text:
abstract     = {We demonstrate that recent natural language processing (NLP) techniques introduce a new paradigm of vocabulary learning that benefits from both micro and usage-based learning by generating and presenting the usages of foreign words based on the learner’s context. Then, without allocating dedicated time for studying, the user can become familiarized with how the words are used by seeing the example usages during daily activities, such as Web browsing. To achieve this, we introduce VocabEncounter, a vocabulary-learning system that suitably encapsulates the given words into materials the user is reading in near real time by leveraging recent NLP techniques. After confirming the system’s human-comparable quality of generating translated phrases by involving crowdworkers, we conducted a series of user studies, which demonstrated its effectiveness on learning vocabulary and its favorable experiences. Our work shows how NLP-based generation techniques can transform our daily activities into a field for vocabulary learning.},
	articleno    = 6,
	numpages     = 21,
	keywords     = {vocabulary learning, neural mechanical translation, natural language processing}
}
@inproceedings{10.1145/3491102.3501831,
	title        = {How Child Welfare Workers Reduce Racial Disparities in Algorithmic Decisions},
	author       = {Cheng, Hao-Fei and Stapleton, Logan and Kawakami, Anna and Sivaraman, Venkatesh and Cheng, Yanghuidi and Qing, Diana and Perer, Adam and Holstein, Kenneth and Wu, Zhiwei Steven and Zhu, Haiyi},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501831},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501831},
	abstract     = {Machine learning tools have been deployed in various contexts to support human decision-making, in the hope that human-algorithm collaboration can improve decision quality. However, the question of whether such collaborations reduce or exacerbate biases in decision-making remains underexplored. In this work, we conducted a mixed-methods study, analyzing child welfare call screen workers’ decision-making over a span of four years, and interviewing them on how they incorporate algorithmic predictions into their decision-making process. Our data analysis shows that, compared to the algorithm alone, workers reduced the disparity in screen-in rate between Black and white children from 20% to 9%. Our qualitative data show that workers achieved this by making holistic risk assessments and adjusting for the algorithm’s limitations. Our analyses also show more nuanced results about how human-algorithm collaboration affects prediction accuracy, and how to measure these effects. These results shed light on potential mechanisms for improving human-algorithm collaboration in high-risk decision-making contexts.},
	articleno    = 162,
	numpages     = 22,
	keywords     = {algorithmic biases, machine learning, human-centered AI, algorithm-assisted decision-making, child welfare}
}
@inproceedings{10.1145/3491102.3517665,
	title        = {ScalAR: Authoring Semantically Adaptive Augmented Reality Experiences in Virtual Reality},
	author       = {Qian, Xun and He, Fengming and Hu, Xiyun and Wang, Tianyi and Ipsita, Ananya and Ramani, Karthik},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517665},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517665},
	abstract     = {Augmented Reality (AR) experiences tightly associate virtual contents with environmental entities. However, the dissimilarity of different environments limits the adaptive AR content behaviors under large-scale deployment. We propose ScalAR, an integrated workflow enabling designers to author semantically adaptive AR experiences in Virtual Reality (VR). First, potential AR consumers collect local scenes with a semantic understanding technique. ScalAR then synthesizes numerous similar scenes. In VR, a designer authors the AR contents’ semantic associations and validates the design while being immersed in the provided scenes. We adopt a decision-tree-based algorithm to fit the designer’s demonstrations as a semantic adaptation model to deploy the authored AR experience in a physical scene. We further showcase two application scenarios authored by ScalAR and conduct a two-session user study where the quantitative results prove the accuracy of the AR content rendering and the qualitative results show the usability of ScalAR.},
	articleno    = 65,
	numpages     = 18,
	keywords     = {Immersive Authoring, Adaptation, Semantic Understanding, Augmented Reality, Virtual Reality}
}
@inproceedings{10.1145/3491102.3517636,
	title        = {ExposAR: Bringing Augmented Reality to the Computational Thinking Agenda through a Collaborative Authoring Tool},
	author       = {Lunding, Mille Skovhus and Gr\o{}nb\ae{}k, Jens Emil Sloth and Bilstrup, Karl-Emil Kj\ae{}r and S\o{}rensen, Marie-Louise Stisen Kjerstein and Petersen, Marianne Graves},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517636},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517636},
	abstract     = {There is a growing focus on computational thinking (CT) in terms of supporting children’s understanding of everyday technologies. But unlike other technologies, Augmented Reality (AR) has received limited attention. In this paper, we present ExposAR – a collaborative cross-device AR system enabling children to create, use, and reflect on AR technologies through the co-creation of a simple AR application. With ExposAR, we explore three core design principles: 1) reify computational concepts, 2) support collaborative cross-device authoring, and 3) incorporate the user’s own world. These principles were developed through a co-design process with teachers and evaluated with 46 primary school students. We found that the collaborative authoring process with ExposAR supported students in understanding AR concepts and challenged their perspectives on AR. With these results, we bring AR to the CT agenda and contribute novel design principles for exposing the underlying mechanisms and implications of AR.},
	articleno    = 131,
	numpages     = 14,
	keywords     = {education, computational thinking, Augmented reality, interactive learning system}
}
@inproceedings{10.1145/3491102.3517545,
	title        = {Distracting Moments in Videoconferencing: A Look Back at the Pandemic Period},
	author       = {Lee, Minha and Park, Wonyoung and Lee, Sunok and Lee, Sangsu},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517545},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517545},
	abstract     = {The COVID-19 pandemic has forced workers around the world to switch their working paradigms from on-site to video-mediated communication. Despite the advantages of videoconferencing, diverse circumstances have prevented people from focusing on their work. One of the most typical problems they face is that various surrounding factors distract them during their meetings. This study focuses on conditions in which remote workers are distracted by factors that disturb, interrupt, or restrict them during their meetings. We aim to explore the various problem situations and user needs. To understand users’ pain points and needs, focus group interviews and participatory design workshops were conducted to learn about participants’ troubled working experiences over the past two years and the solutions they expected. Our study provides a unified framework of distracting factors by which to understand causes of poor user experience and reveals valuable implications to improve videoconferencing experiences.},
	articleno    = 141,
	numpages     = 21,
	keywords     = {Videoconferencing, Remote work, Distraction, User experience}
}
@inproceedings{10.1145/3491102.3517533,
	title        = {”Because AI is 100% Right and Safe”: User Attitudes and Sources of AI Authority in India},
	author       = {Kapania, Shivani and Siy, Oliver and Clapper, Gabe and SP, Azhagu Meena and Sambasivan, Nithya},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517533},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517533},
	abstract     = {Most prior work on human-AI interaction is set in communities that indicate skepticism towards AI, but we know less about contexts where AI is viewed as aspirational. We investigated the perceptions around AI systems by drawing upon 32 interviews and 459 survey respondents in India. Not only do Indian users accept AI decisions (79.2% respondents indicate acceptance), we find a case of AI authority—AI has a legitimized power to influence human actions, without requiring adequate evidence about the capabilities of the system. AI authority manifested into four user attitudes of vulnerability: faith, forgiveness, self-blame, and gratitude, pointing to higher tolerance for system misfires, and introducing potential for irreversible individual and societal harm. We urgently call for calibrating AI authority, reconsidering success metrics and responsible AI approaches and present methodological suggestions for research and deployments in India.},
	articleno    = 158,
	numpages     = 18,
	keywords     = {India, algorithmic decision-making, artificial intelligence, perceptions of AI}
}
@inproceedings{10.1145/3491102.3517526,
	title        = {Compete, Collaborate, Investigate: Exploring the Social Structures of Open Source Intelligence Investigations},
	author       = {Belghith, Yasmine and Venkatagiri, Sukrit and Luther, Kurt},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517526},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517526},
	abstract     = {Online investigations are increasingly conducted by individuals with diverse skill levels and experiences, with mixed results. Novice investigations often result in vigilantism or doxxing, while expert investigations have greater success rates and fewer mishaps. Many of these experts are involved in a community of practice known as Open Source Intelligence (OSINT), with an ethos and set of techniques for conducting investigations using only publicly available data. Through semi-structured interviews with 14 expert OSINT investigators from nine different organizations, we examine the social dynamics of this community, including the collaboration and competition patterns that underlie their investigations. We also describe investigators’ use of and challenges with existing OSINT tools, and implications for the design of social computing systems to better support crowdsourced investigations.},
	articleno    = 129,
	numpages     = 18,
	keywords     = {open source intelligence, collaboration, investigation, crowdsourcing, experts, competition, OSINT}
}
@inproceedings{10.1145/3491102.3517523,
	title        = {Templates and Trust-o-Meters: Towards a Widely Deployable Indicator of Trust in Wikipedia},
	author       = {Kuznetsov, Andrew and Novotny, Margeigh and Klein, Jessica and Saez-Trumper, Diego and Kittur, Aniket},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517523},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517523},
	abstract     = {The success of Wikipedia and other user-generated content communities has been driven by the openness of recruiting volunteers globally, but this openness has also led to a persistent lack of trust in its content. Despite several attempts at developing trust indicators to help readers more quickly and accurately assess the quality of content, challenges remain for practical deployment to general consumers. In this work we identify and address three key challenges: empirically determining which metrics from prior and existing community approaches most impact reader trust; 2) validating indicator placements and designs that are both compact yet noticed by readers; and 3) demonstrating that such indicators can not only lower trust but also increase perceived trust in the system when appropriate. By addressing these, we aim to provide a foundation for future tools that can practically increase trust in user generated content and the sociotechnical systems that generate and maintain them.},
	articleno    = 125,
	numpages     = 17,
	keywords     = {Interfaces, Wikipedia, User Trust}
}
@inproceedings{10.1145/3491102.3517446,
	title        = {Are Deepfakes Concerning? Analyzing Conversations of Deepfakes on Reddit and Exploring Societal Implications},
	author       = {Gamage, Dilrukshi and Ghasiya, Piyush and Bonagiri, Vamshi and Whiting, Mark E. and Sasahara, Kazutoshi},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517446},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517446},
	abstract     = {Deepfakes are synthetic content generated using advanced deep learning and AI technologies. The advancement of technology has created opportunities for anyone to create and share deepfakes much easier. This may lead to societal concerns based on how communities engage with it. However, there is limited research available to understand how communities perceive deepfakes. We examined deepfake conversations on Reddit from 2018 to 2021—including major topics and their temporal changes as well as implications of these conversations. Using a mixed-method approach—topic modeling and qualitative coding, we found 6,638 posts and 86,425 comments discussing concerns of the believable nature of deepfakes and how platforms moderate them. We also found Reddit conversations to be pro-deepfake and building a community that supports creating and sharing deepfake artifacts and building a marketplace regardless of the consequences. Possible implications derived from qualitative codes indicate that deepfake conversations raise societal concerns. We propose that there are implications for Human Computer Interaction (HCI) to mitigate the harm created from deepfakes.},
	articleno    = 103,
	numpages     = 19,
	keywords     = {topic modeling, content analysis, societal implication, deepfake}
}
@inproceedings{10.1145/3491102.3517444,
	title        = {How to Get Away with Cyberattacks: An Argumentative Approach to Cyberattacks’ Legitimization by Common Users},
	author       = {Spagnolli, Anna and Masotina, Mariavittoria and Scarcia, Annalorena and Zuffi, Beatrice and Gamberini, Luciano},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517444},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517444},
	abstract     = {The possibility that common users are successfully recruited in cyberattacks represents a considerable vulnerability because it implies that citizens can legitimize cyberattacks instead of condemning them. We propose to adopt an argumentative approach to identify which premises allow such legitimization. To showcase this approach, we created four short narratives describing cyberattacks involving generic users and covering different motives for the attacks: profit, recreation, revenge, and ideology. A sample of 16 participants read the four narratives and was afterward interviewed to express their position on the attacks described. All interview transcripts were then analyzed with an argumentative approach, and 15 premises were found to account for the different positions taken. We describe the premises, their distribution across the four narratives, and discuss the implications of this approach for cybersecurity.},
	articleno    = 124,
	numpages     = 12,
	keywords     = {Human factors, Argumentation, Cybersecurity, Persuasion, Cyber-attacks}
}
@inproceedings{10.1145/3491102.3517442,
	title        = {ARMY’s Magic Shop: Understanding the Collaborative Construction of Playful Places in Online Communities},
	author       = {Ringland, Kathryn E. and Bhattacharya, Arpita and Weatherwax, Kevin and Eagle, Tessa and Wolf, Christine T.},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517442},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517442},
	abstract     = {Play is an essential part of the human experience and can be found throughout the lifespan. While play has long been of interest to the HCI community, research has often focused on the technologies supporting game play, the potential outcomes of play (e.g., skill-building, health improvements), or play among children. This paper explores what play looks like in online communities that are not specifically game-based and consist primarily of adults. From online ethnographic work of the ARMY (i.e., Adorable Representative M.C. for Youth), fandom of the South Korean musical group BTS, we explore how BTS and ARMY collaboratively construct a playful social environment using various social media platforms. A contribution of this work is to expand our conceptualization of how adults create playful places that are not specifically game-based and highlights the role of socio-technical systems in their community building.},
	articleno    = 126,
	numpages     = 19,
	keywords     = {Online communities, Social media, Fandom, Live streaming, Play, Creativity}
}
@inproceedings{10.1145/3491102.3502133,
	title        = {Accessibility for Color Vision Deficiencies: Challenges and Findings of a Large Scale Study on Paper Figures},
	author       = {Angerbauer, Katrin and Rodrigues, Nils and Cutura, Rene and \"{O}ney, Seyda and Pathmanathan, Nelusa and Morariu, Cristina and Weiskopf, Daniel and Sedlmair, Michael},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502133},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502133},
	abstract     = {We present an exploratory study on the accessibility of images in publications when viewed with color vision deficiencies (CVDs). The study is based on 1,710 images sampled from a visualization dataset (VIS30K) over five years. We simulated four CVDs on each image. First, four researchers (one with a CVD) identified existing issues and helpful aspects in a subset of the images. Based on the resulting labels, 200 crowdworkers provided  30,000 ratings on present CVD issues in the simulated images. We analyzed this data for correlations, clusters, trends, and free text comments to gain a first overview of paper figure accessibility. Overall, about 60 % of the images were rated accessible. Furthermore, our study indicates that accessibility issues are subjective and hard to detect. On a meta-level, we reflect on our study experience to point out challenges and opportunities of large-scale accessibility studies for future research directions.},
	articleno    = 134,
	numpages     = 23,
	keywords     = {color vision deficiency, visualization, crowdsourcing, accessibility}
}
@inproceedings{10.1145/3491102.3502117,
	title        = {Embr: A Creative Framework for Hand Embroidered Liquid Crystal Textile Displays},
	author       = {Endow, Shreyosi and Rakib, Mohammad Abu Nasir and Srivastava, Anvay and Rastegarpouyani, Sara and Torres, Cesar},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502117},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502117},
	abstract     = {Conductive thread is a common material in e-textile toolkits that allows practitioners to create connections between electronic components sewn on fabric. When powered, conductive threads are used as resistive heaters to activate thermochromic dyes or pigments on textiles to create interactive, aesthetic, and ambient textile displays. In this work, we introduce Embr, a creative framework for supporting hand-embroidered liquid crystal textile displays (LCTDs). This framework includes a characterization of conductive embroidery stitches, an expanded repertoire of thermal formgiving techniques, and a thread modeling tool used to simulate mechanical, thermal, and electrical behaviors of LCTDs. Through exemplar artifacts, we annotate a morphological design space of LCTDs and discuss the tensions and opportunities of satisfying the wider range of electrical, craft, cultural, aesthetic, and functional concerns inherent to e-textile practices.},
	articleno    = 110,
	numpages     = 14,
	keywords     = {craft, e-textiles, making}
}
@inproceedings{10.1145/3491102.3502084,
	title        = {Re-Imagining the Power of Priming and Framing Effects in the Context of Political Crowdfunding Campaigns},
	author       = {Dey, Sanorita and Duff, Brittany R.L. and Karahalios, Karrie},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502084},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502084},
	abstract     = {In recent years, political crowdfunding campaigns have emerged through which politicians raise money to fund their election campaigns. Divisive issues discussed in these campaigns may not only motivate donations but also could have a broader priming effect on people’s social opinions. In the U.S., more than one-third of the population with moderate opinions show a tendency to swing their opinion based on recent and more accessible events. In this paper, we ask: can such campaigns further prime people’s responses to partisan topics, even when we discuss those topics in a non-political context? To answer this question, we analyzed the influence of exposure to a political candidate’s crowdfunding campaign on responses to a subsequently seen, unrelated scientific topic that is not inherently political but is seen as partisan in the U.S. (climate change). We found that exposure to an attitude-inconsistent political candidate’s crowdfunding campaign (a campaign that is counter to someone’s existing political beliefs) can have a significant priming effect on subsequently seen politically charged topics. This effect may occur due to the activation of in-group identity by the candidate’s partisan campaign. Guided by these findings, we investigated elements that can mitigate this self-categorization effect. We found that carefully designed content following framing techniques such as schema framing and threat/safety framing can mitigate people’s sense of self-categorization toward non-political topics.},
	articleno    = 127,
	numpages     = 22,
	keywords     = {priming effect, charitable crowdfunding, political crowdfunding, framing technique}
}
@inproceedings{10.1145/3491102.3502043,
	title        = {COVID Student Study: A Year in the Life of College Students during the COVID-19 Pandemic Through the Lens of Mobile Phone Sensing},
	author       = {Nepal, Subigya and Wang, Weichen and Vojdanovski, Vlado and Huckins, Jeremy F and daSilva, Alex and Meyer, Meghan and Campbell, Andrew},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502043},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502043},
	abstract     = {The COVID-19 pandemic continues to affect the daily life of college students, impacting their social life, education, stress levels and overall mental well-being. We study and assess behavioral changes of N=180 undergraduate college students one year prior to the pandemic as a baseline and then during the first year of the pandemic using mobile phone sensing and behavioral inference. We observe that certain groups of students experience the pandemic very differently. Furthermore, we explore the association of self-reported COVID-19 concern with students’ behavior and mental health. We find that heightened COVID-19 concern is correlated with increased depression, anxiety and stress. We evaluate the performance of different deep learning models to classify student COVID-19 concerns with an AUROC and F1 score of 0.70 and 0.71, respectively. Our study spans a two-year period and provides a number of important insights into the life of college students during this period.},
	articleno    = 42,
	numpages     = 19,
	keywords     = {Pandemic, Mobile Sensing, Mental health, Digital Phenotyping, COVID-19}
}
@inproceedings{10.1145/3491102.3502038,
	title        = {Care Infrastructures for Digital Security in Intimate Partner Violence},
	author       = {Tseng, Emily and Sabet, Mehrnaz and Bellini, Rosanna and Sodhi, Harkiran Kaur and Ristenpart, Thomas and Dell, Nicola},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502038},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502038},
	abstract     = {Survivors of intimate partner violence (IPV) face complex threats to their digital privacy and security. Prior work has established protocols for directly helping them mitigate these harms; however, there remains a need for flexible and pluralistic systems that can support survivors’ long-term needs. This paper describes the design and development of sociotechnical infrastructure that incorporates feminist notions of care to connect IPV survivors experiencing technology abuse with volunteer computer security consultants. We present findings from a mixed methods study that draws on data from an 8-month, real-world deployment, as well as interviews with 7 volunteer technology consultants and 18 IPV professionals. Our findings illuminate emergent challenges in safely and adaptively providing computer security advice as care. We discuss implications of these findings for feminist approaches to computer security and privacy, and provide broader lessons for interventions that aim to directly assist at-risk and marginalized people experiencing digital insecurity.},
	articleno    = 123,
	numpages     = 20,
	keywords     = {care, computer security and privacy, gender-based violence, intimate partner violence}
}
@inproceedings{10.1145/3491102.3502007,
	title        = {Towards Decomposable Interactive Systems: Design of a Backyard-Degradable Wireless Heating Interface},
	author       = {Song, Katherine W and Maheshwari, Aditi and Gallo, Eric M and Danielescu, Andreea and Paulos, Eric},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502007},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502007},
	abstract     = {Sustainability is critical to our planet and thus our designs. Within HCI, there is a tension between the desire to create interactive electronic systems and sustainability. In this paper, we present the design of an interactive system comprising components that are entirely decomposable. We leverage the inherent material properties of natural materials, such as paper, leaf skeletons, and chitosan, along with silver nanowires to create a new system capable of being electrically controlled as a portable heater. This new decomposable system, capable of wirelessly heating to >70°C, is flexible, lightweight, low-cost, and reusable, and it maintains its functionality over long periods of heating and multiple power cycles. We detail its design and present a series of use cases, from enabling a novel resealable packaging system to acting as a catalyst for shape-changing designs and beyond. Finally, we highlight the important decomposable property of the interactive system when it meets end-of-life.},
	articleno    = 100,
	numpages     = 12,
	keywords     = {sustainability, heating, decomposable materials, biodesign, biodegradation}
}
@inproceedings{10.1145/3491102.3501963,
	title        = {Unpacking Intention and Behavior: Explaining Contact Tracing App Adoption and Hesitancy in the United States},
	author       = {Jamieson, Jack and Epstein, Daniel A. and Chen, Yunan and Yamashita, Naomi},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501963},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501963},
	abstract     = {COVID-19 has demonstrated the importance of digital contact tracing apps in reducing the spread of disease. Despite people widely expressing interest in using contact tracing apps, actual installation rates have been low in many parts of the world. Prior studies suggest that decisions to use these apps are largely shaped by pandemic beliefs, social influences, perceived benefits and harms, and other factors. However, there is a gap in understanding what factors motivate intention, but not subsequent behavior of actual adoption. Reporting on a survey of 290 U.S. residents, we disentangle the intention-behavior gap by investigating factors associated with installing a contact tracing app from those associated with intending to install, but not actually installing. Our results suggest that social norms can be leveraged to span the intention-behavior gap, and that a privacy paradox may influence people’s adoption decisions. We present recommendations for technologies that enlist individuals to address collective challenges.},
	articleno    = 79,
	numpages     = 14,
	keywords     = {COVID-19, public health, technology adoption, Contact tracing, intention-behavior gap}
}
@inproceedings{10.1145/3491102.3501927,
	title        = {ASTEROIDS: Exploring Swarms of Mini-Telepresence Robots for Physical Skill Demonstration},
	author       = {Li, Jiannan and Sousa, Maur\'{\i}cio and Li, Chu and Liu, Jessie and Chen, Yan and Balakrishnan, Ravin and Grossman, Tovi},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501927},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501927},
	abstract     = {Online synchronous tutoring allows for immediate engagement between instructors and audiences over distance. However, tutoring physical skills remains challenging because current telepresence approaches may not allow for adequate spatial awareness, viewpoint control of the demonstration activities scattered across an entire work area, and the instructor’s sufficient awareness of the audience. We present Asteroids, a novel approach for tangible robotic telepresence, to enable workbench-scale physical embodiments of remote people and tangible interactions by the instructor. With Asteroids, the audience can actively control a swarm of mini-telepresence robots, change camera positions, and switch to other robots’ viewpoints. Demonstrators can perceive the audiences’ physical presence while using tangible manipulations to control the audience’s viewpoints and presentation flow. We conducted an exploratory evaluation for Asteroids with 12 remote participants in a model-making tutorial scenario with an architectural expert demonstrator. Results suggest our unique features benefitted participants’ engagement, sense of presence, and understanding.},
	articleno    = 111,
	numpages     = 14,
	keywords     = {Telepresence, Collaboration, Robots, Physical Skill}
}
@inproceedings{10.1145/3491102.3501925,
	title        = {EmoGlass: An End-to-End AI-Enabled Wearable Platform for Enhancing Self-Awareness of Emotional Health},
	author       = {Yan, Zihan and Wu, Yufei and Zhang, Yang and Chen, Xiang 'Anthony'},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501925},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501925},
	abstract     = {Often, emotional disorders are overlooked due to their lack of awareness, resulting in potential mental issues. Recent advances in sensing and inference technology provide a viable path to wearable facial-expression-based emotion recognition. However, most prior work has explored only laboratory settings and few platforms are geared towards end-users in everyday lives or provide personalized emotional suggestions to promote self-regulation. We present EmoGlass, an end-to-end wearable platform that consists of emotion detection glasses and an accompanying mobile application. Our single-camera-mounted glasses can detect seven facial expressions based on partial face images. We conducted a three-day out-of-lab study (N=15) to evaluate the performance of EmoGlass. We iterated on the design of the EmoGlass application for effective self-monitoring and awareness of users’ daily emotional states. We report quantitative and qualitative findings, based on which we discuss design recommendations for future work on sensing and enhancing awareness of emotional health.},
	articleno    = 13,
	numpages     = 19,
	keywords     = {Wearable, Facial expression detection, Emotion sensing, Mobile health, Mental health}
}
@inproceedings{10.1145/3491102.3501856,
	title        = {“A Voice That Suits the Situation”: Understanding the Needs and Challenges for Supporting End-User Voice Customization},
	author       = {Byeon, Hyeon Jeong and Lee, Chaerin and Lee, Jeemin and Oh, Uran},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501856},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501856},
	abstract     = {Although there is a potential demand for customizing voices, most customization is limited to the visual appearance of a figure (e.g., avatars). To better understand the users’ need, we first conducted an online survey with 104 participants. Then we conducted a semi-structured interview with a prototype with 14 participants to identify design considerations for supporting voice customization. The results show that there is a desire for voice customization especially for non-face-to-face conversations with someone unfamiliar. In addition, the findings revealed that different voices are favored for different contexts from a better version of one’s own voice for improving delivery to a completely different voice for securing identity. As future work, we plan to extend this study by investigating voice synthesis techniques for end-users who wish to design their own voices for various contexts.},
	articleno    = 59,
	numpages     = 10,
	keywords     = {voice quality, voice customization, voice perception}
}
@inproceedings{10.1145/3491102.3517663,
	title        = {Slabforge: Design Software for Slab-Based Ceramics},
	author       = {Horn, Melody and Traylor, Amy and Buechley, Leah},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517663},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517663},
	abstract     = {Slab-based ceramics are constructed by rolling out flat sheets of clay, cutting out a pattern, and then folding the cut clay to build a three-dimensional design. Slabforge is an open-source web-based software application that supports slab-based ceramics. It enables users to design a range of simple 3D forms and then generate flat patterns and matching 3D-printable slump molds that support the construction of those forms. This paper discusses the development of the software in the context of our own ceramics practice and then describes the results of a study in which students in an introductory ceramics course used Slabforge to create tea sets. We use both of these experiences to motivate a critical reflection on the relationships between materials, craft, digital fabrication, and software, introducing three themes of friction that we encountered during the course of this project.},
	articleno    = 48,
	numpages     = 12,
	keywords     = {Slab, Computational Design, Fabrication, Craft, Ceramics, Hybrid Craft, Design Software, Clay}
}
@inproceedings{10.1145/3491102.3517498,
	title        = {User Perspectives and Ethical Experiences of Apps for Depression: A Qualitative Analysis of User Reviews},
	author       = {Bowie-DaBreo, Dionne and Sas, Corina and Iles-Smith, Heather and S\"{u}nram-Lea, Sandra},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517498},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517498},
	abstract     = {Apps for depression can increase access to mental health care but concerns abound with disparities between academic development of apps and those available through app stores. Reviews highlighted ethical shortcomings of these self-management tools, with a need for greater insight into how ethical issues are experienced by users. We addressed these gaps by exploring user reviews of such apps to better understand user experiences and ethical issues. We conducted a thematic analysis of 2,217 user reviews sampled from 40 depression apps in Google Play and Apple App Store, totaling over 77,500 words. Users reported positive and negative experiences, with ethical implications evident in areas of benefits, adverse effects, access, usability and design, support, commercial models, autonomy, privacy, and transparency. We integrated our elements of ethically designed apps for depression and principles of nonmaleficence, beneficence, justice, autonomy, and virtue, and we conclude with implications for ethical design of apps for depression.},
	articleno    = 21,
	numpages     = 24,
	keywords     = {Ethics, Depression, User experiences, User reviews, Mobile mental health}
}
@inproceedings{10.1145/3491102.3517478,
	title        = {This App is Not for Me: Using Mobile and Wearable Technologies to Improve Adolescents’ Smartphone Addiction through the Sharing of Personal Data with Parents},
	author       = {Chen, Pin-Chieh and Hung, Min-Wei and Lu, Hsueh-Sung and Yuan, Chien Wen (Tina) and Bi, Nanyi and Lee, Wan-Chen and Huang, Ming-Chyi and You, Chuang-Wen},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517478},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517478},
	abstract     = {Smartphone addiction refers to the problematic use of smartphones, which can negatively impact one’s quality of life and even health. We conducted a two-week technology probe study to explore the use of technologies aimed at improving smartphone addiction among seven dyads of adolescents and their parents. Interviews conducted during and after the probe study revealed that manually reporting lifestyle and well-being data could provide motivation to improve one’s lifestyle and well-being by moderating phone use. Sharing smartphone use data with parents was also shown to head off negative communication loops and foster opportunities to overcome the smartphone addiction.},
	articleno    = 119,
	numpages     = 15,
	keywords     = {Smartphone addiction, self-monitoring, family support, lifestyle factors}
}
@inproceedings{10.1145/3491102.3517468,
	title        = {ImmersivePOV: Filming How-To Videos with a Head-Mounted 360° Action Camera},
	author       = {Huang, Kevin and Li, Jiannan and Sousa, Mauricio and Grossman, Tovi},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517468},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517468},
	abstract     = {How-to videos are often shot using camera angles that may not be optimal for learning motor tasks, with a prevalent use of third-person perspective. We present immersivePOV, an approach to film how-to videos from an immersive first-person perspective using a head-mounted 360° action camera. immersivePOV how-to videos can be viewed in a Virtual Reality headset, giving the viewer an eye-level viewpoint with three Degrees of Freedom. We evaluated our approach with two everyday motor tasks against a baseline first-person perspective and a third-person perspective. In a between-subjects study, participants were assigned to watch the task videos and then replicate the tasks. Results suggest that immersivePOV reduced perceived cognitive load and facilitated task learning. We discuss how immersivePOV can also streamline the video production process for content creators. Altogether, we conclude that immersivePOV is an effective approach to film how-to videos for learners and content creators alike.},
	articleno    = 91,
	numpages     = 13,
	keywords     = {how-to video, 360° video, online learning, POV, YouTube}
}
@inproceedings{10.1145/3491102.3517467,
	title        = {“A Reasonable Thing to Ask For”: Towards a Unified Voice in Privacy Collective Action},
	author       = {Wu, Yuxi and Edwards, W. Keith and Das, Sauvik},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517467},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517467},
	abstract     = {People feel concerned, angry, and powerless when subjected to surveillance, data breaches and other privacy-violating experiences with institutions (PVEIs). Collective action may empower groups of people affected by a PVEI to jointly demand redress, but a necessary first step is for the collective to agree on demands. We designed a sensitizing prototype to explore how to shepherd a collective to generate a unified set of demands for redress in response to a triggering PVEI. We found that collectives can converge on high-priority concerns and demands for redress, and that many of their demands indicated preferences for broad reform. We then gathered a panel of security and privacy experts to react to the collective’s demands. Experts were dismissive, preferring incremental measures that cleanly mapped onto existing legal structures. We argue this misalignment may help uphold the power chasm between data-harvesting institutions and the individuals whose personal data they monetize.},
	articleno    = 32,
	numpages     = 17,
	keywords     = {user privacy, collective action}
}
@inproceedings{10.1145/3491102.3517439,
	title        = {Improving Human-AI Partnerships in Child Welfare: Understanding Worker Practices, Challenges, and Desires for Algorithmic Decision Support},
	author       = {Kawakami, Anna and Sivaraman, Venkatesh and Cheng, Hao-Fei and Stapleton, Logan and Cheng, Yanghuidi and Qing, Diana and Perer, Adam and Wu, Zhiwei Steven and Zhu, Haiyi and Holstein, Kenneth},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517439},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517439},
	abstract     = {AI-based decision support tools (ADS) are increasingly used to augment human decision-making in high-stakes, social contexts. As public sector agencies begin to adopt ADS, it is critical that we understand workers’ experiences with these systems in practice. In this paper, we present findings from a series of interviews and contextual inquiries at a child welfare agency, to understand how they currently make AI-assisted child maltreatment screening decisions. Overall, we observe how workers’ reliance upon the ADS is guided by (1) their knowledge of rich, contextual information beyond what the AI model captures, (2) their beliefs about the ADS’s capabilities and limitations relative to their own, (3) organizational pressures and incentives around the use of the ADS, and (4) awareness of misalignments between algorithmic predictions and their own decision-making objectives. Drawing upon these findings, we discuss design implications towards supporting more effective human-AI decision-making.},
	articleno    = 52,
	numpages     = 18,
	keywords     = {child welfare, algorithm-assisted decision making, contextual inquiry, decision support}
}
@inproceedings{10.1145/3491102.3502107,
	title        = {Exploring Uncertainty in Digital Scheduling, and The Wider Implications of Unrepresented Temporalities in HCI},
	author       = {Bowler, Ryan David and Bach, Benjamin and Pschetz, Larissa},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502107},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502107},
	abstract     = {Digital calendars and other technologies for social event planning leave little space to communicate uncertainty regarding time, place or the ability to attend an event. However, narratives of certainty can be detrimental and lead to the marginalisation of those who find it hard to cope with rigid and strictly paced schedules, such as people with health conditions or caring responsibilities. In this paper, we explore uncertainty as the starting point and leading principle behind digital scheduling tools. We present Haze, a speculative tool and user interface, designed to gain insights on participants’ perceptions of uncertainty-based scheduling scenarios. We report on two qualitative studies (total of 21 participants), which indicate that a change in perspective towards uncertainty can challenge moral assumptions around certainty, increase temporal empathy, and indeed support those who are particularly affected by uncertainty. These findings help shift and expand the repertoire of temporality and discuss moral and social responsibilities for design and HCI.},
	articleno    = 140,
	numpages     = 12,
	keywords     = {Communication, Marginalisation, Probes, Uncertainty, Certainty, health, Chronic Fatigue Syndrome}
}
@inproceedings{10.1145/3491102.3502076,
	title        = {“I Will Not Drink With You Today”: A Topic-Guided Thematic Analysis of Addiction Recovery on Reddit},
	author       = {Gauthier, Robert P and Costello, Mary Jean and Wallace, James R},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502076},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502076},
	abstract     = {Recovery from addiction is a journey that requires a lifetime of support from a strong network of peers. Many people seek out this support through online communities, like those on Reddit. However, as these communities developed outside of existing aid groups and medical practice, it is unclear how they enable recovery. Their scale also limits researchers’ ability to engage through traditional qualitative research methods. To study these groups, we performed a topic-guided thematic analysis that used machine-generated topic models to purposively sample from two recovery subreddits: r/stopdrinking and r/OpiatesRecovery. We show that these communities provide access to an experienced and accessible support group whose discussions include consequences, reflections, and celebrations, but that also play a distinct metacommunicative role in supporting formal treatment. We discuss how these communities can act as knowledge sources to improve in-person recovery support and medical practice, and how computational techniques can enable HCI researchers to study communities at scale.},
	articleno    = 20,
	numpages     = 17,
	keywords     = {machine learning, online communities, thematic analysis, Reddit, addiction}
}
@inproceedings{10.1145/3491102.3502025,
	title        = {Trading Accuracy for Enjoyment? Data Quality and Player Experience in Data Collection Games},
	author       = {Gundry, David and Deterding, Sebastian},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502025},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502025},
	abstract     = {Games have become a popular way of collecting human subject data, based on the premise that they are more engaging than surveys or experiments, but generate equally valid data. However, this premise has not been empirically tested. In response, we designed a game for eliciting linguistic data following Intrinsic Elicitation – a design approach aiming to minimise validity threats in data collection games – and compared it to an equivalent linguistics experiment as control. In a preregistered study and replication (n=96 and n=136), using two different ways of operationalising accuracy, the game generated substantially more enjoyment (d=.70,.73) and substantially less accurate data (d=-.68, -.40) – though still more accurate than random responding. We conclude that for certain data types data collection games may present a serious trade-off between participant enjoyment and data quality, identify possible causes of lower data quality for future research, reflect on our design approach, and urge games HCI researchers to use careful controls where appropriate.},
	articleno    = 156,
	numpages     = 14,
	keywords     = {Human Subject Data, Crowdsourcing Games, Games with a Purpose, Validity, Human Computation Games, Applied Games}
}
@inproceedings{10.1145/3491102.3501990,
	title        = {”It Puts Life into My Creations”: Understanding Fluid Fiber as a Media for Expressive Display},
	author       = {Liu, Guanhong and Xu, Haiqing and Ding, Xianghua(Sharon) and Gao, Mingyue and Li, Bowen and Ruan, Fushen and Mi, Haipeng},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501990},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501990},
	abstract     = {Fluid fiber, with fluid flowing in a tube, is an attractive material to flexibly and dynamically display digital information. While it has recently attracted attention from the HCI field, there is currently little knowledge about this material, limited to controlling the position of the droplets to present representational information like letters and numbers. To develop a broader and deepened understanding of this material and its potential for display design, we conducted a study based on a design workshop where art and design practitioners engaged in creation practice with a toolkit we designed and developed. The toolkit includes hardware components for controlling bubbles and droplets and a GUI design tool for arranging the fluid layout. Our research reveals the structural and expressive affordance of such a fluid fiber for displaying information, highlighting the unique value of fluidity as an intuitive form to express life, emotion, movement and changes.},
	articleno    = 49,
	numpages     = 15,
	keywords     = {Toolkits, Fabrication, Dynamic display, Participatory design, Fluid Fiber, Affordance}
}
@inproceedings{10.1145/3491102.3501981,
	title        = {Squeezy-Feely: Investigating Lateral Thumb-Index Pinching as an Input Modality},
	author       = {Schmitz, Martin and G\"{u}nther, Sebastian and Sch\"{o}n, Dominik and M\"{u}ller, Florian},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501981},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501981},
	abstract     = {From zooming on smartphones and mid-air gestures to deformable user interfaces, thumb-index pinching grips are used in many interaction techniques. However, there is still a lack of systematic understanding of how the accuracy and efficiency of such grips are affected by various factors such as counterforce, grip span, and grip direction. Therefore, in this paper, we contribute an evaluation (N = 18) of thumb-index pinching performance in a visual targeting task using scales up to 75 items. As part of our findings, we conclude that the pinching interaction between the thumb and index finger is a promising modality also for one-dimensional input on higher scales. Furthermore, we discuss and outline implications for future user interfaces that benefit from pinching as an additional and complementary interaction modality.},
	articleno    = 61,
	numpages     = 15,
	keywords     = {Deformation, User Studies, Pinching, Input, Thumb-to-finger, Mixed Reality}
}
@inproceedings{10.1145/3491102.3501921,
	title        = {Preferences and Effectiveness of Sleep Data Visualizations for Smartwatches and Fitness Bands},
	author       = {Islam, Alaul and Aravind, Ranjini and Blascheck, Tanja and Bezerianos, Anastasia and Isenberg, Petra},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501921},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501921},
	abstract     = {We present the findings of four studies related to the visualization of sleep data on wearables with two form factors: smartwatches and fitness bands. Our goal was to understand the interests, preferences, and effectiveness of different sleep visualizations by form factor. In a survey, we showed that wearers were mostly interested in weekly sleep duration, and nightly sleep phase data. Visualizations of this data were generally preferred over purely text-based representations, and the preferred chart type for fitness bands, and smartwatches was often the same. In one in-person pilot study, and two crowdsourced studies, we then tested the effectiveness of the most preferred representations for different tasks, and found that participants performed simple tasks effectively on both form factors but more complex tasks benefited from the larger smartwatch size. Lastly, we reflect on our crowdsourced study methodology for testing the effectiveness of visualizations for wearables. Supplementary material is available at https://osf.io/yz8ar/.},
	articleno    = 27,
	numpages     = 17,
	keywords     = {fitness trackers, smartwatch, smartphones, glanceable visualization}
}
@inproceedings{10.1145/3491102.3501913,
	title        = {Quantifying Proactive and Reactive Button Input},
	author       = {Kim, Hyunchul and Hornb\ae{}k, Kasper and Lee, Byungjoo},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501913},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501913},
	abstract     = {When giving input with a button, users follow one of two strategies: (1) react to the output from the computer or (2) proactively act in anticipation of the output from the computer. We propose a technique to quantify reactiveness and proactiveness to determine the degree and characteristics of each input strategy. The technique proposed in this study uses only screen recordings and does not require instrumentation beyond the input logs. The likelihood distribution of the time interval between the button inputs and system outputs, which is uniquely determined for each input strategy, is modeled. Then the probability that each observed input/output pair originates from a specific strategy is estimated along with the parameters of the corresponding likelihood distribution. In two empirical studies, we show how to use the technique to answer questions such as how to design animated transitions and how to predict a player’s score in real-time games.},
	articleno    = 40,
	numpages     = 18,
	keywords     = {temporal pointing, Button input, anticipation, reaction}
}
@inproceedings{10.1145/3491102.3501900,
	title        = {How Much Do Platform Workers Value Reviews? An Experimental Method},
	author       = {Holtz, David M and Scult, Liane and Suri, Siddharth},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501900},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501900},
	abstract     = {Previous qualitative work has documented that platform workers place an immense importance on their reputation due to the use of algorithmic management by online labor platforms. We provide a general experimental method, which can be used across platforms and time, for numerically quantifying the intensity with which platform workers experience reputation system-based algorithmic management. Our method works via an experiment where workers choose between a monetary bonus or a positive review. We demonstrate this method by measuring the value that freelancers assigned to positive feedback on Upwork in June 2020. The median freelancer in our sample valued a single positive review at ∼ $49 USD. We also find that less experienced freelancers valued a positive review more highly than those with more experience. Qualitative data collected during the experiment indicates that many freelancers considered issues related to reputation system-based algorithmic management while choosing between the monetary reward and the positive review.},
	articleno    = 71,
	numpages     = 11,
	keywords     = {reputation, behavioral experiment, algorithmic management, upwork, online labor market, crowdsourcing}
}
@inproceedings{10.1145/3491102.3501867,
	title        = {Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games},
	author       = {Mason, Liam and Gerling, Kathrin and Dickinson, Patrick and Holopainen, Jussi and Jacobs, Lisa and Hicks, Kieran},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501867},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501867},
	abstract     = {Movement-based video games can provide engaging play experiences, and also have the potential to encourage physical activity. However, existing design guidelines for such games overwhelmingly focus on non-disabled players. Here, we explore wheelchair users’ perspectives on movement-based games as an enjoyable play activity. We created eight game concepts as discussion points for semi-structured interviews (N=6) with wheelchair users, and used Interpretative Phenomenological Analysis to understand their perspectives on physical activity and play. Themes focus on independent access, challenges in social settings, and the need for comprehensive adaptation. We also conducted an online survey (N=21) using the same game concepts, and thematic analysis highlighted the importance of adequate challenge, and considerations around multiplayer experiences. Based on these findings, we re-contextualize and expand guidelines for movement-based games previously established by Mueller and Isbister to include disabled players, and suggest design strategies that take into account their perspectives on play.},
	articleno    = 86,
	numpages     = 15,
	keywords     = {Game accessibility, game design, movement-based games}
}
@inproceedings{10.1145/3491102.3501851,
	title        = {The Eco-Technical Interface: Attuning to the Instrumental},
	author       = {Livio, Maya and Devendorf, Laura},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501851},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501851},
	abstract     = {Given the ongoing environmental crisis and recent calls within HCI to engage with its cascading effects on the more-than-human world, this paper introduces the concept of the eco-technical interface as a critical zone at which designers can surface and subvert issues of multispecies relations such as nonhuman instrumentalization. The eco-technical interface represents the sites at which human, nonhuman, and technological interfaces overlap, ranging from remote sensing for conservation to smart devices for precision agriculture to community science platforms for species identification. Here, we highlight the pervasiveness of the eco-technical interface as a set of sites for further HCI inquiry, engage with the politics and instrumentalizing tendencies at three particular sites, and demonstrate tactics for cultivating attunement to, reflexively accounting for, and subverting instrumentalization in multispecies encounter.},
	articleno    = 101,
	numpages     = 12,
	keywords     = {Instrumentalization, Poetic contextual inquiry, Noticing, Eco-technical interface, Multispecies design}
}
@inproceedings{10.1145/3491102.3501850,
	title        = {Investigating Positive and Negative Qualities of Human-in-the-Loop Optimization for Designing Interaction Techniques},
	author       = {Chan, Liwei and Liao, Yi-Chi and Mo, George B and Dudley, John J and Cheng, Chun-Lien and Kristensson, Per Ola and Oulasvirta, Antti},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501850},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501850},
	abstract     = {Designers reportedly struggle with design optimization tasks where they are asked to find a combination of design parameters that maximizes a given set of objectives. In HCI, design optimization problems are often exceedingly complex, involving multiple objectives and expensive empirical evaluations. Model-based computational design algorithms assist designers by generating design examples during design, however they assume a model of the interaction domain. Black box methods for assistance, on the other hand, can work with any design problem. However, virtually all empirical studies of this human-in-the-loop approach have been carried out by either researchers or end-users. The question stands out if such methods can help designers in realistic tasks. In this paper, we study Bayesian optimization as an algorithmic method to guide the design optimization process. It operates by proposing to a designer which design candidate to try next, given previous observations. We report observations from a comparative study with 40 novice designers who were tasked to optimize a complex 3D touch interaction technique. The optimizer helped designers explore larger proportions of the design space and arrive at a better solution, however they reported lower agency and expressiveness. Designers guided by an optimizer reported lower mental effort but also felt less creative and less in charge of the progress. We conclude that human-in-the-loop optimization can support novice designers in cases where agency is not critical.},
	articleno    = 112,
	numpages     = 14,
	keywords     = {Interface Design, Multi-objective Optimization, Haptics, Human-in-the-loop Optimization, Bayesian Optimization, Touch}
}
@inproceedings{10.1145/3491102.3501841,
	title        = {HAExplorer: Understanding Interdependent Biomechanical Motions with Interactive Helical Axes},
	author       = {Eulzer, Pepe and Rockenfeller, Robert and Lawonn, Kai},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501841},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501841},
	abstract     = {The helical axis is a common tool used in biomechanical modeling to parameterize the motion of rigid objects. It encodes an object’s rotation around and translation along a unique axis. Visualizations of helical axes have helped to make kinematic data tangible. However, the analysis process often remains tedious, especially if complex motions are examined. We identify multiple key challenges: the absence of interactive tools for the computation and handling of helical axes, visual clutter in axis representations, and a lack of contextualization. We solve these issues by providing the first generalized framework for kinematic analysis with helical axes. Axis sets can be computed on-demand, interactively filtered, and explored in multiple coordinated views. We iteratively developed and evaluated the HAExplorer with active biomechanics researchers. Our results show that the techniques we introduce open up the possibility to analyze non-planar, compound, and interdependent motion data.},
	articleno    = 26,
	numpages     = 16,
	keywords     = {screw axis, helical axis, coordinated views, focus and context, contextualization, biomechanics}
}
@inproceedings{10.1145/3491102.3517707,
	title        = {Ap\'{e}ritif: Scaffolding Preregistrations to Automatically Generate Analysis Code and Methods Descriptions},
	author       = {Pang, Yuren and Reinecke, Katharina and Just, Ren\'{e}},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517707},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517707},
	abstract     = {The HCI community has been advocating preregistration as a practice to improve the credibility of scientific research. However, it remains unclear how HCI researchers preregister studies and what preregistration users perceive as benefits and challenges. By systematically reviewing the past four CHI proceedings and surveying 11 researchers, we found that only 1.11% of papers presented preregistered studies, though both authors and reviewers of preregistered studies perceive it as beneficial. Our formative studies revealed key challenges ranging from a lack of detail about the study design, hindering comprehensibility, to inconsistencies between preregistrations and published papers. To explore ways for addressing these issues, we developed Ap\'{e}ritif, a research prototype that scaffolds the preregistration process and automatically generates analysis code and a methods description. In an evaluation with 17 HCI researchers, we found that Ap\'{e}ritif reduces the effort of preregistering a study, facilitates researchers’ workflows, and promotes consistency between research artifacts.},
	articleno    = 207,
	numpages     = 15,
	keywords     = {Preregistration, Data analysis, Experiment design, Reproducibility}
}
@inproceedings{10.1145/3491102.3517696,
	title        = {Towards Modeling of Virtual Reality Welding Simulators to Promote Accessible and Scalable Training},
	author       = {Ipsita, Ananya and Erickson, Levi and Dong, Yangzi and Huang, Joey and Bushinski, Alexa K and Saradhi, Sraven and Villanueva, Ana M and Peppler, Kylie A and Redick, Thomas S and Ramani, Karthik},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517696},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517696},
	abstract     = {The US manufacturing industry is currently facing a welding workforce shortage which is largely due to inadequacy of widespread welding training. To address this challenge, we present a Virtual Reality (VR)-based training system aimed at transforming state-of-the-art-welding simulations and in-person instruction into a widely accessible and engaging platform. We applied backward design principles to design a low-cost welding simulator in the form of modularized units through active consulting with welding training experts. Using a minimum viable prototype, we conducted a user study with 24 novices to test the system’s usability. Our findings show (1) greater effectiveness of the system in transferring skills to real-world environments as compared to accessible video-based alternatives and, (2) the visuo-haptic guidance during virtual welding enhances performance and provides a realistic learning experience to users. Using the solution, we expect inexperienced users to achieve competencies faster and be better prepared to enter actual work environments.},
	articleno    = 566,
	numpages     = 21,
	keywords     = {Virtual Reality, Welding, Virtual Reality Training, Backward design, Manufacturing, Virtual Reality Welding Simulators}
}
@inproceedings{10.1145/3491102.3517690,
	title        = {Lived Experiences of Mental Workload in Everyday Life},
	author       = {Midha, Serena and Wilson, Max L and Sharples, Sarah},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517690},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517690},
	abstract     = {We can now buy consumer brain-computer interface devices to help us meditate and focus, but what are we aiming to achieve? Mental workload (MWL) is an established concept, and as a form of personal data could be useful for making positive life changes. However, MWL is typically only studied for isolated tasks to avoid overload and underload. We investigated lived experiences of MWL, aiming to understand how tracking such data could implicate our everyday lives. 19 participants, that had previously experienced tracking their mental workload, took part in interviews and an Interpretive Phenomenological Analysis identified four superordinate themes. Results point towards mixed and changing perceptions of MWL and the importance of fluctuating between MWL levels in daily life in terms of performances, perceptions, and wellbeing. These findings are captured in an apparent Cycle, which outside factors can disrupt, and we discuss these cycles in terms of personal informatics and work performance.},
	articleno    = 282,
	numpages     = 16
}
@inproceedings{10.1145/3491102.3517682,
	title        = {ShapeFindAR: Exploring In-Situ Spatial Search for Physical Artifact Retrieval Using Mixed Reality},
	author       = {Stemasov, Evgeny and Wagner, Tobias and Gugenheimer, Jan and Rukzio, Enrico},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517682},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517682},
	abstract     = {Personal fabrication is made more accessible through repositories like Thingiverse, as they replace modeling with retrieval. However, they require users to translate spatial requirements to keywords, which paints an incomplete picture of physical artifacts: proportions or morphology are non-trivially encoded through text only. We explore a vision of in-situ spatial search for (future) physical artifacts, and present ShapeFindAR, a mixed-reality tool to search for 3D models using in-situ sketches blended with textual queries. With ShapeFindAR, users search for geometry, and not necessarily precise labels, while coupling the search process to the physical environment (e.g., by sketching in-situ, extracting search terms from objects present, or tracing them). We developed ShapeFindAR for HoloLens 2, connected to a database of 3D-printable artifacts. We specify in-situ spatial search, describe its advantages, and present walkthroughs using ShapeFindAR, which highlight novel ways for users to articulate their wishes, without requiring complex modeling tools or profound domain knowledge.},
	articleno    = 292,
	numpages     = 12,
	keywords     = {In-Situ Search, Model Repositories, Personal Fabrication, Spatial Search, Physical Artifact Retrieval, 3D-Printing, Mixed Reality}
}
@inproceedings{10.1145/3491102.3517680,
	title        = {Supporting the Design of Smart Speakers to Foster a Sense of Ownership in Asian Indian Families},
	author       = {Garg, Radhika},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517680},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517680},
	abstract     = {Smart speakers are increasingly being adopted by families in the U.S. In many cases, a smart speaker is shared by family members, which might make the sense of ownership uncertain. Through a diary and interview-based study with 20 Asian Indian parents and teenagers living in the U.S., this study through thematic analysis highlights various aspects of smart speakers that support or hinder the fulfilment of the psychological needs – self-efficacy, self-identity, territoriality, autonomy, and accountability and responsibility – that foster a sense of ownership. The paper also discusses the experiences of a cultural group that is not well represented in prior HCI work, and thus, it will add useful nuances and knowledge about inclusivity to the study of smart-speaker technology in HCI. Finally, it contributes six actionable design guidelines, including guidelines that relate to maintaining conversational context across different interactions and fostering a sense of ownership among users who share smart speakers, through the use of territorial markers.},
	articleno    = 167,
	numpages     = 15,
	keywords     = {territoriality, accountability, teenagers, Google Home, smart speakers, Alexa, sense of ownership, responsibility, self-identity, parents, self-efficacy, autonomy}
}
@inproceedings{10.1145/3491102.3517661,
	title        = {Interpolating Happiness: Understanding the Intensity Gradations of Face Emojis Across Cultures},
	author       = {Krekhov, Andrey and Emmerich, Katharina and Fuchs, Johannes and Krueger, Jens Harald},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517661},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517661},
	abstract     = {We frequently utilize face emojis to express emotions in digital communication. But how wholly and precisely do such pictographs sample the emotional spectrum, and are there gaps to be closed? Our research establishes emoji intensity scales for seven basic emotions: happiness, anger, disgust, sadness, shock, annoyance, and love. In our survey (N = 1195), participants worldwide assigned emotions and intensities to 68 face emojis. According to our results, certain feelings, such as happiness or shock, are visualized by manifold emojis covering a broad spectrum of intensities. Other feelings, such as anger, have limited and only very intense representative visualizations. We further emphasize that the cultural background influences emojis’ perception: for instance, linear-active cultures (e.g., UK, Germany) rate the intensity of such visualizations higher than multi-active (e.g., Brazil, Russia) or reactive cultures (e.g., Indonesia, Singapore). To summarize, our manuscript promotes future research on more expressive, culture-aware emoji design.},
	articleno    = 200,
	numpages     = 17,
	keywords     = {intensity, cultures, emotion visualization, smiley, emoji}
}
@inproceedings{10.1145/3491102.3517654,
	title        = {Kills, Deaths, and (Computational) Assists: Identifying Opportunities for Computational Support in Esport Learning},
	author       = {Kleinman, Erica and Shergadwala, Murtuza N and Seif El-Nasr, Magy},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517654},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517654},
	abstract     = {Esports play can cultivate real world skills. However, the path to mastery is not easy, and difficulty progressing can result in discontinuation. In the absence of a human coach, computational tools may provide much-needed guidance. However, the specific improvement activities that players engage in and the exact challenges they face are not well defined in the context of computational support. As such, most tools can only support players based on a high level understanding of their practices. We present the results of an interview study (n=17) that identified four improvement activities: practicing, leveraging the knowledge of others, tracking performance, and reflecting on gameplay and setting goals for the future, and four challenges: coordinating and collaborating with teammates, knowing what to do next, tracking game state, and tracking skill and improvement. We discuss six implications for future design and development based on these results.},
	articleno    = 519,
	numpages     = 13,
	keywords     = {Interview Study, Esports, Data-Driven Tools, Data Visualization, Computational Support, AI Assistants, Qualitative Methods, Learning, Expertise}
}
@inproceedings{10.1145/3491102.3517641,
	title        = {Towards Collaborative Learning in Virtual Reality: A Comparison of Co-Located Symmetric and Asymmetric Pair-Learning},
	author       = {Drey, Tobias and Albus, Patrick and der Kinderen, Simon and Milo, Maximilian and Segschneider, Thilo and Chanzab, Linda and Rietzler, Michael and Seufert, Tina and Rukzio, Enrico},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517641},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517641},
	abstract     = {Pair-learning is beneficial for learning outcome, motivation, and social presence, and so is virtual reality (VR) by increasing immersion, engagement, motivation, and interest of students. Nevertheless, there is a research gap if the benefits of pair-learning and VR can be combined. Furthermore, it is not clear which influence it has if only one or both peers use VR. To investigate these aspects, we implemented two types of VR pair-learning systems, a symmetric system with both peers using VR and an asymmetric system with one using a tablet. In a user study (N=46), the symmetric system statistically significantly provided higher presence, immersion, player experience, and lower intrinsic cognitive load, which are all important for learning. Symmetric and asymmetric systems performed equally well regarding learning outcome, highlighting that both are valuable learning systems. We used these findings to define guidelines on how to design co-located VR pair-learning applications, including characteristics for symmetric and asymmetric systems.},
	articleno    = 610,
	numpages     = 19,
	keywords     = {virtual reality, signaling, collaborative learning, symmetric and asymmetric system, pair-learning}
}
@inproceedings{10.1145/3491102.3517606,
	title        = {What’s the Appeal? Perceptions of Review Processes for Algorithmic Decisions},
	author       = {Lyons, Henrietta and Wijenayake, Senuri and Miller, Tim and Velloso, Eduardo},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517606},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517606},
	abstract     = {If you were significantly impacted by an algorithmic decision, how would you want the decision to be reviewed? In this study, we explore perceptions of review processes for algorithmic decisions that differ across three dimensions: the reviewer, how the review is conducted, and how long the review takes. Using a choice-based conjoint analysis we find that people prefer review processes that provide for human review, the ability to participate in the review process, and a timely outcome. Using a survey, we find that people also see human review that provides for participation to be the fairest review process. Our qualitative analysis indicates that the fairest review process provides the greatest likelihood of a favourable outcome, an opportunity for the decision subject and their situation to be fully and accurately understood, human involvement, and dignity. These findings have implications for the design of contestation procedures and also the design of algorithmic decision-making processes.},
	articleno    = 580,
	numpages     = 15,
	keywords     = {algorithmic fairness, and transparency, contestability, reviewability, accountability, algorithmic decision-making}
}
@inproceedings{10.1145/3491102.3517579,
	title        = {Seamless Visions, Seamful Realities: Anticipating Rural Infrastructural Fragility in Early Design of Digital Agriculture},
	author       = {Rubambiza, Gloire and Sengers, Phoebe and Weatherspoon, Hakim},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517579},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517579},
	abstract     = {Rural infrastructure is known to be more prone to breakdown than urban infrastructure. This paper explores how the fragility of rural infrastructure is reproduced through the process of engineering design. Building on values in design, we examine how eventual use is anticipated by engineering researchers building on emerging infrastructure for digital agriculture (DA). Our approach combines critically reflective technical systems-building with interviews with other practitioners to understand and address moments early in the design process where the eventual effects of DA systems may be being built-in. Our findings contrast researchers’ visions of seamless farming technologies with the seamful realities of their work to produce them. We trace how, when anticipating future use, the seams that researchers themselves experience disappear, other seams are hidden from view by institutional support, and seams end users may face are too distant to be in sight. We develop suggestions for the design of these technologies grounded in a more artful management of seamfulness and seamlessness during the process of design and development.},
	articleno    = 451,
	numpages     = 15,
	keywords     = {critical technical practice, seamlessness, computer networking, values in design, infrastructure, digital agriculture}
}
@inproceedings{10.1145/3491102.3517574,
	title        = {“It’s Not Wrong, but I’m Quite Disappointed”: Toward an Inclusive Algorithmic Experience for Content Creators with Disabilities},
	author       = {Choi, Dasom and Lee, Uichin and Hong, Hwajung},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517574},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517574},
	abstract     = {YouTube is a space where people with disabilities can reach a wider online audience to present what it is like to have disabilities. Thus, it is imperative to understand how content creators with disabilities strategically interact with algorithms to draw viewers around the world. However, considering that the algorithm carries the risk of making less inclusive decisions for users with disabilities, whether the current algorithmic experiences (AXs) on video platforms is inclusive for creators with disabilities is an open question. To address that, we conducted semi-structured interviews with eight YouTubers with disabilities. We found that they aimed to inform the public of diverse representations of disabilities, which led them to work with algorithms by strategically portraying disability identities. However, they were disappointed that the way the algorithms work did not sufficiently support their goals. Based on findings, we suggest implications for designing inclusive AXs that could embrace creators’ subtle needs.},
	articleno    = 593,
	numpages     = 19,
	keywords     = {people with disabilities, YouTube, algorithmic experience, content creators, inclusive design}
}
@inproceedings{10.1145/3491102.3517560,
	title        = {BikeAR: Understanding Cyclists’ Crossing Decision-Making at Uncontrolled Intersections Using Augmented Reality},
	author       = {Matviienko, Andrii and M\"{u}ller, Florian and Sch\"{o}n, Dominik and Seesemann, Paul and G\"{u}nther, Sebastian and M\"{u}hlh\"{a}user, Max},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517560},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517560},
	abstract     = {Cycling has become increasingly popular as a means of transportation. However, cyclists remain a highly vulnerable group of road users. According to accident reports, one of the most dangerous situations for cyclists are uncontrolled intersections, where cars approach from both directions. To address this issue and assist cyclists in crossing decision-making at uncontrolled intersections, we designed two visualizations that: (1) highlight occluded cars through an X-ray vision and (2) depict the remaining time the intersection is safe to cross via a Countdown. To investigate the efficiency of these visualizations, we proposed an Augmented Reality simulation as a novel evaluation method, in which the above visualizations are represented as AR, and conducted a controlled experiment with 24 participants indoors. We found that the X-ray ensures a fast selection of shorter gaps between cars, while the Countdown facilitates a feeling of safety and provides a better intersection overview.},
	articleno    = 366,
	numpages     = 15,
	keywords     = {crossing decision-making, augmented reality, cyclist safety}
}
@inproceedings{10.1145/3491102.3517522,
	title        = {Debiased-CAM to Mitigate Image Perturbations with Faithful Visual Explanations of Machine Learning},
	author       = {Zhang, Wencan and Dimiccoli, Mariella and Lim, Brian Y},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517522},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517522},
	abstract     = {Model explanations such as saliency maps can improve user trust in AI by highlighting important features for a prediction. However, these become distorted and misleading when explaining predictions of images that are subject to systematic error (bias) by perturbations and corruptions. Furthermore, the distortions persist despite model fine-tuning on images biased by different factors (blur, color temperature, day/night). We present Debiased-CAM to recover explanation faithfulness across various bias types and levels by training a multi-input, multi-task model with auxiliary tasks for explanation and bias level predictions. In simulation studies, the approach not only enhanced prediction accuracy, but also generated highly faithful explanations about these predictions as if the images were unbiased. In user studies, debiased explanations improved user task performance, perceived truthfulness and perceived helpfulness. Debiased training can provide a versatile platform for robust performance and explanation faithfulness for a wide range of applications with data biases.},
	articleno    = 182,
	numpages     = 32,
	keywords     = {Image perturbations, Class activation map, Robust machine learning, User studies, Misleading explanations, Explainable AI}
}
@inproceedings{10.1145/3491102.3517519,
	title        = {A State-Based Medication Routine Framework},
	author       = {Caldeira, Clara and Bhowmick, Pallabi and Komarlingam, Priya and Siek, Katie A.},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517519},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517519},
	abstract     = {Forgetfulness is a primary factor of medication nonadherence, a problem that contributes to worse health outcomes and increased mortality among people with chronic conditions. Common strategies to address forgetfulness, such as timed reminders, have limited effectiveness. However, there is limited information about why these strategies fail. To address this gap, we conducted interviews with people who take medications daily and miss doses at least twice a month. We contribute a state-based Medication Routine Framework composed of four states (Wellness, New Task, Erratic, and Disruption) in two axes (regularity and time scale). Because most nonadherence due to forgetfulness occurs in nonroutine states (i.e., Erratic and Disruption state), we argue that improving technology for medication adherence requires designing for these states. In this paper, we describe each state in detail and discuss opportunities for adapting medication reminder strategies to overcome the challenges of nonroutine states.},
	articleno    = 353,
	numpages     = 16,
	keywords     = {adherence, health, medication}
}
@inproceedings{10.1145/3491102.3517518,
	title        = {Hitting the Triple Bottom Line: Widening the HCI Approach to Sustainability},
	author       = {Scuri, Sabrina and Ferreira, Marta and Jardim Nunes, Nuno and Nisi, Valentina and Mulligan, Cathy},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517518},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517518},
	abstract     = {Sustainable Development (SD) in its dimensions – environment, economy, and society – is a growing area of concern within the HCI community. This paper advances a systematic literature review on sustainability across the Sustainable Human-Computer Interaction (SHCI) body of work. The papers were classified according to the Triple Bottom Line (TBL) framework to understand how the pillars of SD play into the HCI discourse on sustainability. The economic angle was identified as a gap in SHCI literature. To meet the TBL of SD, however, a balance needs to be sought across all ‘lines’. In this paper, we propose that HCI can advance the discussion and the understanding of the economic concepts around sustainability through taking a sociology perspective on the economic angle of the TBL. We sustain this claim by discussing economic concepts and the role that digital can play in redefining the established foundations of our economic system.},
	articleno    = 332,
	numpages     = 19,
	keywords     = {Systematic Literature Review, Sustainable HCI, Triple Bottom Line, Sustainable Development}
}
@inproceedings{10.1145/3491102.3517504,
	title        = {Users’ Expectations About and Use of Smartphone Privacy and Security Settings},
	author       = {Frik, Alisa and Kim, Juliann and Sanchez, Joshua Rafael and Ma, Joanne},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517504},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517504},
	abstract     = {With the growing smartphone penetration rate, smartphone settings remain one of the main models for information privacy and security controls. Yet, their usability is largely understudied, especially with respect to the usability impact on underrepresented socio-economic and low-tech groups. In an online survey with 178 users, we find that many people are not aware of smartphone privacy and security settings, their defaults, and have not configured them in the past, but are willing to do it in the future. Some participants perceive low self-efficacy and expect difficulties and usability issues with configuring those settings. Finally, we find that certain socio-demographic groups are more vulnerable to risks and feel less prepared to use smartphone settings to protect their online privacy and security.},
	articleno    = 407,
	numpages     = 24,
	keywords     = {Privacy settings, digital divide, SES, information architecture, security settings, self-efficacy, cognitive interviews}
}
@inproceedings{10.1145/3491102.3517491,
	title        = {How Experienced Designers of Enterprise Applications Engage AI as a Design Material},
	author       = {Yildirim, Nur and Kass, Alex and Tung, Teresa and Upton, Connor and Costello, Donnacha and Giusti, Robert and Lacin, Sinem and Lovic, Sara and O'Neill, James M and Meehan, Rudi O'Reilly and \'{O} Loide\'{a}in, Eoin and Pini, Azzurra and Corcoran, Medb and Hayes, Jeremiah and Cahalane, Diarmuid J and Shivhare, Gaurav and Castoro, Luigi and Caruso, Giovanni and Oh, Changhoon and McCann, James and Forlizzi, Jodi and Zimmerman, John},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517491},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517491},
	abstract     = {HCI research has explored AI as a design material, suggesting that designers can envision AI’s design opportunities to improve UX. Recent research claimed that enterprise applications offer an opportunity for AI innovation at the user experience level. We conducted design workshops to explore the practices of experienced designers who work on cross-functional AI teams in the enterprise. We discussed how designers successfully work with and struggle with AI. Our findings revealed that designers can innovate at the system and service levels. We also discovered that making a case for an AI feature’s return on investment is a barrier for designers when they propose AI concepts and ideas. Our discussions produced novel insights on designers’ role on AI teams, and the boundary objects they used for collaborating with data scientists. We discuss the implications of these findings as opportunities for future research aiming to empower designers in working with data and AI.},
	articleno    = 483,
	numpages     = 13,
	keywords     = {artificial intelligence, machine learning, User experience, design}
}
@inproceedings{10.1145/3491102.3517488,
	title        = {“In This Online Environment, We're Limited”: Exploring Inclusive Video Conferencing Design for Signers},
	author       = {Rui Xia Ang, Jazz and Liu, Ping and McDonnell, Emma and Coppola, Sarah},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517488},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517488},
	abstract     = {As video conferencing (VC) has become increasingly necessary for many aspects of daily life, many d/Deaf and hard of hearing people, particularly those who communicate via sign language (signers), face distinct accessibility barriers. To better understand the unique requirements for participating in VC using a visual-gestural language, such as ASL, and to identify practical design considerations for signer-inclusive videoconferencing, we conducted 12 interviews and four co-design sessions with a total of eight d/Deaf signers and eight ASL interpreters. We found that participants’ access needs regarding consuming information (e.g., visual clarity of signs), communicating (e.g., getting attention of others), and collaborating (e.g., working with interpreter teams) are not well-met on existing VC platforms. We share novel insights into attending and conducting signer-accessible video conferences, outline considerations for future VC design, and provide guidelines for conducting remote research with d/Deaf signers.},
	articleno    = 609,
	numpages     = 16,
	keywords     = {accessibility and inclusive design, accessible research methods, American Sign Language, sign language interpreting, accessible groupware, d/Deaf and hard-of-hearing}
}
@inproceedings{10.1145/3491102.3517472,
	title        = {Select or Suggest? Reinforcement Learning-Based Method for High-Accuracy Target Selection on Touchscreens},
	author       = {Li, Zhi and Zhao, Maozheng and Das, Dibyendu and ZHAO, HANG and Ma, Yan and Liu, Wanyu and Beaudouin-Lafon, Michel and Wang, Fusheng and Ramakrishnan, IV and Bi, Xiaojun},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517472},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517472},
	abstract     = {Suggesting multiple target candidates based on touch input is a possible option for high-accuracy target selection on small touchscreen devices. But it can become overwhelming if suggestions are triggered too often. To address this, we propose SATS, a Suggestion-based Accurate Target Selection method, where target selection is formulated as a sequential decision problem. The objective is to maximize the utility: the negative time cost for the entire target selection procedure. The SATS decision process is dictated by a policy generated using reinforcement learning. It automatically decides when to provide suggestions and when to directly select the target. Our user studies show that SATS reduced error rate and selection time over Shift [51], a magnification-based method, and MUCS, a suggestion-based alternative that optimizes the utility for the current selection. SATS also significantly reduced error rate over BayesianCommand [58], which directly selects targets based on posteriors, with only a minor increase in selection time.},
	articleno    = 494,
	numpages     = 15,
	keywords     = {target selection, reinforcement learning, decision theory, Touch interaction}
}
@inproceedings{10.1145/3491102.3517451,
	title        = {Understanding and Designing Avatar Biosignal Visualizations for Social Virtual Reality Entertainment},
	author       = {Lee, Sueyoon and El Ali, Abdallah and Wijntjes, Maarten and Cesar, Pablo},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517451},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517451},
	abstract     = {Visualizing biosignals can be important for social Virtual Reality (VR), where avatar non-verbal cues are missing. While several biosignal representations exist, designing effective visualizations and understanding user perceptions within social VR entertainment remains unclear. We adopt a mixed-methods approach to design biosignals for social VR entertainment. Using survey (N=54), context-mapping (N=6), and co-design (N=6) methods, we derive four visualizations. We then ran a within-subjects study (N=32) in a virtual jazz-bar to investigate how heart rate (HR) and breathing rate (BR) visualizations, and signal rate, influence perceived avatar arousal, user distraction, and preferences. Findings show that skeuomorphic visualizations for both biosignals allow differentiable arousal inference; skeuomorphic and particles were least distracting for HR, whereas all were similarly distracting for BR; biosignal perceptions often depend on avatar relations, entertainment type, and emotion inference of avatars versus spaces. We contribute HR and BR visualizations, and considerations for designing social VR entertainment biosignal visualizations.},
	articleno    = 425,
	numpages     = 15,
	keywords     = {Biosignals, perception, social VR, design, visualization, entertainment, virtual reality}
}
@inproceedings{10.1145/3491102.3517447,
	title        = {There Is No First- or Third-Person View in Virtual Reality: Understanding the Perspective Continuum},
	author       = {Hoppe, Matthias and Baumann, Andrea and Tamunjoh, Patrick Chofor and Machulla, Tonja-Katrin and Wo\'{z}niak, Pawe\l{} W. and Schmidt, Albrecht and Welsch, Robin},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517447},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517447},
	abstract     = {Modern games make creative use of First- and Third-person perspectives (FPP and TPP) to allow the player to explore virtual worlds. Traditionally, FPP and TPP perspectives are seen as distinct concepts. Yet, Virtual Reality (VR) allows for flexibility in choosing perspectives. We introduce the notion of a perspective continuum in VR, which is technically related to the camera position and conceptually to how users perceive their environment in VR. A perspective continuum enables adapting and manipulating the sense of agency and involvement in the virtual world. This flexibility of perspectives broadens the design space of VR experiences through deliberately manipulating perception. In a study, we explore users’ attitudes, experiences and perceptions while controlling a virtual character from the two known perspectives. Statistical analysis of the empirical results shows the existence of a perspective continuum in VR. Our findings can be used to design experiences based on shifts of perception.},
	articleno    = 360,
	numpages     = 13,
	keywords     = {Embodiment, Third Person, Virtual Reality, Perspective, First Person}
}
@inproceedings{10.1145/3491102.3517437,
	title        = {“Guilty of Talking Too Much”: How Psychotherapists Gamify Therapy},
	author       = {Tochilnikova, Elina and Patnaik, Amrit and Alsebayel, Ghada and Narayan, Uttkarsh and Coeytaux, Andrew and Ramdin, Valeria and Kim, Miso and Harteveld, Casper},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517437},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517437},
	abstract     = {Traditionally, game designers have driven the development process of psychotherapeutic games with psychotherapists playing a consultant role. In contrast, our study explores psychotherapists independently designing digitally gamified psychotherapy. Our workshop participants consisted of six psychotherapists who created gamified digital therapies with the design prompt of anxiety disorder. We analyze the resulting six prototypes from a game design and psychotherapy perspective. We present insights into strategies for digitally gamifying therapy and identify challenges and opportunities for the future of gamified psychotherapy, grounded in the experiences of psychotherapists designing such therapies. This study also reflects on the use of user-friendly development tools for independently curating gamified digital therapies, especially by non-technical users such as psychotherapists.},
	articleno    = 445,
	numpages     = 17,
	keywords     = {anxiety disorder, digital psychotherapy, meta-design, research-through-design, games for health, mental health, Game design}
}
@inproceedings{10.1145/3491102.3502132,
	title        = {The Challenge of (Non-)Disclosure: Exploring the Lived Experience of Ethiopian Adolescents with HIV and Their Attitudes Toward Technology},
	author       = {Mequanint Bezabih, Alemitu and Gerling, Kathrin and Abebe, Workeabeba and Vanden Abeele, Vero},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502132},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502132},
	abstract     = {Adolescents in sub-Saharan Africa are at the epicenter of the global HIV epidemic. Yet, technology to support HIV management overwhelmingly focuses on adult medication adherence, neglecting the complex lives of adolescents in low-income regions. We present findings from interviews and focus groups that included twelve HIV-positive adolescents in Ethiopia, and eleven adults from their care circles. We leverage the Integrated Behavioral Model to examine the lived experience of HIV and the space for technology. Additionally, we present an inductive thematic analysis, which highlights non-disclosure as a central theme, i.e., adolescents remaining unaware of their HIV status. Drawing from these findings, we discuss how to account for (the lack of) disclosure in the design of technology to support HIV management, and reflect on whether technology could (and should) support the process. We further highlight the risks that researchers and designers need to be aware of when designing HIV management technology for this audience.},
	articleno    = 525,
	numpages     = 19
}
@inproceedings{10.1145/3491102.3502130,
	title        = {Exploring Technology-Mediated Parental Socialisation of Emotion: Leveraging an Embodied, In-Situ Intervention for Child Emotion Regulation},
	author       = {Theofanopoulou, Nikki and Slovak, Petr},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502130},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502130},
	abstract     = {Emotion-related parent-child interactions during early childhood play a crucial role in the development of emotion regulation, a fundamental life skill central to well-being. However, limited work in HCI has explored how technology could support parents in adopting supportive emotion socialisation practices. In this paper, we explore how an embodied, in-situ intervention in the form of a smart toy can impact emotion-related parent-child interactions in the home. We draw on (1) interviews with 29 parents of young children who had the smart toy for at least 1 month; (2) co-design workshops with 12 parents and 8 parenting course facilitators. We discuss how the smart toy impacted parent-child interactions around emotions for a subset of families, and draw on workshop data to explore how this could be designed for directly. Finally, we propose a set of design directions for technology-enabled systems aiming to elicit and scaffold specific parent-child interactions over time.},
	articleno    = 217,
	numpages     = 16,
	keywords     = {parent-child interaction, tangible interaction, emotion regulation, emotion socialisation, user-centred design}
}
@inproceedings{10.1145/3491102.3502120,
	title        = {Understanding the Situated Practices of School Technology Leaders in the Early Stages of Educational Technology Adoption},
	author       = {Ibrahim, Seray and Vasalou, Asimina and Benton, Laura},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502120},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502120},
	abstract     = {School-driven technological innovation has the potential to positively impact on classroom practice, yet it can also be disrupted by incompatibilities between the existing school ecology and new educational technologies. To help mitigate this disruption a particular staff member often takes on a facilitative leadership role to champion new technology initiatives. However little is known about how this technology leader role impacts on the adoption of new technologies in the classroom. Taking a situated lens, we embarked on a multiple case study of four schools who were aiming to adopt a new literacy game in the classroom. Through interviews with technology leaders and fieldnotes from our site observations, we systematically analysed their actions and concerns over two academic terms. This highlighted an overwhelming concern with managing the material dimension of the technology, teacher agency and division of labour and mechanisms for communication and monitoring. Our findings raise important considerations for HCI researchers seeking to embed their technologies into practice alongside recommendations for supporting leaders tasked with coordinating this process.},
	articleno    = 312,
	numpages     = 14,
	keywords     = {Technology Leader, Situated Practice, Educational Technology, Adoption}
}
@inproceedings{10.1145/3491102.3502110,
	title        = {The Effects of a Soundtrack on Board Game Player Experience},
	author       = {Farkas, Timea and Denisova, Alena and Wiseman, Sarah and Fiebrink, Rebecca},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502110},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502110},
	abstract     = {Board gaming is a popular hobby that increasingly features the inclusion of technology, yet little research has sought to understand how board game player experience is impacted by digital augmentation or to inform the design of new technology-enhanced games. We present a mixed-methods study exploring how the presence of music and sound effects impacts the player experience of a board game. We found that the soundtrack increased the enjoyment and tension experienced by players during game play. We also found that a soundtrack provided atmosphere surrounding the gaming experience, though players did not necessarily experience this as enhancing the world-building capabilities of the game. We discuss how our findings can inform the design of new games and soundtracks as well as future research into board game player experience.},
	articleno    = 192,
	numpages     = 13,
	keywords     = {Tension, Atmosphere, Soundtrack, Thematicness, Player Experience, Enjoyment, Music, Board Games}
}
@inproceedings{10.1145/3491102.3502103,
	title        = {Exploring the Role of Paradata in Digitally Supported Qualitative Co-Research},
	author       = {Rainey, Jay and Macfarlane, Siobhan and Puussaar, Aare and Vlachokyriakos, Vasilis and Burrows, Roger and Smeddinck, Jan David and Briggs, Pamela and Montague, Kyle},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502103},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502103},
	abstract     = {Academics and community organisations are increasingly adopting co-research practices where participants contribute to qualitative data collection, analysis, and dissemination. These qualitative practices can often lack transparency that can present a problem for stakeholders (such as funding agencies) who seek evidence of the rigour and accountability in these decision-making processes. When qualitative research is done digitally, paradata is available as interaction logs that reveal the underlying processes, such as the time spent engaging with different segments of an interview. In practice, paradata is seldom used to examine the decisions associated with undertaking qualitative research. This paper explores the role of paradata arising from a four-month engagement with a community-led charity that used a digital platform to support their qualitative co-research project. Through observations of platform use and reflective post-deployment interviews, our findings highlight examples of paradata generated through digital tools in qualitative research, e.g., listening coverage, engagement rate, thematic maps and data discards. From this, we contribute a conceptualisation of paradata and discuss its role in qualitative research to improve process transparency, enhance data sharing, and to create feedback loops with research participants.},
	articleno    = 584,
	numpages     = 16,
	keywords     = {Co-Research, Citizen Research, Qualitative Practices, Ethnography, Research Methods, Paradata}
}
@inproceedings{10.1145/3491102.3502094,
	title        = {Winds of Change: Seeking, Preserving, and Retelling Indigenous Knowledge Through Self-Organized Online Communities},
	author       = {Kotut, Lindah and McCrickard, D. Scott},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/349

repository: HighTemplar-wjiang/Crawlers

repo_name: HighTemplar-wjiang/Crawlers