text:
20,
	keywords     = {knitted sensors, gesture identification, quantitative study, everyday use, smart fabrics, qualitative study, design guidelines, sensor laundering, focus groups, touch sensors, formative study, distance metric, sensor stretching}
}
@inproceedings{10.1145/3491102.3502073,
	title        = {Towards Complete Icon Labeling in Mobile Applications},
	author       = {Chen, Jieshan and Swearngin, Amanda and Wu, Jason and Barik, Titus and Nichols, Jeffrey and Zhang, Xiaoyi},
	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          = {10.1145/3491102.3502073},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502073},
	abstract     = {Accurately recognizing icon types in mobile applications is integral to many tasks, including accessibility improvement, UI design search, and conversational agents. Existing research focuses on recognizing the most frequent icon types, but these technologies fail when encountering an unrecognized low-frequency icon. In this paper, we work towards complete coverage of icons in the wild. After annotating a large-scale icon dataset (327,879 icons) from iPhone apps, we found a highly uneven distribution: 98 common icon types covered 92.8% of icons, while 7.2% of icons were covered by more than 331 long-tail icon types. In order to label icons with widely varying occurrences in apps, our system uses an image classification model to recognize common icon types with an average of 3,000 examples each (96.3% accuracy) and applies a few-shot learning model to classify long-tail icon types with an average of 67 examples each (78.6% accuracy). Our system also detects contextual information that helps characterize icon semantics, including nearby text (95.3% accuracy) and modifier symbols added to the icon (87.4% accuracy). In a validation study with workers (n = 23), we verified the usefulness of our generated icon labels. The icon types supported by our work cover 99.5% of collected icons, improving on the previously highest 78% coverage in icon classification work.},
	articleno    = 387,
	numpages     = 14
}
@inproceedings{10.1145/3491102.3502072,
	title        = {3D Printed Street Crossings: Supporting Orientation and Mobility Training with People Who Are Blind or Have Low Vision},
	author       = {Holloway, Leona and Butler, Matthew and Marriott, Kim},
	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          = {10.1145/3491102.3502072},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502072},
	abstract     = {The ability to cross the street at intersections is an essential skill, often taught to people who are blind or have low vision (BLV) with the aid of tactile maps and kits or toys. However, each of the existing mapping tools has shortcomings. We investigated whether co-designed 3D printed components can offer benefits. Guided by consultation with 11 Orientation and Mobility (O&M) professionals, we co-designed a series of 3D printed kits that they then used in their practice with BLV children who showed high levels of engagement and learning. The 3D materials were found to demonstrate the key concepts for street crossings in a portable, engaging and professional manner. They will be released for free download, enabling O&M professionals to access or modify the materials as required. We hope that use of our co-designed 3D printed tools will contribute to the safety, independence and inclusion of BLV people.},
	articleno    = 415,
	numpages     = 16,
	keywords     = {Orientation & Mobility, Maps, Blind, Intersections, 3D Printing}
}
@inproceedings{10.1145/3491102.3502069,
	title        = {TriboTouch: Micro-Patterned Surfaces for Low Latency Touchscreens},
	author       = {Shultz, Craig and Kim, Daehwa and Ahuja, Karan and Harrison, Chris},
	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          = {10.1145/3491102.3502069},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502069},
	abstract     = {Touchscreen tracking latency, often 80ms or more, creates a rubber-banding effect in everyday direct manipulation tasks such as dragging, scrolling, and drawing. This has been shown to decrease system preference, user performance, and overall realism of these interfaces. In this research, we demonstrate how the addition of a thin, 2D micro-patterned surface with 5 micron spaced features can be used to reduce motor-visual touchscreen latency. When a finger, stylus, or tangible is translated across this textured surface frictional forces induce acoustic vibrations which naturally encode sliding velocity. This acoustic signal is sampled at 192kHz using a conventional audio interface pipeline with an average latency of 28ms. When fused with conventional low-speed, but high-spatial-accuracy 2D touch position data, our machine learning model can make accurate predictions of real time touch location.},
	articleno    = 347,
	numpages     = 13,
	keywords     = {Touchscreens, Tribology, Input Techniques, Latency, Sensors}
}
@inproceedings{10.1145/3491102.3502067,
	title        = {The Effect of the Vergence-Accommodation Conflict on Virtual Hand Pointing in Immersive Displays},
	author       = {Batmaz, Anil Ufuk and Barrera Machuca, Mayra Donaji and Sun, Junwei and Stuerzlinger, Wolfgang},
	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          = {10.1145/3491102.3502067},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502067},
	abstract     = {Previous work hypothesized that for Virtual Reality (VR) and Augmented Reality (AR) displays a mismatch between disparities and optical focus cues, known as the vergence and accommodation conflict (VAC), affects depth perception and thus limits user performance in 3D selection tasks within arm’s reach (peri-personal space). To investigate this question, we built a multifocal stereo display, which can eliminate the influence of the VAC for pointing within the investigated distances. In a user study, participants performed a virtual hand 3D selection task with targets arranged laterally or along the line of sight, with and without a change in visual depth, in display conditions with and without the VAC. Our results show that the VAC influences 3D selection performance in common VR and AR stereo displays and that multifocal displays have a positive effect on 3D selection performance with a virtual hand.},
	articleno    = 633,
	numpages     = 15,
	keywords     = {vergence-accommodation conflict, selection, 3D pointing, virtual hand, Fitts’ Law}
}
@inproceedings{10.1145/3491102.3502058,
	title        = {User Perceptions of Extraversion in Chatbots after Repeated Use},
	author       = {V\"{o}lkel, Sarah Theres and Schoedel, Ramona and Kaya, Lale and Mayer, Sven},
	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          = {10.1145/3491102.3502058},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502058},
	abstract     = {Whilst imbuing robots and voice assistants with personality has been found to positively impact user experience, little is known about user perceptions of personality in purely text-based chatbots. In a within-subjects study, we asked N=34 participants to interact with three chatbots with different levels of Extraversion (extraverted, average, introverted), each over the course of four days. We systematically varied the chatbots’ responses to manipulate Extraversion based on work in the psycholinguistics of human behaviour. Our results show that participants perceived the extraverted and average chatbots as such, whereas verbal cues transferred from human behaviour were insufficient to create an introverted chatbot. Whilst most participants preferred interacting with the extraverted chatbot, participants engaged significantly more with the introverted chatbot as indicated by the users’ average number of written words. We discuss implications for researchers and practitioners on how to design chatbot personalities that can adapt to user preferences.},
	articleno    = 253,
	numpages     = 18,
	keywords     = {chatbot, personalisation, personality, conversational agent, extraversion}
}
@inproceedings{10.1145/3491102.3502053,
	title        = {Putting Scientific Results in Perspective: Improving the Communication of Standardized Effect Sizes},
	author       = {Kim, Yea-Seul and Hofman, Jake M and Goldstein, Daniel G},
	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          = {10.1145/3491102.3502053},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502053},
	abstract     = {How do people form impressions of effect size when reading scientific results? We present a series of studies on how people perceive treatment effectiveness when scientific results are summarized in various ways. We first show that a prevalent form of summarizing results—presenting mean differences between conditions—can lead to significant overestimation of treatment effectiveness, and that including confidence intervals can exacerbate the problem. We attempt to remedy potential misperceptions by displaying information about variability in individual outcomes in different formats: statements about variance, a quantitative measure of standardized effect size, and analogies that compare the treatment with more familiar effects (e.g., height differences by age). We find that all of these formats substantially reduce potential misperceptions and that analogies can be as helpful as more precise quantitative statements of standardized effect size. These findings can be applied by scientists in HCI and beyond to improve the communication of results to laypeople.},
	articleno    = 625,
	numpages     = 14,
	keywords     = {visualization, perception, statistics, effect size}
}
@inproceedings{10.1145/3491102.3502028,
	title        = {OtherTube: Facilitating Content Discovery and Reflection by Exchanging YouTube Recommendations with Strangers},
	author       = {Bhuiyan, Md Momen and Bautista Isaza, Carlos Augusto and Mitra, Tanushree and Lee, Sang Won},
	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          = {10.1145/3491102.3502028},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502028},
	abstract     = {To promote engagement, recommendation algorithms on platforms like YouTube increasingly personalize users’ feeds, limiting users’ exposure to diverse content and depriving them of opportunities to reflect on their interests compared to others’. In this work, we investigate how exchanging recommendations with strangers can help users discover new content and reflect. We tested this idea by developing OtherTube—a browser extension for YouTube that displays strangers’ personalized YouTube recommendations. OtherTube allows users to (i) create an anonymized profile for social comparison, (ii) share their recommended videos with others, and (iii) browse strangers’ YouTube recommendations. We conducted a 10-day-long user study (n = 41) followed by a post-study interview (n = 11). Our results reveal that users discovered and developed new interests from seeing OtherTube recommendations. We identified user and content characteristics that affect interaction and engagement with exchanged recommendations; for example, younger users interacted more with OtherTube, while the perceived irrelevance of some content discouraged users from watching certain videos. Users reflected on their interests as well as others’, recognizing similarities and differences. Our work shows promise for designs leveraging the exchange of personalized recommendations with strangers.},
	articleno    = 204,
	numpages     = 17,
	keywords     = {Social Comparison, Self-Reflection, Recommender System, Persona, Filter Bubble, Content Discovery, YouTube}
}
@inproceedings{10.1145/3491102.3502020,
	title        = {ProtoSound: A Personalized and Scalable Sound Recognition System for Deaf and Hard-of-Hearing Users},
	author       = {Jain, Dhruv and Huynh Anh Nguyen, Khoa and M. Goodman, Steven and Grossman-Kahn, Rachel and Ngo, Hung and Kusupati, Aditya and Du, Ruofei and Olwal, Alex and Findlater, Leah and E. Froehlich, Jon},
	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          = {10.1145/3491102.3502020},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502020},
	abstract     = {Recent advances have enabled automatic sound recognition systems for deaf and hard of hearing (DHH) users on mobile devices. However, these tools use pre-trained, generic sound recognition models, which do not meet the diverse needs of DHH users. We introduce ProtoSound, an interactive system for customizing sound recognition models by recording a few examples, thereby enabling personalized and fine-grained categories. ProtoSound is motivated by prior work examining sound awareness needs of DHH people and by a survey we conducted with 472 DHH participants. To evaluate ProtoSound, we characterized performance on two real-world sound datasets, showing significant improvement over state-of-the-art (e.g., +9.7% accuracy on the first dataset). We then deployed ProtoSound's end-user training and real-time recognition through a mobile application and recruited 19 hearing participants who listened to the real-world sounds and rated the accuracy across 56 locations (e.g., homes, restaurants, parks). Results show that ProtoSound personalized the model on-device in real-time and accurately learned sounds across diverse acoustic contexts. We close by discussing open challenges in personalizable sound recognition, including the need for better recording interfaces and algorithmic improvements.},
	articleno    = 305,
	numpages     = 16,
	keywords     = {sound awareness, sound recognition, Deaf, deaf, hard of hearing, Accessibility}
}
@inproceedings{10.1145/3491102.3501993,
	title        = {Designing for Everyday Sounds at Home with People with Dementia and Their Partners},
	author       = {Houben, Maarten and Brankaert, Rens and Kenning, Gail and Bongers, Inge and Eggen, Berry},
	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          = {10.1145/3491102.3501993},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501993},
	abstract     = {People with dementia and their caregivers aging in place have expressed the need for social, emotional, and recreational interventions at home. Listening to everyday sounds evokes memories and provides conversational cues to support social relations and elicit emotional responses for people with dementia. However, research has yet to explore how these meaningful experiences can be transferred into home settings. This paper presents the insights from our co-design study that involved three people with dementia and their partners in developing an interactive sound player for listening to everyday sounds at home. We report on the motivations of people with dementia and their caregivers to engage in meaningful sound-based activities at home and present the Tumbler as a prototype to foster initiative and agency in exploring familiar everyday sounds. We present design implications of how sound can enrich the everyday experiences of dementia by facilitating social and pleasurable moments at home.},
	articleno    = 514,
	numpages     = 15,
	keywords     = {Design, Home, Everyday Sounds, Informal Caregiver, Dementia}
}
@inproceedings{10.1145/3491102.3501986,
	title        = {Design and Evaluation of Hybrid Search for American Sign Language to English Dictionaries: Making the Most of Imperfect Sign Recognition},
	author       = {Hassan, Saad and Amin, Akhter Al and Gordon, Alexis and Lee, Sooyeon and Huenerfauth, Matt},
	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          = {10.1145/3491102.3501986},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501986},
	abstract     = {Searching for the meaning of an unfamiliar sign-language word in a dictionary is difficult for learners, but emerging sign-recognition technology will soon enable users to search by submitting a video of themselves performing the word they recall. However, sign-recognition technology is imperfect, and users may need to search through a long list of possible results when seeking a desired result. To speed this search, we present a hybrid-search approach, in which users begin with a video-based query and then filter the search results by linguistic properties, e.g., handshape. We interviewed 32 ASL learners about their preferences for the content and appearance of the search-results page and filtering criteria. A between-subjects experiment with 20 ASL learners revealed that our hybrid search system outperformed a video-based search system along multiple satisfaction and performance metrics. Our findings provide guidance for designers of video-based sign-language dictionary search systems, with implications for other search scenarios.},
	articleno    = 195,
	numpages     = 13,
	keywords     = {Search Evaluation, Dictionary, Search System Design, User Satisfaction, Search Interfaces, American Sign Language (ASL), Video Search, IR Effectiveness, Sign Languages}
}
@inproceedings{10.1145/3491102.3501976,
	title        = {“I Wanted to See How Bad It Was”: Online Self-Screening as a Critical Transition Point Among Young Adults with Common Mental Health Conditions},
	author       = {Kruzan, Kaylee Payne and Meyerhoff, Jonah and Nguyen, Theresa and Reddy, Madhu and Mohr, David C. and Kornfield, Rachel},
	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          = {10.1145/3491102.3501976},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501976},
	abstract     = {Young adults have high rates of mental health conditions, yet they are the age group least likely to seek traditional treatment. They do, however, seek information about their mental health online, including by filling out online mental health screeners. To better understand online self-screening, and its role in help-seeking, we conducted focus groups with 50 young adults who voluntarily completed a mental health screener hosted on an advocacy website. We explored (1) catalysts for taking the screener, (2) anticipated outcomes, (3) reactions to the results, and (4) desired next steps. For many participants, the screener results validated their lived experiences of symptoms, but they were nevertheless unsure how to use the information to improve their mental health moving forward. Our findings suggest that online screeners can serve as a transition point in young people’s mental health journeys. We discuss design implications for online screeners, post-screener feedback, and digital interventions broadly.},
	articleno    = 328,
	numpages     = 16,
	keywords     = {anxiety, help-seeking, mental health, depression, online screening, digital intervention}
}
@inproceedings{10.1145/3491102.3501959,
	title        = {Reducing Virtual Reality Sickness for Cyclists in VR Bicycle Simulators},
	author       = {Matviienko, Andrii and M\"{u}ller, Florian and Zickler, Marcel and Gasche, Lisa Alina and Abels, Julia and Steinert, Till 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          = {10.1145/3491102.3501959},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501959},
	abstract     = {Virtual Reality (VR) bicycle simulations aim to recreate the feeling of riding a bicycle and are commonly used in many application areas. However, current solutions still create mismatches between the visuals and physical movement, which causes VR sickness and diminishes the cycling experience. To reduce VR sickness in bicycle simulators, we conducted two controlled lab experiments addressing two main causes of VR sickness: (1) steering methods and (2) cycling trajectory. In the first experiment (N = 18) we compared handlebar, HMD, and upper-body steering methods. In the second experiment (N = 24) we explored three types of movement in VR (1D, 2D, and 3D trajectories) and three countermeasures (airflow, vibration, and dynamic Field-of-View) to reduce VR sickness. We found that handlebar steering leads to the lowest VR sickness without decreasing cycling performance and airflow suggests to be the most promising method to reduce VR sickness for all three types of trajectories.},
	articleno    = 187,
	numpages     = 14,
	keywords     = {VR sickness, cycling, bicycle simulators, virtual reality}
}
@inproceedings{10.1145/3491102.3501937,
	title        = {Pandemic Displays: Considering Hygiene on Public Touchscreens in the Post-Pandemic Era},
	author       = {M\"{a}kel\"{a}, Ville and Winter, Jonas and Schwab, Jasmin and Koch, Michael and Alt, 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          = {10.1145/3491102.3501937},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501937},
	abstract     = {The COVID-19 pandemic created unprecedented questions for touch-based public displays regarding hygiene, risks, and general awareness. We study how people perceive and consider hygiene on shared touchscreens, and how touchscreens could be improved through hygiene-related functions. First, we report the results from an online survey (n = 286). Second, we present a hygiene concept for touchscreens that visualizes prior touches and provides information about the cleaning of the display and number of prior users. Third, we report the feedback for our hygiene concept from 77 participants. We find that there is demand for improved awareness of public displays’ hygiene status, especially among those with stronger concerns about COVID-19. A particularly desired detail is when the display has been cleaned. For visualizing prior touches, fingerprints worked best. We present further considerations for designing for hygiene on public displays.},
	articleno    = 284,
	numpages     = 12,
	keywords     = {Public displays, Touch interaction, Hygiene, Pandemic, COVID-19}
}
@inproceedings{10.1145/3491102.3501919,
	title        = {FoolProofJoint: Reducing Assembly Errors of Laser Cut 3D Models by Means of Custom Joint Patterns},
	author       = {Park, Keunwoo and Lempert, Conrad and Abdullah, Muhammad and Katakura, Shohei and Shigeyama, Jotaro and Roumen, Thijs and Baudisch, Patrick},
	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          = {10.1145/3491102.3501919},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501919},
	abstract     = {We present FoolProofJoint, a software tool that simplifies the assembly of laser-cut 3D models and reduces the risk of erroneous assembly. FoolProofJoint achieves this by modifying finger joint patterns. Wherever possible, FoolProofJoint makes similar looking pieces fully interchangeable, thereby speeding up the user's visual search for a matching piece. When that is not possible, FoolProofJoint gives finger joints a unique pattern of individual finger placements so as to fit only with the correct piece, thereby preventing erroneous assembly. In our benchmark set of 217 laser-cut 3D models downloaded from kyub.com, FoolProofJoint made groups of similar looking pieces fully interchangeable for 65% of all groups of similar pieces; FoolProofJoint fully prevented assembly mistakes for 97% of all models.},
	articleno    = 271,
	numpages     = 12,
	keywords     = {laser cutting, rapid prototyping, Personal fabrication, manual assembly}
}
@inproceedings{10.1145/3491102.3501918,
	title        = {Co11ab: Augmenting Accessibility in Synchronous Collaborative Writing for People with Vision Impairments},
	author       = {Das, Maitraye and McHugh, Thomas Barlow and Piper, Anne Marie and Gergle, Darren},
	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          = {10.1145/3491102.3501918},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501918},
	abstract     = {Collaborative writing is an integral part of academic and professional work. Although some prior research has focused on accessibility in collaborative writing, we know little about how visually impaired writers work in real-time with sighted collaborators or how online editing tools could better support their work. Grounded in formative interviews and observations with eight screen reader users, we built Co11ab, a Google Docs extension that provides configurable audio cues to facilitate understanding who is editing (or edited) what and where in a shared document. Results from a design exploration with fifteen screen reader users, including three naturalistic sessions of use with sighted colleagues, reveal how screen reader users understand various auditory representations and use them to coordinate real-time collaborative writing. We revisit what collaboration awareness means for screen reader users and discuss design considerations for future systems.},
	articleno    = 196,
	numpages     = 18,
	keywords     = {vision impairments, screen readers, Collaborative writing, collaboration awareness, accessibility, ability-diverse collaboration}
}
@inproceedings{10.1145/3491102.3501916,
	title        = {CO/DA: Live-Coding Movement-Sound Interactions for Dance Improvisation},
	author       = {Fran\c{c}oise, Jules and Fdili Alaoui, Sarah and Candau, Yves},
	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          = {10.1145/3491102.3501916},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501916},
	abstract     = {We present a performance-led inquiry that involved a live coder programming movement-based interactive sound and two dance improvisers. During two years of collaboration, we developed a joint improvisation practice where the interactions between the dancers’ movement and the sound feedback are programmed on the fly through live coding and movement sensing. To that end, we designed a new live coding environment called CO/DA that facilitates the real-time manipulation of continuous streams of the dancers’ motion data for interactive sound synthesis. Through an autoethnographic inquiry, we describe our practice of sound and movement improvisation where live coding dynamically changes how the dancers’ movements generate sound, which in turn influences the dancers’ improvisation. We then discuss the value, potential and challenges of our dance/code improvisation practice, along with its implications as a design method.},
	articleno    = 482,
	numpages     = 13,
	keywords     = {Dance, Embodied Interaction, Design., Movement, Improvisation, Live Coding}
}
@inproceedings{10.1145/3491102.3501909,
	title        = {Situational Recommender: Are You On the Spot, Refining Plans, or Just Bored?},
	author       = {Viswanathan, Sruthi and Boulard, Cecile and Bruyat, Adrien and Maria Grasso, Antonietta},
	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          = {10.1145/3491102.3501909},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501909},
	abstract     = {When people engage in urban exploration, the tool they are most likely to use today is a mobile phone. In this paper, we present observations of users’ “home” and “away” conducted to refine our understanding of situational Point-of-Interest (POI) needs. Our findings suggest three distinct categories of situations in which users seek POI information: On-the-spot, Refining plans, and Moments of boredom. Based on the similarities and differences of these three situations in five observed underlying constraints – distance of interest, engagement threshold, ambiguity of the search, profile matching, and other imperative constraints, we derive implications for designing and ranking POIs for a Situational Recommender. To further access our concept, we designed and prototyped Situational Recommender by providing an interactional representation of the situation, and ran a Wizard-of-Oz concept validation study. Our results suggest that participants understood the concept without much effort and appreciated its usefulness.},
	articleno    = 473,
	numpages     = 19,
	keywords     = {CAI, User Studies, POI Recommender System, Prototyping, Mobile Devices, Interaction Design, Situation modelling, Situation Aware}
}
@inproceedings{10.1145/3491102.3501908,
	title        = {Investigating the Tradeoffs of Everyday Text-Entry Collection Methods},
	author       = {Rodrigues, Andr\'{e} and Nicolau, Hugo and Santos, Andr\'{e} and Branco, Diogo and Rainey, Jay and Verweij, David and Smeddinck, Jan David and Montague, Kyle and Guerreiro, Tiago},
	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          = {10.1145/3491102.3501908},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501908},
	abstract     = {Typing on mobile devices is a common and complex task. The act of typing itself thereby encodes rich information, such as the typing method, the context it is performed in, and individual traits of the person typing. Researchers are increasingly using a selection or combination of experience sampling and passive sensing methods in real-world settings to examine typing behaviours. However, there is limited understanding of the effects these methods have on measures of input speed, typing behaviours, compliance, perceived trust and privacy. In this paper, we investigate the tradeoffs of everyday data collection methods. We contribute empirical results from a four-week field study (N=26). Here, participants contributed by transcribing, composing, passively having sentences analyzed and reflecting on their contributions. We present a tradeoff analysis of these data collection methods, discuss their impact on text-entry applications, and contribute a flexible research platform for in the wild text-entry studies.},
	articleno    = 378,
	numpages     = 15,
	keywords     = {trade-offs, data collection, touch behaviours, text-entry, user experience, in-the-wild, performance}
}
@inproceedings{10.1145/3491102.3501897,
	title        = {Identifying an Aurally Distinct Phrase Set for Text Entry Techniques},
	author       = {Abbott, Jacob and Kaye, Jofish and Clawson, James},
	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          = {10.1145/3491102.3501897},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501897},
	abstract     = {In the last decade, interest in accessible and eyes-free text entry has continued to grow. However, little research has been done to explore the feasibility of using audibly distinct phrases for text entry tasks. To better understand whether preexisting phrases used in text entry research are sufficiently distinct for eyes-free text entry tasks, we used Microsoft’s and Apple’s desktop text-to-speech systems to generate all 500 phrases from MacKenzie and Soukoreff’s set [32] using the default male and female voices. We then asked 392 participants recruited through Amazon’s Mechanical Turk to transcribe the generated audio clips. We report participant transcription errors and present the 96 phrases that were observed with no comprehension errors. These phrases were further tested with 80 participants who identified as low-vision and/or blind recruited through Twitter. We contribute the 92 phrases that were observed to maintain no comprehension errors across both experiments.},
	articleno    = 467,
	numpages     = 13,
	keywords     = {text entry, accessibility, TTS, synthesized speech, input techniques, text-to-speech}
}
@inproceedings{10.1145/3491102.3501882,
	title        = {Anticipate and Adjust: Cultivating Access in Human-Centered Methods},
	author       = {Mack, Kelly and McDonnell, Emma and Potluri, Venkatesh and Xu, Maggie and Zabala, Jailyn and Bigham, Jeffrey and Mankoff, Jennifer and Bennett, Cynthia},
	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          = {10.1145/3491102.3501882},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501882},
	abstract     = {Methods are fundamental to doing research and can directly impact who is included in scientific advances. Given accessibility research's increasing popularity and pervasive barriers to conducting and participating in research experienced by people with disabilities, it is critical to ask how methods are made accessible. Yet papers rarely describe their methods in detail. This paper reports on 17 interviews with accessibility experts about how they include both facilitators and participants with disabilities in popular user research methods. Our findings offer strategies for anticipating access needs while remaining flexible and responsive to unexpected access barriers. We emphasize the importance of considering accessibility at all stages of the research process, and contextualize access work in recent disability and accessibility literature. We explore how technology or processes could reflect a norm of accessibility. Finally, we discuss how various needs intersect and conflict and offer a practical structure for planning accessible research.},
	articleno    = 603,
	numpages     = 18,
	keywords     = {Human-Centered methods, user research, disability, accessibility}
}
@inproceedings{10.1145/3491102.3501873,
	title        = {OVRlap: Perceiving Multiple Locations Simultaneously to Improve Interaction in VR},
	author       = {Schjerlund, Jonas and Hornb\ae{}k, Kasper and Bergstr\"{o}m, Joanna},
	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          = {10.1145/3491102.3501873},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501873},
	abstract     = {We introduce OVRlap, a VR interaction technique that lets the user perceive multiple places at the same time from a first-person perspective. OVRlap achieves this by overlapping viewpoints. At any time, only one viewpoint is active, meaning that the user may interact with objects therein. Objects seen from the active viewpoint are opaque, whereas objects seen from passive viewpoints are transparent. This allows users to perceive multiple locations at once and easily switch to the one in which they want to interact. We compare OVRlap and a single-viewpoint technique in a study where 20 participants complete object-collection and monitoring tasks. We find that in both tasks, participants are significantly faster and move their head significantly less with OVRlap. We propose how the technique might be improved through automated switching of the active viewpoint and intelligent viewpoint rendering.},
	articleno    = 355,
	numpages     = 13,
	keywords     = {virtual reality, large environments, interaction techniques, user studies}
}
@inproceedings{10.1145/3313831.3376158,
	title        = {Place-Based Policymaking and HCI: Opportunities and Challenges for Technology Design},
	author       = {Manuel, Jennifer and Crivellaro, Clara},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–16},
	doi          = {10.1145/3313831.3376158},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376158},
	abstract     = {There has been a growing interest in HCI in designing and developing technology to support democratic participation, particularly in the domain of urban planning or place-based research. In addition, the HCI field has increasingly considered the intersection of HCI and policymaking to understand how our research can have a broader impact. In this paper, we report on a series of workshops with citizens and city planners to explore place-based policymaking through the case study of neighbourhood planning in the UK. Our analysis highlights the tensions, opportunities and challenges faced by citizens in creating policy. Drawing from our findings, we stress the need for HCI to be actively involved in supporting, innovating and (re)designing civic policymaking processes while emphasising design considerations for the development of technological tools.},
	numpages     = 16,
	keywords     = {citizen participation, digital civics, policymaking}
}
@inproceedings{10.1145/3313831.3376156,
	title        = {"Out of Luck": Socio-Economic Differences in Student Coping Responses to Technology Problems},
	author       = {Petro, Gwen and Gonzales, Amy and Calarco, Jessica},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–10},
	doi          = {10.1145/3313831.3376156},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376156},
	abstract     = {Despite high levels of digital technology access among college students, technology disruption remains an issue. This study was conducted to understand how technology disruption might contribute to socio-economic disparities in academic performance. Data were analyzed from a non-representative sample of 748 undergraduate students. We examined socio-economic differences in types of technology problems students experience; the consequences of those problems; and beliefs about how to handle future problems. Socio-economic status was not associated with types of technology problems, but it was associated with greater negative consequences and less-efficacious beliefs about handling future situations. These findings are consistent with sociological work on socio-economic differences in student help-seeking. They also elaborate mechanistic understanding of the technology maintenance construct. Finally, for those interested in designing to reduce socio-economic inequalities, they suggest the need for interfaces that go beyond information accessibility to facilitate student empowerment and student-teacher communication.},
	numpages     = 10,
	keywords     = {accessibility, education/learning, empirical study that tells us about people, schools/educational setting}
}
@inproceedings{10.1145/3313831.3376145,
	title        = {"Hey Model!"  Natural User Interactions and Agency in Accessible Interactive 3D Models},
	author       = {Reinders, Samuel and Butler, Matthew and Marriott, Kim},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376145},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376145},
	abstract     = {While developments in 3D printing have opened up opportunities for improved access to graphical information for people who are blind or have low vision (BLV), they can provide only limited detailed and contextual information. Interactive 3D printed models (I3Ms) that provide audio labels and/or a conversational agent interface potentially overcome this limitation. We conducted a Wizard-of-Oz exploratory study to uncover the multi-modal interaction techniques that BLV people would like to use when exploring I3Ms, and investigated their attitudes towards different levels of model agency. These findings informed the creation of an I3M prototype of the solar system. A second user study with this model revealed a hierarchy of interaction, with BLV users preferring tactile exploration, followed by touch gestures to trigger audio labels, and then natural language to fill in knowledge gaps and confirm understanding.},
	numpages     = 13,
	keywords     = {input techniques, individuals with disabilities & assistive technologies, accessibility, touch/haptic/pointing/gesture}
}
@inproceedings{10.1145/3313831.3376131,
	title        = {If I Hear You Correctly: Building and Evaluating Interview Chatbots with Active Listening Skills},
	author       = {Xiao, Ziang and Zhou, Michelle X. and Chen, Wenxi and Yang, Huahai and Chi, Changyan},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376131},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376131},
	abstract     = {Interview chatbots engage users in a text-based conversation to draw out their views and opinions. It is, however, challenging to build effective interview chatbots that can handle user free-text responses to open-ended questions and deliver engaging user experience. As the first step, we are investigating the feasibility and effectiveness of using publicly available, practical AI technologies to build effective interview chatbots. To demonstrate feasibility, we built a prototype scoped to enable interview chatbots with a subset of active listening skills-the abilities to comprehend a user's input and respond properly. To evaluate the effectiveness of our prototype, we compared the performance of interview chatbots with or without active listening skills on four common interview topics in a live evaluation with 206 users. Our work presents practical design implications for building effective interview chatbots, hybrid chatbot platforms, and empathetic chatbots beyond interview tasks.},
	numpages     = 14,
	keywords     = {ai chatbot, active listening, chatbot platform, conversational agents, deep learning, interview chatbot}
}
@inproceedings{10.1145/3313831.3376129,
	title        = {Venous Materials: Towards Interactive Fluidic Mechanisms},
	author       = {Mor, Hila and Yu, Tianyu and Nakagaki, Ken and Miller, Benjamin Harvey and Jia, Yichen and Ishii, Hiroshi},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376129},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376129},
	abstract     = {Venous Materials is a novel concept and approach of an interactive material utilizing fluidic channels. We present a design method for fluidic mechanisms that respond to deformation by mechanical inputs from the user, such as pressure and bending. We designed a set of primitive venous structures that act as embedded analog fluidic sensors, displaying flow and color change. In this paper, we consider the fluid as the medium to drive tangible information triggered by deformation, and at the same time, to function as a responsive display of that information. To provide users with a simple way to create and validate designs of fluidic structures, we built a software platform and design tool UI. This design tool allows users to quickly design the geometry, and simulate the flow with intended mechanical force dynamically. We present a range of applications that demonstrate how Venous Materials can be utilized to augment interactivity of everyday physical objects.},
	numpages     = 14,
	keywords     = {programmable materials, microfluidics, human material interactions}
}
@inproceedings{10.1145/3313831.3376128,
	title        = {Introducing Peripheral Awareness as a Neurological State for Human-Computer Integration},
	author       = {Andres, Josh and schraefel, m.c. and Semertzidis, Nathan and Dwivedi, Brahmi and Kulwe, Yutika C. and von Kaenel, Juerg and Mueller, Florian Floyd},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376128},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376128},
	abstract     = {In this work we introduce peripheral awareness as a neurological state for real-time human-computer integration, where the human is assisted by a computer to interact with the world. Changes to the field of view in peripheral awareness have been linked with quality of human performance. This instinctive narrowing of vision that occurs as a threat is perceived has implications in activities that benefit from the user having a wide field of view, such as cycling to navigate the environment. We present "Ena", a novel EEG-eBike system that draws from the user's neural activity to determine when the user is in a state of peripheral awareness to regulate engine support. A study with 20 participants revealed various themes and tactics suggesting that peripheral awareness as a neurological state is viable to align human-machine integration with internal bodily processes. Ena suggests that our work facilitates a safe and enjoyable human-computer integration experience.},
	numpages     = 13,
	keywords     = {inbodied interaction, peripheral awareness, human-computer-integration, human-system partnership}
}
@inproceedings{10.1145/3313831.3376885,
	title        = {Metro Futures: Experience-Centred Co-Design at Scale},
	author       = {Bowen, Simon and Wright, Peter and Wilson, Alexander and Dow, Andy and Bartindale, Tom and Anderson, Robert},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376885},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376885},
	abstract     = {This paper discusses how characteristics of experience-centred and collaborative design can be translated to larger scales. We describe Metro Futures, a region-wide public consultation on the design of new light rail trains, where we followed an experience-centred co-design approach supported by digital media and tools to develop findings with a core group of 20 ?co-researchers' and ~4000 public participants. The paper discusses how the characteristics of a focus on experience, and collaborative design exploration were achieved with co-researchers and, at scale, through online and face-to-face interactions using various digital media and tools. Whilst not at the depth of smaller scales, there are opportunities to retain characteristics of experience-centred co-design at scale to produce findings that can usefully inform ensuing design work, and avoid the averaging of public contributions often evident in large scale public consultations.},
	numpages     = 13,
	keywords     = {experience-centred design, public transport, co-design, large-scale design}
}
@inproceedings{10.1145/3313831.3376877,
	title        = {How to Trick AI: Users' Strategies for Protecting Themselves from Automatic Personality Assessment},
	author       = {V\"{o}lkel, Sarah Theres and Haeuslschmid, Renate and Werner, Anna and Hussmann, Heinrich and Butz, Andreas},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376877},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376877},
	abstract     = {Psychological targeting tries to influence and manipulate users' behaviour. We investigated whether users can protect themselves from being profiled by a chatbot, which automatically assesses users' personality. Participants interacted twice with the chatbot: (1) They chatted for 45 minutes in customer service scenarios and received their actual profile (baseline). (2) They then were asked to repeat the interaction and to disguise their personality by strategically tricking the chatbot into calculating a falsified profile. In interviews, participants mentioned 41 different strategies but could only apply a subset of them in the interaction. They were able to manipulate all Big Five personality dimensions by nearly 10%. Participants regarded personality as very sensitive data. As they found tricking the AI too exhaustive for everyday use, we reflect on opportunities for privacy protective designs in the context of personality-aware systems.},
	numpages     = 15,
	keywords     = {automatic personality assessment, chatbot, personality}
}
@inproceedings{10.1145/3313831.3376876,
	title        = {Understanding the Heisenberg Effect of Spatial Interaction: A Selection Induced Error for Spatially Tracked Input Devices},
	author       = {Wolf, Dennis and Gugenheimer, Jan and Combosch, Marco and Rukzio, Enrico},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–10},
	doi          = {10.1145/3313831.3376876},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376876},
	abstract     = {Virtual and augmented reality head-mounted displays (HMDs) are currently heavily relying on spatially tracked input devices (STID) for interaction. These STIDs are all prone to the phenomenon that a discrete input (e.g. button press) will disturb the position of the tracker, resulting in a different selection point during ray-cast interaction (Heisenberg Effect of Spatial Interaction). Besides the knowledge of its existence, there is currently a lack of a deeper understanding of its severity, structure and impact on throughput and angular error during a selection task. In this work, we present a formal evaluation of the Heisenberg effect and the impact of body posture, arm position and STID degrees of freedom on its severity. In a Fitt's Law inspired user study (N=16), we found that the Heisenberg effect is responsible for 30.45% of the overall errors occurring during a pointing task, but can be reduced by 25.4% using a correction function.},
	numpages     = 10,
	keywords     = {stid, vr, correction, pointing, heisenberg effect, selection, offset}
}
@inproceedings{10.1145/3313831.3376864,
	title        = {Let's Draw: Detecting and Measuring Parkinson's Disease on Smartphones},
	author       = {Kuosmanen, Elina and Kan, Valerii and Visuri, Aku and Hosio, Simo and Ferreira, Denzil},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–9},
	doi          = {10.1145/3313831.3376864},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376864},
	abstract     = {Spiral drawing has been utilized for years as a clinical tool to observe tremors and other abnormal movements in the assessment of different movement disorders. Specifically, in Parkinson's Disease (PD), patients' motor functionalities are measured by various tests, and spiral drawing is one of the proven techniques for assessing the severity of PD motor symptoms. Traditionally, this test is performed on pen and paper, and visually assessed by a clinician. There have been successful efforts for digitizing this test on tablets. Here, we describe a smartphone-based digitized version of the spiral drawing test. Moreover, we introduce a square-shaped drawing to solve an identified challenge of a smaller screen estate: finger occlusion while drawing. Both approaches are evaluated with 8 Parkinson's Disease patients and 6 age-matching control participants. Based on earlier studies and our data, we select suitable motion parameters for quantifying the task. Our results show an observable, statistically difference in performance between users with Parkinson's Disease and the control group in drawing accuracy.},
	numpages     = 9,
	keywords     = {spiral analysis, archimedean spiral, parkinson's disease, smartphone, motor assessment}
}
@inproceedings{10.1145/3313831.3376841,
	title        = {PolySense: Augmenting Textiles with Electrical Functionality Using In-Situ Polymerization},
	author       = {Honnet, Cedric and Perner-Wilson, Hannah and Teyssier, Marc and Fruchard, Bruno and Steimle, J\"{u}rgen and Baptista, Ana C. and Strohmeier, Paul},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376841},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376841},
	abstract     = {We present a method for enabling arbitrary textiles to sense pressure and deformation: In-situ polymerization supports integration of piezoresistive properties at the material level, preserving a textile's haptic and mechanical characteristics. We demonstrate how to enhance a wide set of fabrics and yarns using only readily available tools. To further support customisation by the designer, we present methods for patterning, as needed to create circuits and sensors, and demonstrate how to combine areas of different conductance in one material. Technical evaluation results demonstrate the performance of sensors created using our method is comparable to off-the-shelf piezoresistive textiles. As application examples, we demonstrate rapid manufacturing of on-body interfaces, tie-dyed motion-capture clothing, and zippers that act as potentiometers.},
	numpages     = 13,
	keywords     = {etextiles, in-situ polymerization, personal fabrication, piezoresistive sensors, wearables, electro-functionalization}
}
@inproceedings{10.1145/3313831.3376836,
	title        = {EarBuddy: Enabling On-Face Interaction via Wireless Earbuds},
	author       = {Xu, Xuhai and Shi, Haitian and Yi, Xin and Liu, WenJia and Yan, Yukang and Shi, Yuanchun and Mariakakis, Alex and Mankoff, Jennifer and Dey, Anind K.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376836},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376836},
	abstract     = {Past research regarding on-body interaction typically requires custom sensors, limiting their scalability and generalizability. We propose EarBuddy, a real-time system that leverages the microphone in commercial wireless earbuds to detect tapping and sliding gestures near the face and ears. We develop a design space to generate 27 valid gestures and conducted a user study (N=16) to select the eight gestures that were optimal for both human preference and microphone detectability. We collected a dataset on those eight gestures (N=20) and trained deep learning models for gesture detection and classification. Our optimized classifier achieved an accuracy of 95.3%. Finally, we conducted a user study (N=12) to evaluate EarBuddy's usability. Our results show that EarBuddy can facilitate novel interaction and that users feel very positively about the system. EarBuddy provides a new eyes-free, socially acceptable input method that is compatible with commercial wireless earbuds and has the potential for scalability and generalizability},
	numpages     = 14,
	keywords     = {wireless earbuds, gesture recognition, face and ear interaction}
}
@inproceedings{10.1145/3313831.3376834,
	title        = {KirigamiTable: Designing for Proxemic Transitions with a Shape-Changing Tabletop},
	author       = {Gr\o{}nb\ae{}k, Jens Emil and Rasmussen, Majken Kirkegaard and Halskov, Kim and Petersen, Marianne Graves},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376834},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376834},
	abstract     = {A core challenge in tabletop research is to support transitions between individual activities and team work. Shape-changing tabletops open up new opportunities for addressing this challenge. However, interaction design for shape-changing furniture is in its early stages - so far, research has mainly focused on triggering shape-changes, and less on the actual interface transitions. We present KirigamiTable - a novel actuated shape-changing tabletop for supporting transitions in collaborative work. Our work builds on the concept of Proxemic Transitions, considering the dynamic interplay between social interactions, interactive technologies and furniture. With KirigamiTable, we demonstrate the potential of interactions for proxemic transitions that combine transformation of shape and digital contents. We highlight challenges for shape-changing tabletops: initiating shape and content transformations, cooperative control, and anticipating shape-change. To address these challenges, we propose a set of novel interaction techniques, including shape-first and content-first interaction, cooperative gestures, and physical and digital preview of shape-changes.},
	numpages     = 15,
	keywords     = {shape-changing interfaces, proxemics, interactive tabletops, collaboration, interaction techniques, transitions}
}
@inproceedings{10.1145/3313831.3376828,
	title        = {RunAhead: Exploring Head Scanning Based Navigation for Runners},
	author       = {Gallo, Danilo and Shreepriya, Shreepriya and Willamowski, Jutta},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376828},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376828},
	abstract     = {Navigation systems for runners commonly provide turn-by-turn directions via voice and/or map-based visualizations. While voice directions require permanent attention, map-based guidance requires regular consultation. Both disrupt the running activity. To address this, we designed RunAhead, a navigation system using head scanning to query for navigation feedback, and we explored its suitability for runners in an outdoor experiment. In our design, we provide the runner with simple and intuitive navigation feedback on the path s/he is looking at through three different feedback modes: haptic, music and audio cues. In our experiment, we compare the resulting three versions of RunAhead with a baseline voice-based navigation system. We find that demand and error are equivalent across all four conditions. However, the head scanning based haptic and music conditions are preferred over the baseline and these preferences are impacted by runners' habits. With this study we contribute insights for designing navigation support for runners.},
	numpages     = 13,
	keywords     = {audio feedback, navigation for running, haptic feedback, head scanning}
}
@inproceedings{10.1145/3313831.3376860,
	title        = {An Experimental Study of Bias in Platform Worker Ratings: The Role of Performance Quality and Gender},
	author       = {Jahanbakhsh, Farnaz and Cranshaw, Justin and Counts, Scott and Lasecki, Walter S. and Inkpen, Kori},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376860},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376860},
	abstract     = {We study how the ratings people receive on online labor platforms are influenced by their performance, gender, their rater's gender, and displayed ratings from other raters. We conducted a deception study in which participants collaborated on a task with a pair of simulated workers, who varied in gender and performance level, and then rated their performance. When the performance of paired workers was similar, low-performing females were rated lower than their male counterparts. Where there was a clear performance difference between paired workers, low-performing females were preferred over a similarly-performing male peer. Furthermore, displaying an average rating from other raters made ratings more extreme, resulting in high performing workers receiving significantly higher ratings and low performers lower ratings compared to when average ratings were absent. This work contributes an empirical understanding of when biases in ratings manifest, and offers recommendations for how online work platforms can counter these biases.},
	numpages     = 13,
	keywords     = {gender discrimination, bias in gig platforms, digital ratings, social mimicry, bias in ratings}
}
@inproceedings{10.1145/3313831.3376858,
	title        = {Interspecies Interactions Mediated by Technology: An Avian Case Study at the Zoo},
	author       = {Kleinberger, R\'{e}becca and Harrington, Anne H. K. and Yu, Lydia and van Troyer, Akito and Su, David and Baker, Janet M. and Miller, Gabriel},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376858},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376858},
	abstract     = {Enrichment is a methodology for caregivers to offer zoo animals improved psychological and physiological well-being. Although many species rely on auditory senses, sonic enrichment is rarely implemented. Zoo soundscapes are dominated by human-generated noises and do not respond meaningfully to animals' behavior. Designing interactive sonic enrichment systems for animals presents unique ergonomic, ethical, and agency-related challenges. We present a case study of such design. We deployed two novel interventions at the San Diego Zoo to allow Sampson, a music-savvy hyacinth macaw, to gain control over his sonic environment. Our results suggest that (1) the bird uses, understands, and benefits from the system, and (2) visitors play a major role in Sampson's engagement with this technology. With his new agency, the bird seemingly gains more control over his interactions with the public, creating an interspecies experience mediated by technology. The resulting animal-human-computer interaction may inform mediated interspecies experiences in the future.},
	numpages     = 12,
	keywords     = {animal agency, animal music, animal computer interaction, interspecies interactions, enrichment, sonic enrichment}
}
@inproceedings{10.1145/3313831.3376856,
	title        = {Household Surface Interactions: Understanding User Input Preferences and Perceived Home Experiences},
	author       = {Tigwell, Garreth W. and Crabb, Michael},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376856},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376856},
	abstract     = {Households contain a variety of surfaces that are used in a number of activity contexts. As ambient technology becomes commonplace in our homes, it is only a matter of time before these surfaces become linked to computer systems for Household Surface Interaction (HSI). However, little is known about the user experience attached to HSI, and the potential acceptance of HSI within modern homes. To address this problem, we ran a mixed methods user study with 39 participants to examine HSI using nine household surfaces and five common gestures (tap, press, swipe, drag, and pinch). We found that under the right conditions, surfaces with some amount of texture can enhance HSI. Furthermore, perceived good and poor user experience varied among participants for surface type indicating individual preferences. We present findings and design considerations based on surface characteristics and the challenges that users perceive they may have with HSI within their homes.},
	numpages     = 14,
	keywords     = {surface texture, materiality, user experience}
}
@inproceedings{10.1145/3313831.3376855,
	title        = {Social Sensing: Assessing Social Functioning of Patients Living with Schizophrenia Using Mobile Phone Sensing},
	author       = {Wang, Weichen and Mirjafari, Shayan and Harari, Gabriella and Ben-Zeev, Dror and Brian, Rachel and Choudhury, Tanzeem and Hauser, Marta and Kane, John and Masaba, Kizito and Nepal, Subigya and Sano, Akane and Scherer, Emily and Tseng, Vincent and Wang, Rui and Wen, Hongyi and Wu, Jialing and Campbell, Andrew},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376855},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376855},
	abstract     = {Impaired social functioning is a symptom of mental illness (e.g., depression, schizophrenia) and a wide range of other conditions (e.g., cognitive decline in the elderly, dementia). Today, assessing social functioning relies on subjective evaluations and self assessments. We propose a different approach and collect detailed social functioning measures and objective mobile sensing data from N=55 outpatients living with schizophrenia to study new methods of passively accessing social functioning. We identify a number of behavioral patterns from sensing data, and discuss important correlations between social function sub-scales and mobile sensing features. We show we can accurately predict the social functioning of outpatients in our study including the following sub-scales: prosocial activities (MAE = 7.79, r = 0.53), which indicates engagement in common social activities; interpersonal behavior (MAE = 3.39, r = 0.57), which represents the number of friends and quality of communications; and employment/occupation (MAE = 2.17, r = 0.62), which relates to engagement in productive employment or a structured program of daily activity. Our work on automatically inferring social functioning opens the way to new forms of assessment and intervention across a number of areas including mental health and aging in place.},
	numpages     = 15,
	keywords     = {social sensing, mobile sensing, health, social functioning}
}
@inproceedings{10.1145/3313831.3376851,
	title        = {NurseCare: Design and 'In-The-Wild' Evaluation of a Mobile System to Promote the Ergonomic Transfer of Patients},
	author       = {D\"{u}rr, Maximilian and Gr\"{o}schel, Carla and Pfeil, Ulrike and Reiterer, Harald},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376851},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376851},
	abstract     = {Nurses are frequently required to transfer patients as part of their daily duties. However, the manual transfer of patients is a major risk factor for injuries to the back. Although the Kinaesthetics Care Conception can help to address this issue, existing support for the integration of the concept into nursing-care practice is low. We present NurseCare, a mobile system that aims to promote the practical application of ergonomic patient transfers based on the Kinaesthetics Care Conception. NurseCare consists of a wearable and a smartphone app. Key features of NurseCare include mobile accessible instructions for ergonomic patient transfers, in-situ feedback for the risky bending of the back, and long-term feedback. We evaluated NurseCare in a nine participant 'in-the-wild' evaluation. Results indicate that NurseCare can facilitate ergonomic work while providing a high user experience adequate to the nurses' work domain, and reveal how NurseCare can be incorporated in given practices.},
	numpages     = 13,
	keywords     = {`in-the-wild' evaluation, nursing care, mobile system}
}
@inproceedings{10.1145/3313831.3376832,
	title        = {Bug or Feature? Covert Impairments to Human Computer Interaction},
	author       = {Monaco, John V.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376832},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376832},
	abstract     = {Computer users commonly experience interaction anomalies, such as the text cursor jumping to another location in a document, perturbed mouse pointer motion, or a disagreement between tactile input and touch screen location. These anomalies impair interaction and require the user to take corrective measures, such as resetting the text cursor or correcting the trajectory of the pointer to reach a desired target. Impairments can result from software bugs, physical hardware defects, and extraneous input. However, some designs alter the course of interaction through covert impairments, anomalies introduced intentionally and without the user's knowledge. There are various motivations for doing so rooted in disparate fields including biometrics, electronic voting, and entertainment. We examine this kind of deception by systematizing four different ways computer interaction may become impaired and three different goals of the designer, providing insight to the design of systems that implement covert impairments.},
	numpages     = 15,
	keywords     = {deception, cybersecurity, interaction, behavior change, influence}
}
@inproceedings{10.1145/3313831.3376810,
	title        = {FrownOnError: Interrupting Responses from Smart Speakers by Facial Expressions},
	author       = {Yan, Yukang and Yu, Chun and Zheng, Wengrui and Tang, Ruining and Xu, Xuhai and Shi, Yuanchun},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376810},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376810},
	abstract     = {In the conversations with smart speakers, misunderstandings of users' requests lead to erroneous responses. We propose FrownOnError, a novel interaction technique that enables users to interrupt the responses by intentional but natural facial expressions. This method leverages the human nature that the facial expression changes when we receive unexpected responses. We conducted a first user study (N=12) to understand users' intuitive reactions to the correct and incorrect responses. Our results reveal the significant difference in the frequency of occurrence and intensity of users' facial expressions between two conditions, and frowning and raising eyebrows are intuitive to perform and easy to control. Our second user study (N=16) evaluated the user experience and interruption efficiency of FrownOnError and the third user study (N=12) explored suitable conversation recovery strategies after the interruptions. Our results show that FrownOnError can be accurately detected (precision: 97.4%, recall: 97.6%), provides the most timely interruption compared to the baseline methods of wake-up word and button press, and is rated as most intuitive and easiest to be performed by users.},
	numpages     = 14,
	keywords     = {conversation interruption, facial expression, voice user interface}
}
@inproceedings{10.1145/3313831.3376804,
	title        = {Textlets: Supporting Constraints and Consistency in Text Documents},
	author       = {Han, Han L. and Renom, Miguel A. and Mackay, Wendy E. and Beaudouin-Lafon, Michel},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376804},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376804},
	abstract     = {Writing technical documents frequently requires following constraints and consistently using domain-specific terms. We interviewed 12 legal professionals and found that they all use a standard word processor, but must rely on their memory to manage dependencies and maintain consistent vocabulary within their documents. We introduce Textlets, interactive objects that reify text selections into persistent items. We show how Textlets help manage consistency and constraints within the document, including selective search and replace, word count, and alternative wording. Eight participants tested a search-and-replace Textlet as a technology probe. All successfully interacted directly with the Textlet to perform advanced tasks; and most (6/8) spontaneously generated a novel replace-all-then-correct strategy. Participants suggested additional ideas, such as supporting collaborative editing over time by embedding a Textlet into the document to flag forbidden words. We argue that Textlets serve as a generative concept for creating powerful new tools for document editing.},
	numpages     = 13,
	keywords     = {document processing, reification, text editing}
}
@inproceedings{10.1145/3313831.3376789,
	title        = {Choice of Voices: A Large-Scale Evaluation of Text-to-Speech Voice Quality for Long-Form Content},
	author       = {Cambre, Julia and Colnago, Jessica and Maddock, Jim and Tsai, Janice and Kaye, Jofish},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376789},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376789},
	abstract     = {The advancement of text-to-speech (TTS) voices and a rise of commercial TTS platforms allow people to easily experience TTS voices across a variety of technologies, applications, and form factors. As such, we evaluated TTS voices for long-form content: not individual words or sentences, but voices that are pleasant to listen to for several minutes at a time. We introduce a method using a crowdsourcing platform and an online survey to evaluate voices based on listening experience, perception of clarity and quality, and comprehension. We evaluated 18 TTS voices, three human voices, and a text-only control condition. We found that TTS voices are close to rivaling human voices, yet no single voice outperforms the others across all evaluation dimensions. We conclude with considerations for selecting text-to-speech voices for long-form content.},
	numpages     = 13,
	keywords     = {voice quality, listening experience, voice interface, tts, text-to-speech, synthesized speech, long-form}
}
@inproceedings{10.1145/3313831.3376775,
	title        = {OMOY: A Handheld Robotic Gadget That Shifts Its Weight to Express Emotions and Intentions},
	author       = {Noguchi, Yohei and Tanaka, Fumihide},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376775},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376775},
	abstract     = {A robotic gadget that is equipped with a movable weight inside its body is developed. By controlling the movement of the internal weight together with other robotic behaviors such as hand gestures or speech dialogues, it is expected that emotional and/or intentional messaging between users is enhanced. To gain knowledge for designing effective weight shifts, an elicitation study was conducted to investigate how users holding this gadget in their hand interpreted its 36 weight shift patterns generated by setting four basic movement parameters (target position, trajectory, speed, and repetition). Results present mappings between these parameters and the emotional perception of the users. Furthermore, specific weight shift patterns that can express certain human emotions and intentions are revealed. These findings will be useful for designing effective weight shifts to enhance emotional and intentional messaging between users. This study attempts to open a new dimension for the expression capability of robotic gadgets.},
	numpages     = 13,
	keywords     = {weight shift, expression, emotional/intentional messaging, social mediator robot, elicitation study, communication agent}
}
@inproceedings{10.1145/3313831.3376774,
	title        = {Broadening Exposure to Socio-Political Opinions via a Pushy Smart Home Device},
	author       = {Feltwell, Tom and Wood, Gavin and Brooker, Phillip and Rowland, Scarlett and Baumer, Eric P. S. and Long, Kiel and Vines, John and Barnett, Julie and Lawson, Shaun},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376774},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376774},
	abstract     = {Motivated by the effects of the filter bubble and echo chamber phenomena on social media, we developed a smart home device, Spkr, that unpredictably "pushes" socio-political discussion topics into the home. The device utilised trending Twitter discussions, categorised by their socio-political alignment, to present people with a purposefully assorted range of viewpoints. We deployed Spkr in 10 homes for 28 days with a diverse range of participants and interviewed them about their experiences. Our results show that Spkr presents a novel means of combating selective exposure to socio-political issues, providing participants with identifiably diverse viewpoints. Moreover, Spkr acted as a conversational prompt for discussion within the home, initiating collective processes and engaging those who would not often be involved in political discussions. We demonstrate how smart home assistants can be used as a catalyst for provocation by altering and pluralising political discussions within households.},
	numpages     = 14,
	keywords     = {echo chamber, selective exposure, filter bubble, pushy device, Nolan chart, socio-political discussion, viewpoint diversity, smart home technology}
}
@inproceedings{10.1145/3313831.3376763,
	title        = {Civic Empowerment through Digitalisation: The Case of Greenlandic Women},
	author       = {Wendt, Nicola and Jensen, Rikke Bjerg and Coles-Kemp, Lizzie},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376763},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376763},
	abstract     = {This paper explores the disruptive and transformative effects of digital technology on gendered security asymmetries in Greenland. Through ethnographic fieldwork conducted in Greenland and Denmark, research findings emerged through in-depth interviews, collaborative mappings and field observations with 51 participants. Employing a critical feminist lens, the paper identifies how Greenlandic women develop digital security practices to respond to Greenland's ecologically, politically and socially induced transformation processes. By connecting individual security concerns of Greenlandic women with the broader regional context, the findings highlight how digital technology has created transitory spaces in which collective security is cultivated, shaped and challenged. The contribution to HCI scholarship is therefore threefold: (1) identification and acknowledgement of gendered effects of increased usage of digital technology in remote and hard-to-reach communities, (2) a broader conceptualisation of digital security and (3) a recommendation for more contextualised, pluralistic digitalisation policies and design.},
	numpages     = 13,
	keywords     = {indigenous identity, women empowerment, digital security, Greenland}
}
@inproceedings{10.1145/3313831.3376757,
	title        = {Evaluating a Personalizable, Inconspicuous Vibrotactile(PIV) Breathing Pacer for In-the-Moment Affect Regulation},
	author       = {Miri, Pardis and Jusuf, Emily and Uusberg, Andero and Margarit, Horia and Flory, Robert and Isbister, Katherine and Marzullo, Keith and Gross, James J.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376757},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376757},
	abstract     = {Given the prevalence and adverse impact of anxiety, there is considerable interest in using technology to regulate anxiety. Evaluating the efficacy of such technology in terms of both the average effect (the intervention efficacy) and the heterogeneous effect (for whom and in what context the intervention was effective) is of paramount importance. In this paper, we demonstrate the efficacy of PIV, a personalized breathing pacer, in reducing anxiety in the presence of a cognitive stressor. We also quantify the relation between our specific stressor and PIV-user engagement. To our knowledge, this is the first mixed-design study of a vibrotactile affect regulation technology which accounts for a specific stressor and for individual differences in relation to the technology's efficacy. Guidelines in this paper can be applied for designing and evaluating other affect regulation technologies.},
	numpages     = 12,
	keywords     = {xgboost, respiration, wearable, pacer, machine learning, linear mixed model, vibrotactile, haptic, slow-paced breathing, anxiety, shapley values, affect regulation, affect}
}
@inproceedings{10.1145/3313831.3376754,
	title        = {Building and Validating a Scale for Secure Software Development Self-Efficacy},
	author       = {Votipka, Daniel and Abrokwa, Desiree and Mazurek, Michelle L.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–20},
	doi          = {10.1145/3313831.3376754},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376754},
	abstract     = {Security is an essential component of the software development lifecycle. Researchers and practitioners have developed educational interventions, guidelines, security analysis tools, and new APIs aimed at improving security. However, measuring any resulting improvement in secure development skill is challenging. As a proxy for skill, we propose to measure self-efficacy, which has been shown to correlate with skill in other contexts. Here, we present a validated scale measuring secure software-development self-efficacy (SSD-SES). We first reviewed popular secure-development frameworks and surveyed 22 secure-development experts to identify 58 unique tasks. Next, we asked 311 developers - over multiple rounds - to rate their skill at each task. We iteratively updated our questions to ensure they were easily understandable, showed adequate variance between participants, and demonstrated reliability. Our final 15-item scale contains two sub-scales measuring belief in ability to perform vulnerability identification and mitigation as well as security communications tasks.},
	numpages     = 20,
	keywords     = {secure development, scale development}
}
@inproceedings{10.1145/3313831.3376752,
	title        = {Welcome to the Course: Early Social Cues Influence Women's Persistence in Computer Science},
	author       = {Kizilcec, Rene F. and Saltarelli, Andrew and Bonfert-Taylor, Petra and Goudzwaard, Michael and Hamonic, Ella and Sharrock, R\'{e}mi},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376752},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376752},
	abstract     = {First impressions influence subsequent behavior, especially when deciding how much effort to invest in an activity such as taking an online course. In computer programming courses, a context where social group stereotypes are salient, social cues early in the course can be used strategically to affirm members of historically underrepresented groups in their sense of belonging. We tested this idea in two randomized field experiments (N=53,922) by varying the social identity and status of the presenter of a welcome video and assessing online learners' persistence and achievement. Counter to our hypotheses, we found lower persistence among women in certain age groups if the welcome video was presented by a female instructor or by lower-status peers. Men remained unaffected. The results suggest that women are more responsive to social cues in online STEM courses, an environment where their social identity has been negatively stereotyped. Presenting a male and female instructor together was an effective strategy for retaining women in the course.},
	numpages     = 13,
	keywords     = {inclusion, education, psychology, gender, computer science}
}
@inproceedings{10.1145/3313831.3376749,
	title        = {Review of Quantitative Empirical Evaluations of Technology for People with Visual Impairments},
	author       = {Brul\'{e}, Emeline and Tomlinson, Brianna J. and Metatla, Oussama and Jouffrais, Christophe and Serrano, Marcos},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376749},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376749},
	abstract     = {Addressing the needs of visually impaired people is of continued interest in Human Computer Interaction (HCI) research. Yet, one of the major challenges facing researchers in this field continues to be how to design adequate quantitative empirical evaluation for these users in HCI. In this paper, we analyse a corpus of 178 papers on technologies designed for people with visual impairments, published since 1988, and including at least one quantitative empirical evaluation (243 evaluations in total). To inform future research in this area, we provide an overview, historic trends and a unified terminology to design and report quantitative empirical evaluations. We identify open issues and propose a set of guidelines to address them. Our analysis aims to facilitate and stimulate future research on this topic.},
	numpages     = 14,
	keywords     = {literature review, education, assistive technology, experiments, evaluation methods, visual impairments}
}
@inproceedings{10.1145/3313831.3376747,
	title        = {Circle of Trust: A New Approach to Mobile Online Safety for Families},
	author       = {Ghosh, Arup Kumar and Hughes, Charles E. and Wisniewski, Pamela J.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376747},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376747},
	abstract     = {Traditional parental control applications designed to protect children and teens from online risks do so through parental restrictions and privacy-invasive monitoring. We propose a new approach to adolescent online safety that aims to strike a balance between a teen's privacy and their online safety through active communication and fostering trust between parents and children. We designed and developed an Android "app" called Circle of Trust and conducted a mixed methods user study of 17 parent-child pairs to understand their perceptions about the app. Using a within-subjects experimental design, we found that parents and children significantly preferred our new app design over existing parental control apps in terms of perceived usefulness, ease of use, and behavioral intent to use. By applying a lens of Value Sensitive Design to our interview data, we uncovered that parents and children who valued privacy, trust, freedom, and balance of power preferred our app over traditional apps. However, those who valued transparency and control preferred the status quo. Overall, we found that our app was better suited for teens than for younger children.},
	numpages     = 14,
	keywords     = {mobile smart phones, technical monitoring, adolescent online safety, parental mediation}
}
@inproceedings{10.1145/3313831.3376745,
	title        = {Lawful Users: Copyright Circumvention and Legal Constraints on Technology Use},
	author       = {Fiesler, Casey},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–11},
	doi          = {10.1145/3313831.3376745},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376745},
	abstract     = {The study of human-computer interaction requires consideration of aspects of interactions with technology that may be outside of the control of both user and designer. One example of when a user's question of "can I do this?" may have an answer beyond technological affordances is that of legal constraints. This paper considers an example of this phenomenon: section 1201 of the Digital Millennium Copyright Act (DMCA) in the United States, which criminalizes circumventing copyright protection such as digital rights management (DRM). The DMCA also includes a triennial policymaking process that considers exemptions to the law to protect "lawful users" from adverse effects. Through an analysis of public comments of support for exemptions, this paper explores the ways in which users see the law as a hindrance to desired uses of technology. This analysis sheds light on users' expectations for rights of use, how these expectations clash with policy, and what this might mean for technology designers. Drawing lessons from the infrastructure problem in HCI, this paper concludes with laying out solutions that can both work within policy constraints, and more importantly, work to change them.},
	numpages     = 11,
	keywords     = {copyright, dmca, policy, infrastructure, drm, law, ownership, accessibility}
}
@inproceedings{10.1145/3313831.3376724,
	title        = {"Transport Me Away": Fostering Flow in Open Offices through Virtual Reality},
	author       = {Ruvimova, Anastasia and Kim, Junhyeok and Fritz, Thomas and Hancock, Mark and Shepherd, David C.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376724},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376724},
	abstract     = {Open offices are cost-effective and continue to be popular. However, research shows that these environments, brimming with distractions and sensory overload, frequently hamper productivity. Our research investigates the use of virtual reality (VR) to mitigate distractions in an open office setting and improve one's ability to be in flow. In a lab study, 35 participants performed visual programming tasks in four combinations of physical (open or closed office) and virtual environments (beach or virtual office). While participants both preferred and were in flow more in a closed office without VR, in an open office, the VR environments outperformed the no VR condition in all measures of flow, performance, and preference. Especially considering the recent rapid advancements in VR, our findings illustrate the potential VR has to improve flow and satisfaction in open offices.},
	numpages     = 14,
	keywords     = {flow, virtual reality, open offices, work}
}
@inproceedings{10.1145/3313831.3376716,
	title        = {Feminist Living Labs as Research Infrastructures for HCI: The Case of a Video Game Company},
	author       = {Ahmadi, Michael and Eilert, Rebecca and Weibert, Anne and Wulf, Volker and Marsden, Nicola},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376716},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376716},
	abstract     = {The number of women in IT is still low and companies struggle to integrate female professionals. The aim of our research is to provide methodological support for understanding and sharing experiences of gendered practices in the IT industry and encouraging sustained reflection about these matters over time. We established a Living Lab with that end in view, aiming to enhance female participation in the IT workforce and committing ourselves to a participatory approach to the sharing of women's experiences. Here, using the case of a German video game company which participated in our Lab, we detail our lessons learned. We show that this kind of long-term participation involves challenges over the lifetime of the project but can lead to substantial benefits for organizations. Our findings demonstrate that Living Labs are suitable for giving voice to marginalized groups, addressing their concerns and evoking change possibilities. Nevertheless, uncertainties about long-term sustainability remain.},
	numpages     = 15,
	keywords     = {feminist research, gender, living lab, methodology, ethnography, feminist HCI, participatory action research}
}
@inproceedings{10.1145/3313831.3376715,
	title        = {Heteroglossia: In-Situ Story Ideation with the Crowd},
	author       = {Huang, Chieh-Yang and Huang, Shih-Hong and Huang, Ting-Hao Kenneth},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376715},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376715},
	abstract     = {Ideation is essential for creative writing. Many authors struggle to come up with ideas throughout the writing process, yet modern writing tools fail to provide on-the-spot assistance for writers when they get stuck. This paper introduces Heteroglossia, an add-on for Google Docs that allows writers to elicit story ideas from the online crowd using their text editors. Writers can share snippets of their working drafts and ask the crowd to provide follow-up story ideas based on it. Heteroglossia employs a strategy called "role play", where each worker is assigned a fictional character in a story and asked to brainstorm plot ideas from that character's perspective. Our deployment with two experienced story writers shows that Heteroglossia is easy to use and can generate interesting ideas. Heteroglossia allows us to gain insight into how future technologies can be developed to support ideation in creative writing.},
	numpages     = 12,
	keywords     = {ideation, story, crowdsourcing, role play, creative writing}
}
@inproceedings{10.1145/3313831.3376713,
	title        = {Designing in the Network of Relations for Species Conservation: The Playful Tingtibi Community Birdhouse},
	author       = {Dema, Tshering and Brereton, Margot and Esteban, Michael and Soro, Alessandro and Sherub, Sherub and Roe, Paul},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376713},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376713},
	abstract     = {This paper investigates connecting people in remote communities through nature in order to foster stewardship and conservation of endangered species. Global citizen science technologies have found success in urban, developed countries, but they typically rely on large distributed populations to gather or analyze data and do not suit sparsely populated and remote contexts. We undertook a long-term field study to iteratively co-design a tangible and playful nature engagement prototype in a remote World Heritage Area community. The prototype design fosters learning through ambient sounds as well as exploration and discovery of species through nature soundscape recordings. We found that the prototypes amplified locals' interest, became embedded in community relations and gradually led to placemaking of new engagement 'spaces' and of newer forms. We contribute lessons learned on how design can foster nature engagement and stewardship of endangered species by heeding Suchman's call for design to "enter networks of relations that make technology possible". We contribute design implications and new design foci HCI/Citizen science engagement for species conservation.},
	numpages     = 14,
	keywords     = {wilderness soundscapes, endangered species stewardship, tingtibi birdhouse, citizen science interfaces, social and playful, network of relations, nature engagement}
}
@inproceedings{10.1145/3313831.3376702,
	title        = {Acoustic Transparency and the Changing Soundscape of Auditory Mixed Reality},
	author       = {McGill, Mark and Brewster, Stephen and McGookin, David and Wilson, Graham},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–16},
	doi          = {10.1145/3313831.3376702},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376702},
	abstract     = {Auditory headsets capable of actively or passively intermixing both real and virtual sounds are in-part acoustically transparent. This paper explores the consequences of acoustic transparency, both on the perception of virtual audio content, given the presence of a real-world auditory backdrop, and more broadly in facilitating a wearable, personal, private, always-available soundspace. We experimentally compare passive acoustically transparent, and active noise cancelling, orientation-tracked auditory headsets across a range of content types, both indoors and outdoors for validity. Our results show differences in terms of presence, realness and externalization for select content types. Via interviews and a survey, we discuss attitudes toward acoustic transparency (e.g. being perceived as safer), the potential shifts in audio usage that might be precipitated by adoption, and reflect on how such headsets and experiences fit within the area of Mixed Reality.},
	numpages     = 16,
	keywords     = {mixed reality, acoustic transparency, audio}
}
@inproceedings{10.1145/3313831.3376688,
	title        = {An Exploratory Study of Augmented Reality Presence for Tutoring Machine Tasks},
	author       = {Cao, Yuanzhi and Qian, Xun and Wang, Tianyi and Lee, Rachel and Huo, Ke and Ramani, Karthik},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376688},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376688},
	abstract     = {Machine tasks in workshops or factories are often a compound sequence of local, spatial, and body-coordinated human-machine interactions. Prior works have shown the merits of video-based and augmented reality (AR) tutoring systems for local tasks. However, due to the lack of a bodily representation of the tutor, they are not as effective for spatial and body-coordinated interactions. We propose avatars as an additional tutor representation to the existing AR instructions. In order to understand the design space of tutoring presence for machine tasks, we conduct a comparative study with 32 users. We aim to explore the strengths/limitations of the following four tutor options: video, non-avatar-AR, half-body+AR, and full-body+AR. The results show that users prefer the half-body+AR overall, especially for the spatial interactions. They have a preference for the full-body+AR for the body-coordinated interactions and the non-avatar-AR for the local interactions. We further discuss and summarize design recommendations and insights for future machine task tutoring systems.},
	numpages     = 13,
	keywords     = {avatar tutor, tutoring system design, augmented reality, machine task, exploratory study}
}
@inproceedings{10.1145/3313831.3376687,
	title        = {Improving Virtual Reality Ergonomics Through Reach-Bounded Non-Linear Input Amplification},
	author       = {Wentzel, Johann and d'Eon, Greg and Vogel, Daniel},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376687},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376687},
	abstract     = {Input amplification enables easier movement in virtual reality (VR) for users with mobility issues or in confined spaces. However, current techniques either do not focus on maintaining feelings of body ownership, or are not applicable to general VR tasks. We investigate a general purpose non-linear transfer function that keeps the user's reach within reasonable bounds to maintain body ownership. The technique amplifies smaller movements from a user-definable neutral point into the expected larger movements using a configurable Hermite curve. Two experiments evaluate the approach. The first establishes that the technique has comparable performance to the state-of-the-art, increasing physical comfort while maintaining task performance and body ownership. The second explores the characteristics of the technique over a wide range of amplification levels. Using the combined results, design and implementation recommendations are provided with potential applications to related VR transfer functions.},
	numpages     = 12,
	keywords     = {ergonomics, interaction techniques, input re-mapping}
}
@inproceedings{10.1145/3313831.3376670,
	title        = {Vipo: Spatial-Visual Programming with Functions for Robot-IoT Workflows},
	author       = {Huang, Gaoping and Rao, Pawan S. and Wu, Meng-Han and Qian, Xun and Nof, Shimon Y. and Ramani, Karthik and Quinn, Alexander J.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376670},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376670},
	abstract     = {Mobile robots and IoT (Internet of Things) devices can increase productivity, but only if they can be programmed by workers who understand the domain. This is especially true in manufacturing. Visual programming in the spatial context of the operating environment can enable mental models at a familiar level of abstraction. However, spatial-visual programming is still in its infancy; existing systems lack IoT integration and fundamental constructs, such as functions, that are essential for code reuse, encapsulation, or recursive algorithms. We present Vipo, a spatial-visual programming system for robot-IoT workflows. Vipo was designed with input from managers at six factories using mobile robots. Our user study (n=22) evaluated efficiency, correctness, comprehensibility of spatial-visual programming with functions.},
	numpages     = 13,
	keywords     = {spatial visual programming, robots, internet of things}
}
@inbook{10.1145/3313831.3376663,
	title        = {Ecology Meets Computer Science: Designing Tools to Reconcile People, Data, and Practices},
	author       = {Vella, Kellie and Oliver, Jessica L. and Dema, Tshering and Brereton, Margot and Roe, Paul},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	pages        = {1–13},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376663},
	abstract     = {Ecoacoustics draws together computer scientists and ecologists to achieve an understanding of ecosystems and wildlife using acoustic recordings of the environment. Computer scientists are challenged to manage increasingly large datasets while developing analytic and visualisation tools. Ecologists struggle to find and use tools that answer highly heterogeneous research questions. These two fields are naturally drawn together at the tool interface, however, less attention has been paid to how their practices influence tool design and use. We interviewed and collected email correspondence from four computer scientists and eight ecologists to learn how their practices indicate opportunities for reconciling difference through design. We found that different temporal rhythms, relationships to data, and data-driven questions demand tool configuration, data integration, and standardisation. This research outlines interfacing opportunities for new ecological research utilising large acoustic datasets, and also contributes to evolving HCI approaches in areas making use of big data and human-in-the-loop processes.},
	numpages     = 13
}
@inproceedings{10.1145/3313831.3376655,
	title        = {Kirigami Haptic Swatches: Design Methods for Cut-and-Fold Haptic Feedback Mechanisms},
	author       = {Chang, Zekun and Ta, Tung D. and Narumi, Koya and Kim, Heeju and Okuya, Fuminori and Li, Dongchi and Kato, Kunihiro and Qi, Jie and Miyamoto, Yoshinobu and Saito, Kazuya and Kawahara, Yoshihiro},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376655},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376655},
	abstract     = {Kirigami Haptic Swatches demonstrate how kirigami and origami based structures enable sophisticated haptic feedback through simple cut-and-fold fabrication techniques. We leverage four types of geometric patterns: rotational erection system (RES), split-fold waterbomb (SFWB), the overlaid structure of SFWB and RES (SFWB+RES), and cylindrical origami, to render different sets of haptic feedback (i.e. linear, bistable, bouncing snap-through, and rotational force behaviors, respectively). In each structure, not only the form factor but also the force feedback properties can be tuned through geometric parameters. We experimentally analyzed and modeled the structures, and implemented software to automatically generate 2D patterns for desired haptic properties. We also demonstrate five example applications including an assistive custom keyboard, rotational switch, multi-sensory toy, task checklist, and phone accessories. We believe the Kirigami Haptic Swatches helps tinkerers, designers, and even researchers to create interactions that enrich our haptic experience.},
	numpages     = 12,
	keywords     = {paper button, Kirigami structure, computational fabrication, haptics, design methods}
}
@inproceedings{10.1145/3313831.3376654,
	title        = {The Impact of Displaying Diversity Information on the Formation of Self-Assembling Teams},
	author       = {G\'{o}mez-Zar\'{a}, Diego and Guo, Mengzi and DeChurch, Leslie A. and Contractor, Noshir},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376654},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376654},
	abstract     = {Despite the benefits of team diversity, individuals often choose to work with similar others. Online team formation systems have the potential to help people assemble diverse teams. Systems can connect people to collaborators outside their networks, and features can quantify and raise the salience of diversity to users as they search for prospective teammates. But if we build a feature indicating diversity into the tool, how will people react to it? Two experiments manipulating the presence or absence of a "diversity score" feature within a teammate recommender demonstrate that, when present, individuals avoid collaborators who would increase team diversity in favor of those who lower team diversity. These results have important practical implications. Though the increased access to diverse teammates provided by recommender systems may benefit diversity, designers are cautioned against creating features that raise the salience of diversity as this information may undermine diversity.},
	numpages     = 15,
	keywords     = {social recommenders, diversity, team formation, teams, mixed-effect logistic regressions}
}
@inproceedings{10.1145/3313831.3376653,
	title        = {Menstrual (Im)Mobilities and Safe Spaces},
	author       = {Tuli, Anupriya and Chopra, Shaan and Singh, Pushpendra and Kumar, Neha},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376653},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376653},
	abstract     = {In cultural contexts where menstruation is a stigmatized health topic, daily management of menstrual hygiene comes with its set of challenges. Our research aims to identify and examine such challenges faced during menstruation in the urban environs of Delhi, India. Through participatory design activities and interviews conducted with 35 participants who identified as menstruating and female, and a survey with 139 responses, we investigate how participants deal with their periods on the go. We also examine participants' conceptualizations of safe spaces, where they are able to deal with their period on their own terms. Finally, we discuss how menstrual mobilities are being, and might be, supported through technology-based interventions for a third space, targeting the legibility, literacy, and legitimacy of surrounding environments.},
	numpages     = 15,
	keywords     = {menstrual health, hci4d, mobilities, india, menstruation, safe spaces, menstrual hygiene}
}
@inproceedings{10.1145/3313831.3376648,
	title        = {Social Technology Appropriation in Dementia: Investigating the Role of Caregivers in Engaging People with Dementia with a Videogame-Based Training System},
	author       = {Unbehaun, David and Aal, Konstantin and Vaziri, Daryoush Daniel and Tolmie, Peter David and Wieching, Rainer and Randall, David and Wulf, Volker},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376648},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376648},
	abstract     = {There has been increasing interest in designing for dementia in recent years. Empirical investigation is now needed of the long-term role of caregivers in appropriating ICTs into the complex daily life of people with dementia (PwD). We present here the outcomes of a 4-month evaluation of the individual, social and institutional impact of a videogame-based training system. The everyday behavior and interactions of 52 PwD and 25 caregivers was studied qualitatively, focusing on the role played by caregivers in integrating the system into daily routines. Our results indicate that the successful appropriation of ICT for PwD depends partly on the physical, cognitive and social benefits for PwD, but especially on the added value perceived by their social care-network. We discuss the need for design in dementia to develop more socially embedded innovations that can address the social actors involved and thus contribute to practical solutions for professional and private care.},
	numpages     = 15,
	keywords     = {appropriation, care, caregiver, dementia, ICT, exergame}
}
@inproceedings{10.1145/3313831.3

repository: HighTemplar-wjiang/Crawlers

repo_name: HighTemplar-wjiang/Crawlers