoogie helped increase mutual understanding of strategies and encourage balanced participation between caregivers with reduced cognitive loads.},
	numpages     = 13,
	keywords     = {caregiver collaboration, aac, accessibility, assistive technology, developmental disability}
}
@inproceedings{10.1145/3313831.3376150,
	title        = {Evaluating 'Prefer Not to Say' Around Sensitive Disclosures},
	author       = {Warner, Mark and Kitkowska, Agnieszka and Gibbs, Jo and Maestre, Juan F. and Blandford, Ann},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376150},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376150},
	abstract     = {As people's offline and online lives become increasingly entwined, the sensitivity of personal information disclosed online is increasing. Disclosures often occur through structured disclosure fields (e.g., drop-down lists). Prior research suggests these fields may limit privacy, with non-disclosing users being presumed to be hiding undesirable information. We investigated this around HIV status disclosure in online dating apps used by men who have sex with men. Our online study asked participants (N=183) to rate profiles where HIV status was either disclosed or undisclosed. We tested three designs for displaying undisclosed fields. Visibility of undisclosed fields had a significant effect on the way profiles were rated, and other profile information (e.g., ethnicity) could affect inferences that develop around undisclosed information. Our research highlights complexities around designing for non-disclosure and questions the voluntary nature of these fields. Further work is outlined to ensure disclosure control is appropriately implemented around online sensitive information disclosures.},
	numpages     = 13,
	keywords     = {privacy unraveling, privacy, online privacy, prefer not to say, non-disclosure, online dating, disclosure, structured disclosure fields}
}
@inproceedings{10.1145/3313831.3376878,
	title        = {How Relevant is Hick's Law for HCI?},
	author       = {Liu, Wanyu and Gori, Julien and Rioul, Olivier and Beaudouin-Lafon, Michel and Guiard, Yves},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–11},
	doi          = {10.1145/3313831.3376878},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376878},
	abstract     = {Hick's law is a key quantitative law in Psychology that relates reaction time to the logarithm of the number of stimulus-response alternatives in a task. Its application to HCI is controversial: Some believe that the law does not apply to HCI tasks, others regard it as the cornerstone of interface design. The law, however, is often misunderstood. We review the choice-reaction time literature and argue that: (1) Hick's law speaks against, not for, the popular principle that 'less is better'; (2) logarithmic growth of observed temporal data is not necessarily interpretable in terms of Hick's law; (3) the stimulus-response paradigm is rarely relevant to HCI tasks, where choice-reaction time can often be assumed to be constant; and (4) for user interface design, a detailed examination of the effects on choice-reaction time of psychological processes such as visual search and decision making is more fruitful than a mere reference to Hick's law.},
	numpages     = 11,
	keywords     = {stimulus-response, logarithm, the hick-hyman law, hick's law, information, convexity, uncertainty, choice reaction time}
}
@inproceedings{10.1145/3313831.3376863,
	title        = {Voice+Tactile: Augmenting In-Vehicle Voice User Interface with Tactile Touchpad Interaction},
	author       = {Jung, Jingun and Lee, Sangyoon and Hong, Jiwoo and Youn, Eunhye and Lee, Geehyuk},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376863},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376863},
	abstract     = {Promisingly, driving is adapting to a Voice User Interface (VUI) that lets drivers utilize diverse applications with little effort. However, the VUI has innate usability issues, such as a turn-taking problem, a short-term memory workload, inefficient controls, and difficulty correcting errors. To overcome these weaknesses, we explored supplementing the VUI with tactile interaction. As an early result, we present the Voice+Tactile interactions that augment the VUI via multi-touch inputs and high-resolution tactile outputs. We designed various Voice+Tactile interactions to support different VUI interaction stages and derived four Voice+Tactile interaction themes: Status Feedback, Input Adjustment, Output Control, and Finger Feedforward. A user study showed that the Voice+Tactile interactions improved the VUI efficiency and its user experiences without incurring significant additional distraction overhead on driving. We hope these early results open new research questions to improve in-vehicle VUI with a tactile channel.},
	numpages     = 12,
	keywords     = {voice user interface, in-vehicle user interface, tactile feedback touchpad}
}
@inproceedings{10.1145/3313831.3376857,
	title        = {Engaging Students with Instructor Solutions in Online Programming Homework},
	author       = {Price, Thomas W. and Williams, Joseph Jay and Solyst, Jaemarie and Marwan, Samiha},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–7},
	doi          = {10.1145/3313831.3376857},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376857},
	abstract     = {Students working on programming homework do not receive the same level of support as in the classroom, relying primarily on automated feedback from test cases. One low-effort way to provide more support is by prompting students to compare their solution to an instructor's solution, but it is unclear the best way to design such prompts to support learning. We designed and deployed a randomized controlled trial during online programming homework, where we provided students with an instructor's solution, and randomized whether they were prompted to compare their solution to the instructor's, to fill in the blanks for a written explanation of the instructor's solution, to do both, or neither. Our results suggest that these prompts can effectively engage students in reflecting on instructor solutions, although the results point to design trade-offs between the amount of effort that different prompts require from students and instructors, and their relative impact on learning.},
	numpages     = 7,
	keywords     = {self-explanation, programming, comparison, computing education}
}
@inproceedings{10.1145/3313831.3376850,
	title        = {Determining the Extractive Casting Mold of Intimate Platforms through Document Theory},
	author       = {Olgado, Benedict Salazar and Pei, Lucy and Crooks, Roderic},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–10},
	doi          = {10.1145/3313831.3376850},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376850},
	abstract     = {This paper introduces document theory as a mechanism to analyze intimate platforms as sociotechnical systems. The theory, developed in documentation studies and applied to HCI, focuses on the casting mold or how agents, through particular means and modes, produce documents that govern social relations. We studied the process of creating a profile by identifying and mapping out the fields asked among the ten most popular online dating apps in the US. By looking at dating profiles as documents and their creation as a process of documentation, we argue that the current casting mold of these intimate platforms is designed to extract profit via invisibilization of labor in digital networks leading to the emergence of a constrained rational market agent. Our study illustrates how document theory makes visible the assumptions of technological systems, calling on us to imagine alternatives beyond incremental design changes given broader structural realities of market and power.},
	numpages     = 10,
	keywords     = {political economy, document theory, intimate platforms}
}
@inproceedings{10.1145/3313831.3376848,
	title        = {Heatmaps, Shadows, Bubbles, Rays: Comparing Mid-Air Pen Position Visualizations in Handheld AR},
	author       = {Wacker, Philipp and Wagner, Adrian and Voelker, Simon and Borchers, Jan},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–11},
	doi          = {10.1145/3313831.3376848},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376848},
	abstract     = {In Handheld Augmented Reality, users look at AR scenes through the smartphone held in their hand. In this setting, having a mid-air pointing device like a pen in the other hand greatly expands the interaction possibilities. For example, it lets users create 3D sketches and models while on the go. However, perceptual issues in Handheld AR make it difficult to judge the distance of a virtual object, making it hard to align a pen to it. To address this, we designed and compared different visualizations of the pen's position in its virtual environment, measuring pointing precision, task time, activation patterns, and subjective ratings of helpfulness, confidence, and comprehensibility of each visualization. While all visualizations resulted in only minor differences in precision and task time, subjective ratings of perceived helpfulness and confidence favor a 'heatmap' technique that colors the objects in the scene based on their distance to the pen.},
	numpages     = 11,
	keywords     = {augmented reality, 3D pen, interaction, mid-air, depth cues, depth perception, modeling, smartphone}
}
@inproceedings{10.1145/3313831.3376831,
	title        = {A Postmortem on Playtesting: Exploring the Impact of Playtesting on the Critical Reception of Video Games},
	author       = {Mirza-Babaei, Pejman and Stahlke, Samantha and Wallner, G\"{u}nter and Nova, Atiya},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376831},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376831},
	abstract     = {Game studios aim to develop titles that deliver a fun and engaging experience for players. Playtesting promises to help identify opportunities to improve player experience and assist developers in achieving their design intent. However, a lack of research on the added value of playtesting means that many studios are still uncertain about its commercial viability and impact on product success. This gap in understanding is further complicated by the vague definition of "success" afforded by sales figures and review scores. In this paper, we assess reported feature quality of three commercial titles by analyzing playtesting reports and game reviews. By comparing themes and design issues expressed in game reviews to the results of pre-release playtesting for each game, we aim to highlight the value of playtesting and propose a set of guidelines for selecting playtest methods based on the needs of a given game evaluation. Through the real-world case studies presented, this paper contributes to the growing domain of games user research and highlights the value of playtesting in game development.},
	numpages     = 12,
	keywords     = {playtesting, games user research, game reviews}
}
@inproceedings{10.1145/3313831.3376827,
	title        = {Challenges of Designing Consent: Consent Mechanics in Video Games as Models for Interactive User Agency},
	author       = {Nguyen, Josef and Ruberg, Bonnie},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376827},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376827},
	abstract     = {This paper argues for a conceptual framework that treats user consent in interactive technologies as a design challenge necessitating careful, culturally-informed consideration. We draw on recent work in HCI as well as queer and feminist theory that understands consent as rooted in negotiating agency in order to frame our exploration of unique difficulties and potential solutions to meaningful opportunities for user consent in the design of computational technologies. Through a critical analysis of three video games that offer different models of consent-each of which communicates different values through its design-we introduce the concept of consent mechanics. Consent mechanics describe designed interactions that allow players to consent to or opt out of in-game experiences, often those related to sexuality or intimacy. Here, we approach video games as windows onto design considerations surrounding interactive technologies more broadly, suggesting crucial questions and tactics for how to design user agency ethically into computational systems.},
	numpages     = 13,
	keywords     = {ethics, video games, critical approaches, design, sexuality, consent, queerness}
}
@inproceedings{10.1145/3313831.3376819,
	title        = {Improving Reliability of Virtual Collision Responses: A Cue Integration Technique},
	author       = {Do, Seungwon and Lee, Byungjoo},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376819},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376819},
	abstract     = {In virtual reality (VR), a user's virtual avatar can interact with a virtual object by colliding with it. If collision responses do not occur in the direction that the user expects, the user experiences degradation of accuracy and precision in applications such as VR sports games. In determining the response of a virtual collision, existing physics engines have not considered the direction in which the user perceived and estimated the collision. Based on the cue integration theory, this study presents a statistical model explaining how users estimate the direction of a virtual collision from their body's orientation and velocity vectors. The accuracy and precision of virtual collisions can be improved by 8.77% and 30.29%, respectively, by setting the virtual collision response in the direction that users perceive.},
	numpages     = 12,
	keywords     = {virtual reality, cue integration theory, collision response}
}
@inproceedings{10.1145/3313831.3376805,
	title        = {Facilitating Democracy: Concerns from Participatory Design with Asymmetric Stakeholder Relations in Health Care},
	author       = {Dahl, Yngve and Svan\ae{}s, Dag},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376805},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376805},
	abstract     = {This paper addresses how facilitation can implicate what, whose and how perspectives and values become embedded in the results from participatory design activities. Inspired by Donald Sch\"{o}n's reflection-on-action theory, an analysis of our facilitator performances in three design activities involving health care stakeholder groups with asymmetric relations has been performed. The analysis highlights the often subtle and unforeseen ways by which facilitator actions influence who "has a say". The results emphasize how continuous introspective analyses and reflections may improve the facilitator's attentiveness to actions that may inadvertently impede the disfavored party. In the long-term, neglect may threaten the integrity of participatory design as a democratic and empowering design approach. The shift towards a practice-perspective on facilitation goes beyond the efforts of the individual practitioner. The cultivation of the reflective facilitator, a concern of relevance for the Human?Computer Interaction and Participatory Design community as a whole, is considered.},
	numpages     = 13,
	keywords     = {facilitation, participation, asymmetries, reflection}
}
@inproceedings{10.1145/3313831.3376792,
	title        = {Researching AI Legibility through Design},
	author       = {Lindley, Joseph and Akmal, Haider Ali and Pilling, Franziska and Coulton, Paul},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376792},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376792},
	abstract     = {Everyday interactions with computers are increasingly likely to involve elements of Artificial Intelligence (AI). Encompassing a broad spectrum of technologies and applications, AI poses many challenges for HCI and design. One such challenge is the need to make AI's role in a given system legible to the user in a meaningful way. In this paper we employ a Research through Design (RtD) approach to explore how this might be achieved. Building on contemporary concerns and a thorough exploration of related research, our RtD process reflects on designing imagery intended to help increase AI legibility for users. The paper makes three contributions. First, we thoroughly explore prior research in order to critically unpack the AI legibility problem space. Second, we respond with design proposals whose aim is to enhance the legibility, to users, of systems using AI. Third, we explore the role of design-led enquiry as a tool for critically exploring the intersection between HCI and AI research.},
	numpages     = 13,
	keywords     = {legibility, machine learning, human-data interaction, artificial intelligence, research through design}
}
@inproceedings{10.1145/3313831.3376784,
	title        = {Fake News on Facebook and Twitter: Investigating How People (Don't) Investigate},
	author       = {Geeng, Christine and Yee, Savanna and Roesner, Franziska},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376784},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376784},
	abstract     = {With misinformation proliferating online and more people getting news from social media, it is crucial to understand how people assess and interact with low-credibility posts. This study explores how users react to fake news posts on their Facebook or Twitter feeds, as if posted by someone they follow. We conducted semi-structured interviews with 25 participants who use social media regularly for news, temporarily caused fake news to appear in their feeds with a browser extension unbeknownst to them, and observed as they walked us through their feeds. We found various reasons why people do not investigate low-credibility posts, including taking trusted posters' content at face value, as well as not wanting to spend the extra time. We also document people's investigative methods for determining credibility using both platform affordances and their own ad-hoc strategies. Based on our findings, we present design recommendations for supporting users when investigating low-credibility posts.},
	numpages     = 14,
	keywords     = {verification, trust, twitter, social media, misinformation, disinformation, fake news, Facebook}
}
@inproceedings{10.1145/3313831.3376779,
	title        = {ThreadSense: Locating Touch on an Extremely Thin Interactive Thread},
	author       = {Ku, Pin-Sung and Shao, Qijia and Wu, Te-Yen and Gong, Jun and Zhu, Ziyan and Zhou, Xia and Yang, Xing-Dong},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376779},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376779},
	abstract     = {We propose a new sensing technique for one-dimensional touch input workable on an interactive thread of less than 0.4 mm thick. Our technique locates up to two touches using impedance sensing with a spacing resolution unachievable by the existing methods. Our approach is also unique in that it locates a touch based on a mathematical model describing the change in thread impedance in relation to the touch locations. This allows the system to be easily calibrated by the user touching a known location(s) on the thread. The system can thus quickly adapt to various environmental settings and users. A system evaluation showed that our system could track the slide motion of a finger with an average error distance of 6.13 mm and 4.16 mm using one and five touches for calibration, respectively. The system could also distinguish between single touch and two concurrent touches with an accuracy of 99% and could track two concurrent touches with an average error distance of 8.55 mm. We demonstrate new interactions enabled by our sensing approach in several unique applications.},
	numpages     = 12,
	keywords     = {fabric, impedance sensing, touch input, thread}
}
@inproceedings{10.1145/3313831.3376778,
	title        = {Nailz: Sensing Hand Input with Touch Sensitive Nails},
	author       = {Lee, DoYoung and Lee, SooHwan and Oakley, Ian},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376778},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376778},
	abstract     = {Touches between the fingers of an unencumbered hand represent a ready-to-use, eyes-free and expressive input space suitable for interacting with wearable devices such as smart glasses or watches. While prior work has focused on touches to the inner surface of the hand, touches to the nails, a practical site for mounting sensing hardware, have been comparatively overlooked. We extend prior implementations of single touch sensing nails to a full set of five and explore their potential for wearable input. We present design ideas and an input space of 144 touches (taps, flicks and swipes) derived from an ideation workshop. We complement this with data from two studies characterizing the subjective comfort and objective characteristics (task time, accuracy) of each touch. We conclude by synthesizing this material into a set of 29 viable nail touches, assessing their performance in a final study and illustrating how they could be used by presenting, and qualitatively evaluating, two example applications.},
	numpages     = 13,
	keywords     = {touch sensing fingernail, eyes-free, wearable, finger input}
}
@inproceedings{10.1145/3313831.3376765,
	title        = {Supporting Visual Artists in Programming through Direct Inspection and Control of Program Execution},
	author       = {Li, Jingyi and Brandt, Joel and Mech, Radom\'{\i}r and Agrawala, Maneesh and Jacobs, Jennifer},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376765},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376765},
	abstract     = {Programming offers new opportunities for visual art creation, but understanding and manipulating the abstract representations that make programming powerful can pose challenges for artists who are accustomed to manual tools and concrete visual interaction. We hypothesize that we can reduce these barriers through programming environments that link state to visual artwork output. We created Demystified Dynamic Brushes (DDB), a tool that bidirectionally links code, numerical data, and artwork across the programming interface and the execution environment - i.e., the artist's in-progress artwork. DDB automatically records stylus input as artists draw, and stores a history of brush state and output in relation to the input. This structure enables artists to inspect current and past numerical input, state, and output and control program execution through the direct selection of visual geometric elements in the drawing canvas. An observational study suggests that artists engage in program inspection when they can visually access geometric state information on the drawing canvas in the process of manual drawing.},
	numpages     = 12,
	keywords     = {programming, visual art, creativity support tools}
}
@inproceedings{10.1145/3313831.3376758,
	title        = {HomeSound: An Iterative Field Deployment of an In-Home Sound Awareness System for Deaf or Hard of Hearing Users},
	author       = {Jain, Dhruv and Mack, Kelly and Amrous, Akli and Wright, Matt and Goodman, Steven and Findlater, Leah and Froehlich, Jon E.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376758},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376758},
	abstract     = {We introduce HomeSound, an in-home sound awareness system for Deaf and hard of hearing (DHH) users. Similar to the Echo Show or Nest Hub, HomeSound consists of a microphone and display, and uses multiple devices installed in each home. We iteratively developed two prototypes, both of which sense and visualize sound information in real-time. Prototype 1 provided a floorplan view of sound occurrences with waveform histories depicting loudness and pitch. A three-week deployment in four DHH homes showed an increase in participants' home- and self-awareness but also uncovered challenges due to lack of line of sight and sound classification. For Prototype 2, we added automatic sound classification and smartwatch support for wearable alerts. A second field deployment in four homes showed further increases in awareness but misclassifications and constant watch vibrations were not well received. We discuss findings related to awareness, privacy, and display placement and implications for future home sound awareness technology.},
	numpages     = 12,
	keywords     = {sound awareness, smart home, deaf and hard of hearing}
}
@inproceedings{10.1145/3313831.3376756,
	title        = {Zippro: The Design and Implementation of An Interactive Zipper},
	author       = {Ku, Pin-Sung and Gong, Jun and Wu, Te-Yen and Wei, Yixin and Tang, Yiwen and Ens, Barrett and Yang, Xing-Dong},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376756},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376756},
	abstract     = {Zippers are common in a wide variety of objects that we use daily. This work investigates how we can take advantage of such common daily activities to support seamless interaction with technology. We look beyond simple zipper-sliding interactions explored previously to determine how to weave foreground and background interactions into a vocabulary of natural usage patterns. We begin by conducting two user studies to understand how people typically interact with zippers. The findings identify several opportunities for zipper input and sensing, which inform the design of Zippro, a self-contained prototype zipper slider, which we evaluate with a standard jacket zipper. We conclude by demonstrating several applications that make use of the identified foreground and background input methods.},
	numpages     = 13,
	keywords     = {zipper, wearable, smart things}
}
@inproceedings{10.1145/3313831.3376751,
	title        = {Self-Interruptions of Non-Driving Related Tasks in Automated Vehicles: Mobile vs Head-Up Display},
	author       = {Gerber, Michael A. and Schroeter, Ronald and Xiaomeng, Li and Elhenawy, Mohammed},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–9},
	doi          = {10.1145/3313831.3376751},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376751},
	abstract     = {Automated driving raises new human factors challenges. There is a paradox that allows drivers to perform non-driving related tasks (NDRTs), while benefiting from a driver who regularly attends to the driving task. Systems that aim to better manage a driver's attention, encouraging task switching and interleaving, may help address this paradox. However, a better understanding of how drivers self-interrupt while engaging in NDRTs is required to inform such systems. This paper presents a counterbalanced within-subject simulator study with N=42 participants experiencing automated driving in a familiar driving environment. Participants chose a TV show to watch on a HUD and mobile display during two 15min drives on the same route. Eye and head tracking data revealed more self-interruptions in the HUD condition, suggesting a higher likelihood of a higher situation awareness. Our results may benefit the design of future attention management systems by informing the visual and temporal integration of the driving and non-driving related task.},
	numpages     = 9,
	keywords     = {non-driving related task, conditionally automated vehicles, self-interruption, human-automation interaction, task engagement, attention management}
}
@inproceedings{10.1145/3411764.3445157,
	title        = {Don’t You Know That You’re Toxic: Normalization of Toxicity in Online Gaming},
	author       = {Beres, Nicole A and Frommel, Julian and Reid, Elizabeth and Mandryk, Regan L and Klarkowski, Madison},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445157},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445157},
	abstract     = {Video game toxicity, endemic to online play, represents a pervasive and complex problem. Antisocial behaviours in online play directly harm player wellbeing, enjoyment, and retention—but research has also revealed that some players normalize toxicity as an inextricable and acceptable element of the competitive video game experience. In this work, we explore perceptions of toxicity and how they are predicted by player traits, demonstrating that participants reporting a higher tendency towards Conduct Reconstrual, Distorting Consequences, Dehumanization, and Toxic Online Disinhibition perceive online game interactions as less toxic. Through a thematic analysis on willingness to report, we also demonstrate that players abstain from reporting toxic content because they view it as acceptable, typical of games, as banter, or as not their concern. We propose that these traits and themes represent contributing factors to the cyclical normalization of toxicity. These findings further highlight the multifaceted nature of toxicity in online video games.},
	articleno    = 438,
	numpages     = 15,
	keywords     = {toxicity, games, normalization, moral disengagement, toxic}
}
@inproceedings{10.1145/3411764.3445149,
	title        = {DanceON: Culturally Responsive Creative Computing},
	author       = {Payne, William Christopher and Bergner, Yoav and West, Mary Etta and Charp, Carlie and Shapiro, R. Benjamin Benjamin and Szafir, Danielle Albers and Taylor, Edd V. and DesPortes, Kayla},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445149},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445149},
	abstract     = {Dance provides unique opportunities for embodied interdisciplinary learning experiences that can be personally and culturally relevant. danceON is a system that supports learners to leverage their body movement as they engage in artistic practices across data science, computing, and dance. The technology includes a Domain Specific Language (DSL) with declarative syntax and reactive behavior, a media player with pose detection and classification, and a web-based IDE. danceON provides a low-floor allowing users to bind virtual shapes to body positions in under three lines of code, while also enabling complex, dynamic animations that users can design working with conditionals and past position data. We developed danceON to support distance learning and deployed it in two consecutive cohorts of a remote, two-week summer camp for young women of color. We present our findings from an analysis of the experience and the resulting computational performances. The work identifies implications for how design can support learners’ expression across culturally relevant themes and examines challenges from the lens of usability of the computing language and technology.},
	articleno    = 96,
	numpages     = 16,
	keywords     = {computing education, culturally responsive pedagogy, dance, data literacy, design based research}
}
@inproceedings{10.1145/3411764.3445147,
	title        = {Preserving Agency During Electrical Muscle Stimulation Training Speeds up Reaction Time Directly After Removing EMS},
	author       = {Kasahara, Shunichi and Takada, Kazuma and Nishida, Jun and Shibata, Kazuhisa and Shimojo, Shinsuke and Lopes, Pedro},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445147},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445147},
	abstract     = {Abstract: Force feedback devices, such as motor-based exoskeletons or wearables based on electrical muscle stimulation (EMS), have the unique potential to accelerate users’ own reaction time (RT). However, this speedup has only been explored while the device is attached to the user. In fact, very little is known regarding whether this faster reaction time still occurs after the user removes the device from their bodies–this is precisely what we investigated by means of a simple reaction time (RT) experiment, in which participants were asked to tap as soon as they saw an LED flashing. Participants experienced this in three EMS conditions: (1) fast-EMS, the electrical impulses were synced with the LED; (2) agency-EMS, the electrical impulse was delivered 40ms faster than the participant’s own RT, which prior work has shown to preserve one’s sense of agency over this movement; and, (3) late-EMS: the impulse was delivered after the participant’s own RT. Our results revealed that the participants’ RT was significantly reduced by approximately 8ms (up to 20ms) only after training with the agency-EMS condition. This finding suggests that the prioritizing agency during EMS training is key to motor-adaptation, i.e., it enables a faster motor response even after the user has removed the EMS device from their body.},
	articleno    = 194,
	numpages     = 9,
	keywords     = {electrical muscle stimulation, agency, reaction time}
}
@inproceedings{10.1145/3411764.3445139,
	title        = {Making Sense of 3D Modelling and 3D Printing Activities of Young People: A Nexus Analytic Inquiry},
	author       = {Norouzi, Behnaz and Kinnula, Marianne and Iivari, Netta},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445139},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445139},
	abstract     = {Physical space and materials we work with, as well as people we interact with affect the design and making processes. These aspects in relation to 3D designing in alignment with 3D printing need considerable exploration within Child-Computer interaction (CCI) research community. We conducted our case study by collecting 9-full-day-observation and interview data and examining 3D modeling and 3D printing activities, as work duties of 15-17-years-old summer trainees organized at the university. We identified, inspired by nexus analysis, different discourses circulating around these activities of novice young people and how the discourses are intermingled with the space, the materials, and the task at hand in complex ways, constructing and shaping the experience of the young participants. In our research and design implications, by signifying the impact of the people, challenges, tasks, spaces and tools, we provide recommendations for maintaining children's engagement in digital fabrication, significantly 3D designing and 3D printing, activities.},
	articleno    = 481,
	numpages     = 16,
	keywords     = {Making, Nexus analysis, Technology, 3D modeling/designing, Qualitative study, Teenager, 3D printing, Digital fabrication, Children, Discourse analysis, Empirical finding, FabLab, Maker space}
}
@inproceedings{10.1145/3411764.3445137,
	title        = {Interoceptive Interaction: An Embodied Metaphor Inspired Approach to Designing for Meditation},
	author       = {Daud\'{e}n Roquet, Claudia and Sas, Corina},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445137},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445137},
	abstract     = {Meditation is a mind-body practice with considerable wellbeing benefits that can take different forms. Novices usually start with focused attention meditation that supports regulation of attention towards an inward focus or internal bodily sensations and away from external stimuli or distractors. Most meditation technologies employ metaphorical mappings of meditative states to visual or soundscape representations to support awareness of mind wandering and attention regulation, although the rationale for such mappings is seldom articulated. Moreover, such external modalities also take the focus attention away from the body. We advance the concept of interoceptive interaction and employed the embodied metaphor theory to explore the design of mappings to the interoceptive sense of thermoception. We illustrate this concept with WarmMind, an on-body interface integrating heat actuators for mapping meditation states. We report on an exploratory study with 10 participants comparing our novel thermal metaphors for mapping meditation states with comparable ones, albeit in aural modality, as provided by Muse meditation app. Findings indicate a tension between the highly discoverable soundscape's metaphors which however hinder attention regulation, and the ambiguous thermal metaphors experienced as coming from the body and supported attention regulation. We discuss the qualities of embodied metaphors underpinning this tension and propose an initial framework to inform the design of metaphorical mappings for meditation technologies.},
	articleno    = 265,
	numpages     = 17,
	keywords     = {Embodied metaphors, Meditation technology, Haptics, Thermal feedback}
}
@inproceedings{10.1145/3411764.3445134,
	title        = {Distress Disclosure across Social Media Platforms during the COVID-19 Pandemic: Untangling the Effects of Platforms, Affordances, and Audiences},
	author       = {Zhang, Renwen and N. Bazarova, Natalya and Reddy, Madhu},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445134},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445134},
	abstract     = {Understanding how and why people share negative emotions and thoughts on social media has received much scholarly attention. Scholars have identified a variety of factors that affect disclosure behavior, but as platforms offer a wider range of affordances that enable more diverse user behaviors and nuanced audience segmentation, these influencing factors are increasingly intertwined. However, little is known about the interrelatedness of platform, affordance, and audience. Drawing on survey data of 470 American adults during the COVID-19 pandemic, this study examines the interplay and relative strength of the factors influencing distress disclosure on social media. We introduce the concept of social media disclosure ecology as an analytical lens to understand online disclosure. The results suggest that perceived affordances (i.e., anonymity, persistence, visibility control) and relational closeness to audience separately and interactively predict the depth of distress disclosure, which in turn affects satisfaction with disclosure. This study contributes to the literature on online-disclosure and privacy, while providing implications for the design of social media to better support people in distress.},
	articleno    = 644,
	numpages     = 15,
	keywords     = {stress, Social media, affordances, self-disclosure, social networks, mental health}
}
@inproceedings{10.1145/3411764.3445131,
	title        = {RubySlippers: Supporting Content-Based Voice Navigation for How-to Videos},
	author       = {Chang, Minsuk and Huh, Mina and Kim, Juho},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445131},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445131},
	abstract     = {Directly manipulating the timeline, such as scrubbing for thumbnails, is the standard way of controlling how-to videos. However, when how-to videos involve physical activities, people inconveniently alternate between controlling the video and performing the tasks. Adopting a voice user interface allows people to control the video with voice while performing the tasks with hands. However, naively translating timeline manipulation into voice user interfaces (VUI) results in temporal referencing (e.g. “rewind 20 seconds”), which requires a different mental model for navigation and thereby limiting users’ ability to peek into the content. We present RubySlippers, a system that supports efficient content-based voice navigation through keyword-based queries. Our computational pipeline automatically detects referenceable elements in the video, and finds the video segmentation that minimizes the number of needed navigational commands. Our evaluation (N=12) shows that participants could perform three representative navigation tasks with fewer commands and less frustration using RubySlippers than the conventional voice-enabled video interface.},
	articleno    = 97,
	numpages     = 14,
	keywords     = {How-to Videos, Video Navigation, Voice User Interface}
}
@inproceedings{10.1145/3411764.3445124,
	title        = {Empowering Dyads of Older Adults With Mild Cognitive Impairment And Their Care Partners Using Conversational Agents},
	author       = {Zubatiy, Tamara and Vickers, Kayci L and Mathur, Niharika and Mynatt, Elizabeth D},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445124},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445124},
	abstract     = {Conversational agents (CAs) such as Google Home or Alexa offer empowering opportunities for dyads composed of older adults with mild cognitive impairment (MCI) and their care partners. CAs support coordination and planning between the two, and can amplify the support that the care partner needs to provide. In this study, we observed how ten such dyads interacted with a Google Home over 10 weeks. We logged and analyzed 3,878 total interactions, interviewed the dyads to better understand their experiences, and also surveyed their individual preferences and priorities for automated assistance in the home. We found that CAs empowered both the people who had MCI, and their care partners. We observed that the utility of the CA in the day-to-day lives of users largely depended on how much the care partner scaffolded promising functionality, setting it up and contextualizing it for specific needs and desires.},
	articleno    = 657,
	numpages     = 15,
	keywords     = {Ambient Devices / Internet of Things, Home, Field Study, Older Adults, Health - Wellbeing, Individuals with Disabilities & Assistive Technologies, Smart Environments / Connected Home, Audio/Video}
}
@inproceedings{10.1145/3411764.3445101,
	title        = {Exploring and Promoting Diagnostic Transparency and Explainability in Online Symptom Checkers},
	author       = {Tsai, Chun-Hua and You, Yue and Gui, Xinning and Kou, Yubo and Carroll, John M.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445101},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445101},
	abstract     = {Online symptom checkers (OSC) are widely used intelligent systems in health contexts such as primary care, remote healthcare, and epidemic control. OSCs use algorithms such as machine learning to facilitate self-diagnosis and triage based on symptoms input by healthcare consumers. However, intelligent systems’ lack of transparency and comprehensibility could lead to unintended consequences such as misleading users, especially in high-stakes areas such as healthcare. In this paper, we attempt to enhance diagnostic transparency by augmenting OSCs with explanations. We first conducted an interview study (N=25) to specify user needs for explanations from users of existing OSCs. Then, we designed a COVID-19 OSC that was enhanced with three types of explanations. Our lab-controlled user study (N=20) found that explanations can significantly improve user experience in multiple aspects. We discuss how explanations are interwoven into conversation flow and present implications for future OSC designs.},
	articleno    = 152,
	numpages     = 17,
	keywords     = {Health, COVID-19, Symptom Checker, Transparency, Explanation}
}
@inproceedings{10.1145/3411764.3445099,
	title        = {Touch&Fold: A Foldable Haptic Actuator for Rendering Touch in Mixed Reality},
	author       = {Teng, Shan-Yuan and Li, Pengyu and Nith, Romain and Fonseca, Joshua and Lopes, Pedro},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445099},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445099},
	abstract     = {We propose a nail-mounted foldable haptic device that provides tactile feedback to mixed reality (MR) environments by pressing against the user's fingerpad when a user touches a virtual object. What is novel in our device is that it quickly tucks away when the user interacts with real-world objects. Its design allows it to fold back on top of the user's nail when not in use, keeping the user's fingerpad free to, for instance, manipulate handheld tools and other objects while in MR. To achieve this, we engineered a wireless and self-contained haptic device, which measures 24\texttimes{}24\texttimes{}41 mm and weighs 9.5 g. Furthermore, our foldable end-effector also features a linear resonant actuator, allowing it to render not only touch contacts (i.e., pressure) but also textures (i.e., vibrations). We demonstrate how our device renders contacts with MR surfaces, buttons, low- and high-frequency textures. In our first user study, we found that participants perceived our device to be more realistic than a previous haptic device that also leaves the fingerpad free (i.e., fingernail vibration). In our second user study, we investigated the participants’ experience while using our device in a real-world task that involved physical objects. We found that our device allowed participants to use the same finger to manipulate handheld tools, small objects, and even feel textures and liquids, without much hindrance to their dexterity, while feeling haptic feedback when touching MR interfaces.},
	articleno    = 736,
	numpages     = 14,
	keywords     = {Wearable, Mixed Reality, Haptics}
}
@inproceedings{10.1145/3411764.3445098,
	title        = {A Design Space Exploration of Worlds in Miniature},
	author       = {Danyluk, Kurtis and Ens, Barrett and Jenny, Bernhard and Willett, Wesley},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445098},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445098},
	abstract     = {Worlds-in-Miniature (WiMs) are interactive worlds within a world and combine the advantages of an input space, a cartographic map, and an overview+detail interface. They have been used across the extended virtuality spectrum for a variety of applications. Building on an analysis of examples of WiMs from the research literature we contribute a design space for WiMs based on seven design dimensions. Further, we expand upon existing definitions of WiMs to provide a definition that applies across the extended reality spectrum. We identify the design dimensions of size-scope-scale, abstraction, geometry, reference frame, links, multiples, and virtuality. Using our framework we describe existing Worlds-in-Miniature from the research literature and reveal unexplored research areas. Finally, we generate new examples of WiMs using our framework to fill some of these gaps. With our findings, we identify opportunities that can guide future research into WiMs.},
	articleno    = 122,
	numpages     = 15,
	keywords     = {Virtual/Augmented Reality, Meta-Analysis/Literature Survey}
}
@inproceedings{10.1145/3411764.3445097,
	title        = {Freeform Fabrication of Fluidic Edible Materials},
	author       = {Yang, Humphrey and Luo, Danli and Qian, Kuanren and Yao, Lining},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445097},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445097},
	abstract     = {From providing nutrition to facilitating social exchanges, food plays an essential role in our daily lives and cultures. In HCI, we are interested in using food as an interaction medium and a context of personal fabrication. Yet, the design space of available food printing methods is limited to shapes with minimal overhangs and materials that have

license: MIT

license_type: permissive

branch_name: refs/heads/master

extension: bib