text:
@inproceedings{10.1145/3313831.3376411,
	title        = {Companionship Is Not a Function: The Effect of a Novel Robotic Object on Healthy Older Adults' Feelings of "Being-Seen"},
	author       = {Zuckerman, Oren and Walker, Dina and Grishko, Andrey and Moran, Tal and Levy, Chen and Lisak, Barak and Wald, Iddo Yehoshua and Erel, Hadas},
	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          = {10.1145/3313831.3376411},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376411},
	abstract     = {One of the challenges faced by healthy older adults is experiencing feelings of not "being-seen". Companion robots, commonly designed with zoomorphic or humanoid appearance show success among clinical older adults, but healthy older adults find them degrading. We present the design and implementation of a novel non-humanoid robot. The robot's primary function is a cognitive word game. Social interaction is conveyed as a secondary function, using non-verbal gestures, inspired by dancers' movement. In a lab study, 39 healthy older adults interacted with the prototype in 3 conditions: Companion-Function; Game-Function; and No-Function. Results show the non-verbal gestures were associated with feelings of "being-seen", and willingness to accept the robot into their home was influenced by its function, with game significantly higher than companion. We conclude that robot designers should further explore the potential of non-humanoid robots as a new class of companion robots, with a primary function that is not companionship.},
	numpages     = 14,
	keywords     = {non-humanoid robot, acceptance, successful aging, older adults, tangible interaction, loneliness, social-interaction}
}
@inproceedings{10.1145/3313831.3376392,
	title        = {Critical Race Theory for HCI},
	author       = {Ogbonnaya-Ogburu, Ihudiya Finda and Smith, Angela D.R. and To, Alexandra and Toyama, Kentaro},
	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          = {10.1145/3313831.3376392},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376392},
	abstract     = {The human-computer interaction community has made some efforts toward racial diversity, but the outcomes remain meager. We introduce critical race theory and adapt it for HCI to lay a theoretical basis for race-conscious efforts, both in research and within our community. Building on the theory's original tenets, we argue that racism is pervasive in everyday socio-technical systems; that the HCI community is prone to "interest convergence", where concessions to inclusion require benefits to those in power; and that the neoliberal underpinnings of the technology industry itself propagate racism. Critical race theory uses storytelling as a means to upend deep-seated assumptions, and we relate several personal stories to highlight ongoing problems of race in HCI. The implications: all HCI research must be attuned to issues of race; participation of underrepresented minorities must be sought in all of our activities; and as a community, we cannot become comfortable while racial disparities exist.},
	numpages     = 16,
	keywords     = {storytelling, race, theory, racism, critical race theory}
}
@inproceedings{10.1145/3313831.3376372,
	title        = {Embodiment Effects in Interactions with Failing Robots},
	author       = {Kontogiorgos, Dimosthenis and van Waveren, Sanne and Wallberg, Olle and Pereira, Andre and Leite, Iolanda and Gustafson, Joakim},
	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          = {10.1145/3313831.3376372},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376372},
	abstract     = {The increasing use of robots in real-world applications will inevitably cause users to encounter more failures in interactions. While there is a longstanding effort in bringing human-likeness to robots, how robot embodiment affects users' perception of failures remains largely unexplored. In this paper, we extend prior work on robot failures by assessing the impact that embodiment and failure severity have on people's behaviours and their perception of robots. Our findings show that when using a smart-speaker embodiment, failures negatively affect users' intention to frequently interact with the device, however not when using a human-like robot embodiment. Additionally, users significantly rate the human-like robot higher in terms of perceived intelligence and social presence. Our results further suggest that in higher severity situations, human-likeness is distracting and detrimental to the interaction. Drawing on quantitative findings, we discuss benefits and drawbacks of embodiment in robot failures that occur in guided tasks.},
	numpages     = 14,
	keywords     = {social robots, common ground, smart-speakers, guided tasks, conversational failures, time pressure}
}
@inproceedings{10.1145/3313831.3376361,
	title        = {Supporting Stimulation Needs in Dementia Care through Wall-Sized Displays},
	author       = {Sas, Corina and Davies, Nigel and Clinch, Sarah and Shaw, Peter and Mikusz, Mateusz and Steeds, Madeleine and Nohrer, Lukas},
	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          = {10.1145/3313831.3376361},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376361},
	abstract     = {Beside reminiscing, the increasing cognitive decline in dementia can also be addressed through sensory stimulation allowing the immediate, nonverbal engagement with the world through one's senses. Much HCI work has prioritized cognitive stimulation for reminiscing or personhood often on small screens, while less research has explored sensory stimulation like the one enabled by large displays. We describe a year-long deployment in a residential care home of a wall-sized display, and explored its domestication through 24 contextual interviews. Findings indicate strong engagement and attachment to the display which has inspired four psychosocial interventions using online generic content. We discuss the value of these findings for personhood through residents' exercise of choices, the tension between generic/personal content and its public/private use, the importance of participatory research approach to domestication, and the infrastructure-based prototype, illustrated by the DementiaWall and its generative quality.},
	numpages     = 16,
	keywords     = {memory technologies, wall-sized displays, reminiscing, psychosocial informal interventions, stimulation, dementia}
}
@inproceedings{10.1145/3313831.3376350,
	title        = {A Comparison of Geographical Propagation Visualizations},
	author       = {Pe\~{n}a-Araya, Vanessa and Bezerianos, Anastasia and Pietriga, Emmanuel},
	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          = {10.1145/3313831.3376350},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376350},
	abstract     = {Geographical propagation phenomena occur in multiple domains, such as in epidemiology and social media. Propagation dynamics are often complex, and visualizations play a key role in helping subject-matter experts understand and analyze them. However, there is little empirical data about the effectiveness of the various strategies used to visualize geographical propagation. To fill this gap, we conduct an experiment to evaluate the effectiveness of three strategies: an animated map, small-multiple maps, and a single map with glyphs. We compare them under five tasks that vary in one of the following dimensions: propagation scope, direction, speed, peaks, and spatial jumps. Our results show that small-multiple maps perform best overall, but that the effectiveness of each visualization varies depending on the task considered.},
	numpages     = 14,
	keywords     = {propagation, animation, small-multiples, geo-temporal data}
}
@inproceedings{10.1145/3313831.3376348,
	title        = {Dear Pictograph: Investigating the Role of Personalization and Immersion for Consuming and Enjoying Visualizations},
	author       = {Romat, Hugo and Henry Riche, Nathalie and Hurter, Christophe and Drucker, Steven and Amini, Fereshteh and Hinckley, Ken},
	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          = {10.1145/3313831.3376348},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376348},
	abstract     = {Much of the visualization literature focuses on assessment of visual representations with regard to their effectiveness for understanding data. In the present work, we instead focus on making data visualization experiences more enjoyable, to foster deeper engagement with data. We investigate two strategies to make visualization experiences more enjoyable and engaging: personalization, and immersion. We selected pictographs (composed of multiple data glyphs) as this representation affords creative freedom, allowing people to craft symbolic or whimsical shapes of personal significance to represent data. We present the results of a qualitative study with 12 participants crafting pictographs using a large pen-enabled device and while immersed within a VR environment. Our results indicate that personalization and immersion both have positive impact on making visualizations more enjoyable experiences.},
	numpages     = 13,
	keywords     = {visualization, immersion, personalization, qualitative study}
}
@inproceedings{10.1145/3313831.3376333,
	title        = {PneuSleeve: In-Fabric Multimodal Actuation and Sensing in a Soft, Compact, and Expressive Haptic Sleeve},
	author       = {Zhu, Mengjia and Memar, Amirhossein H. and Gupta, Aakar and Samad, Majed and Agarwal, Priyanshu and Visell, Yon and Keller, Sean J. and Colonnese, Nicholas},
	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          = {10.1145/3313831.3376333},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376333},
	abstract     = {Integration of soft haptic devices into garments can improve their usability and wearability for daily computing interactions. In this paper, we introduce PneuSleeve, a fabric-based, compact, and highly expressive forearm sleeve which can render a broad range of haptic stimuli including compression, skin stretch, and vibration. The haptic stimuli are generated by controlling pneumatic pressure inside embroidered stretchable tubes. The actuation configuration includes two compression actuators on the proximal and distal forearm, and four uniformly distributed linear actuators around and tangent to the forearm. Further, to ensure a suitable grip force, two soft mutual capacitance sensors are fabricated and integrated into the compression actuators, and a closed-loop force controller is implemented. We physically characterize the static and dynamic behavior of the actuators, as well as the performance of closed-loop control. We quantitatively evaluate the psychophysical characteristics of the six actuators in a set of user studies. Finally, we show the expressiveness of PneuSleeve by evaluating combined haptic stimuli using subjective assessments.},
	numpages     = 12,
	keywords     = {skin stretch, compression, wearables, pneumatic actuation, haptics, vibration, multimodal haptic display, closed-loop haptic rendering}
}
@inproceedings{10.1145/3313831.3376320,
	title        = {"Hi! I Am the Crowd Tasker" Crowdsourcing through Digital Voice Assistants},
	author       = {Hettiachchi, Danula and Sarsenbayeva, Zhanna and Allison, Fraser and van Berkel, Niels and Dingler, Tilman and Marini, Gabriele and Kostakos, Vassilis and Goncalves, Jorge},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376320},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376320},
	abstract     = {Inspired by the increasing prevalence of digital voice assistants, we demonstrate the feasibility of using voice interfaces to deploy and complete crowd tasks. We have developed Crowd Tasker, a novel system that delivers crowd tasks through a digital voice assistant. In a lab study, we validate our proof-of-concept and show that crowd task performance through a voice assistant is comparable to that of a web interface for voice-compatible and voice-based crowd tasks for native English speakers. We also report on a field study where participants used our system in their homes. We find that crowdsourcing through voice can provide greater flexibility to crowd workers by allowing them to work in brief sessions, enabling multi-tasking, and reducing the time and effort required to initiate tasks. We conclude by proposing a set of design guidelines for the creation of crowd tasks for voice and the development of future voice-based crowdsourcing systems.},
	numpages     = 14,
	keywords     = {crowdsourcing, smart speakers, digital voice assistants, voice user interface}
}
@inproceedings{10.1145/3313831.3376318,
	title        = {Studying the Effects of Cognitive Biases in Evaluation of Conversational Agents},
	author       = {Santhanam, Sashank and Karduni, Alireza and Shaikh, Samira},
	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          = {10.1145/3313831.3376318},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376318},
	abstract     = {Humans quite frequently interact with conversational agents. The rapid advancement in generative language modeling through neural networks has helped advance the creation of intelligent conversational agents. Researchers typically evaluate the output of their models through crowdsourced judgments, but there are no established best practices for conducting such studies. Moreover, it is unclear if cognitive biases in decision-making are affecting crowdsourced workers' judgments when they undertake these tasks. To investigate, we conducted a between-subjects study with 77 crowdsourced workers to understand the role of cognitive biases, specifically anchoring bias, when humans are asked to evaluate the output of conversational agents. Our results provide insight into how best to evaluate conversational agents. We find increased consistency in ratings across two experimental conditions may be a result of anchoring bias. We also determine that external factors such as time and prior experience in similar tasks have effects on inter-rater consistency.},
	numpages     = 13,
	keywords     = {conversational agents, experiment design, human evaluation, anchoring bias}
}
@inproceedings{10.1145/3313831.3376312,
	title        = {A Change of Perspective: How User Orientation Influences the Perception of Physicalizations},
	author       = {Sauv\'{e}, Kim and Potts, Dominic and Alexander, Jason and Houben, Steven},
	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          = {10.1145/3313831.3376312},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376312},
	abstract     = {As physicalizations encode data in their physical 3D form, the orientation in which the user is viewing the physicalization may impact the way the information is perceived. However, this relation between user orientation and perception of physical properties is not well understood or studied. To investigate this relation, we conducted an experimental study with 20 participants who viewed 6 exemplars of physicalizations from 4 different perspectives. Our findings show that perception is directly influenced by user orientation as it affects (i) the number and type of clusters, (ii) anomalies and (iii) extreme values identified within a physicalization. Our results highlight the complexity and variability of the relation between user orientation and perception of physicalizations.},
	numpages     = 12,
	keywords     = {data physicalization, user orientation, physical visualization}
}
@inproceedings{10.1145/3313831.3376308,
	title        = {"My Library Has Just Been Obliterated": Producing New Norms of Use Via Software Update},
	author       = {Morreale, Fabio and Eriksson, Maria},
	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          = {10.1145/3313831.3376308},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376308},
	abstract     = {Software updates are commonly perceived as tools for fixing flaws and improving functionality. In this paper, we problematise this view by showing how software updates may also be used by vendors to create new norms of use that control user behaviour and reduce their agency. We explore the nature and aftermath of a controversial software update that was released by Spotify in June 2019. By analysing almost 3,500 reactions to this update, we show how it removed and modified several features in ways that severely affected users' capability to organise, navigate, and maintain their music libraries, while it pushed modes of listening that delegate song selection to Spotify. Elaborating upon our results, we discuss how updates may be used as political tools that privilege certain forms of behaviour while restricting others. We also portray updates as sites where ongoing struggles and negotiations regarding user agency and digital ownership take place.},
	numpages     = 13,
	keywords     = {protocological power, spotify, normative affordances, music streaming, psychological ownership, critical computing}
}
@inproceedings{10.1145/3313831.3376305,
	title        = {Embroidered Resistive Pressure Sensors: A Novel Approach for Textile Interfaces},
	author       = {Aigner, Roland and Pointner, Andreas and Preindl, Thomas and Parzer, Patrick and Haller, 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        = {1–13},
	doi          = {10.1145/3313831.3376305},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376305},
	abstract     = {We present a novel method for augmenting arbitrary fabrics with textile-based pressure sensors using an off-the-shelf embroidery machine. We apply resistive textiles and conductive yarns on top of a base fabric, to yield a flexible and versatile continuous sensing device, which is based on the widespread principle of force sensitive resistors. The patches can easily be attached to measurement and/or computing devices, e.g. for controlling accessories. In this paper, we investigate the impacts of related design and fabrication parameters, introduce five different pattern designs, and discuss their pros and cons. We present crucial insights and recommendations for design and manufacturing of embroidered pressure sensors. Our sensors show a very low activation threshold, as well as good dynamic range, signal-to-noise ratio, and part-to-part repeatability.},
	numpages     = 13,
	keywords     = {smart textiles, embroidered force sensitive resistance, space-filling patterns, embroidery, textile sensor}
}
@inbook{10.1145/3313831.3376264,
	title        = {Informing the Design of Privacy-Empowering Tools for the Connected Home},
	author       = {Seymour, William and Kraemer, Martin J. and Binns, Reuben and Van Kleek, Max},
	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        = {1–14},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376264},
	abstract     = {Connected devices in the home represent a potentially grave new privacy threat due to their unfettered access to the most personal spaces in people's lives. Prior work has shown that despite concerns about such devices, people often lack sufficient awareness, understanding, or means of taking effective action. To explore the potential for new tools that support such needs directly we developed Aretha, a privacy assistant technology probe that combines a network disaggregator, personal tutor, and firewall, to empower end-users with both the knowledge and mechanisms to control disclosures from their homes. We deployed Aretha in three households over six weeks, with the aim of understanding how this combination of capabilities might enable users to gain awareness of data disclosures by their devices, form educated privacy preferences, and to block unwanted data flows. The probe, with its novel affordances-and its limitations-prompted users to co-adapt, finding new control mechanisms and suggesting new approaches to address the challenge of regaining privacy in the connected home.},
	numpages     = 14
}
@inproceedings{10.1145/3313831.3376261,
	title        = {Unmet Needs and Opportunities for Mobile Translation AI},
	author       = {Liebling, Daniel J. and Lahav, Michal and Evans, Abigail and Donsbach, Aaron and Holbrook, Jess and Smus, Boris and Boran, Lindsey},
	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          = {10.1145/3313831.3376261},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376261},
	abstract     = {Translation apps and devices are often presented in the context of providing assistance while traveling abroad. However, the spectrum of needs for cross-language communication is much wider. To investigate these needs, we conducted three studies with populations spanning socioeconomic status and geographic regions: (1) United States-based travelers, (2) migrant workers in India, and (3) immigrant populations in the United States. We compare frequent travelers' perception and actual translation needs with those of the two migrant communities. The latter two, with low language proficiency, have the greatest translation needs to navigate their daily lives. However, current mobile translation apps do not meet these needs. Our findings provide new insights on the usage practices and limitations of mobile translation tools. Finally, we propose design implications to help apps better serve these unmet needs.},
	numpages     = 13,
	keywords     = {migrants, speech, machine translation, immigrants, mobile, emerging markets}
}
@inproceedings{10.1145/3313831.3376255,
	title        = {Smart Home Beyond the Home: A Case for Community-Based Access Control},
	author       = {Tabassum, Madiha and Kropczynski, Jess and Wisniewski, Pamela and Lipford, Heather Richter},
	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          = {10.1145/3313831.3376255},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376255},
	abstract     = {As smart devices are becoming commonplace in homes, we need to explore the needs of not just the residents of the home, but also of secondary stakeholders who may be granted access to these devices from outside of the home. We conducted a mixed methods study, which included a survey of 163 smart home device owners and a follow-up interview with 13 individuals who currently share their smart home devices with others outside of their home. Nearly half (47.8%) of our survey participants shared at least one smart home device with someone that did not live with them. Individuals sought greater safety and security by providing remote access to trusted family members or friends. By understanding users' perspectives about privacy and trust in relation to sharing smart home devices beyond the home, we build a case for community-based access control of smart home devices in the Internet of Things.},
	numpages     = 12,
	keywords     = {smart home, access control, community}
}
@inproceedings{10.1145/3313831.3376234,
	title        = {MagTouch: Robust Finger Identification for a Smartwatch Using a Magnet Ring and a Built-in Magnetometer},
	author       = {Park, Keunwoo and Kim, Daehwa and Heo, Seongkook and Lee, Geehyuk},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376234},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376234},
	abstract     = {Completing tasks on smartwatches often requires multiple gestures due to the small size of the touchscreens and the lack of sufficient number of touch controls that are easily accessible with a finger. We propose to increase the number of functions that can be triggered with the touch gesture by enabling a smartwatch to identify which finger is being used. We developed MagTouch, a method that uses a magnetometer embedded in an off-the-shelf smartwatch. It measures the magnetic field of a magnet fixed to a ring worn on the middle finger. By combining the measured magnetic field and the touch location on the screen, MagTouch recognizes which finger is being used. The tests demonstrated that MagTouch can differentiate among the three fingers used to make contacts at a success rate of 95.03%.},
	numpages     = 13,
	keywords     = {smartwatch, magnetic, touch, finger identification}
}
@inproceedings{10.1145/3313831.3376218,
	title        = {ArguLens: Anatomy of Community Opinions On Usability Issues Using Argumentation Models},
	author       = {Wang, Wenting and Arya, Deeksha and Novielli, Nicole and Cheng, Jinghui and Guo, Jin L.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          = {10.1145/3313831.3376218},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376218},
	abstract     = {In open-source software (OSS), the design of usability is often influenced by the discussions among community members on platforms such as issue tracking systems (ITSs). However, digesting the rich information embedded in issue discussions can be a major challenge due to the vast number and diversity of the comments. We propose and evaluate ArguLens, a conceptual framework and automated technique leveraging an argumentation model to support effective understanding and consolidation of community opinions in ITSs. Through content analysis, we anatomized highly discussed usability issues from a large, active OSS project, into their argumentation components and standpoints. We then experimented with supervised machine learning techniques for automated argument extraction. Finally, through a study with experienced ITS users, we show that the information provided by ArguLens supported the digestion of usability-related opinions and facilitated the review of lengthy issues. ArguLens provides the direction of designing valuable tools for high-level reasoning and effective discussion about usability.},
	numpages     = 14,
	keywords     = {open source software, online communities, issue discussion analysis, argumentation analysis, usability}
}
@inproceedings{10.1145/3313831.3376195,
	title        = {Therminator: Understanding the Interdependency of Visual and On-Body Thermal Feedback in Virtual Reality},
	author       = {G\"{u}nther, Sebastian and M\"{u}ller, Florian and Sch\"{o}n, Dominik and Elmoghazy, Omar and M\"{u}hlh\"{a}user, Max and Schmitz, Martin},
	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          = {10.1145/3313831.3376195},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376195},
	abstract     = {Recent advances have made Virtual Reality (VR) more realistic than ever before. This improved realism is attributed to today's ability to increasingly appeal to human sensations, such as visual, auditory or tactile. While research also examines temperature sensation as an important aspect, the interdependency of visual and thermal perception in VR is still underexplored. In this paper, we propose Therminator, a thermal display concept that provides warm and cold on-body feedback in VR through heat conduction of flowing liquids with different temperatures. Further, we systematically evaluate the interdependency of different visual and thermal stimuli on the temperature perception of arm and abdomen with 25 participants. As part of the results, we found varying temperature perception depending on the stimuli, as well as increasing involvement of users during conditions with matching stimuli.},
	numpages     = 14,
	keywords     = {thermal feedback, temperature, virtual reality, haptics}
}
@inproceedings{10.1145/3313831.3376186,
	title        = {Move Your Body: Engaging Museum Visitors with Human-Data Interaction},
	author       = {Trajkova, Milka and Alhakamy, A'aeshah and Cafaro, Francesco and Mallappa, Rashmi and Kankara, Sreekanth R.},
	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          = {10.1145/3313831.3376186},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376186},
	abstract     = {Museums have embraced embodied interaction: its novelty generates buzz and excitement among their patrons, and it has enormous educational potential. Human-Data Interaction (HDI) is a class of embodied interactions that enables people to explore large sets of data using interactive visualizations that users control with gestures and body movements. In museums, however, HDI installations have no utility if visitors do not engage with them. In this paper, we present a quasi-experimental study that investigates how different ways of representing the user ("mode type") next-to a data visualization alters the way in which people engage with a HDI system. We consider four mode types: avatar, skeleton, camera overlay, and control. Our findings indicate that the mode type impacts the number of visitors that interact with the installation, the gestures that people do, and the amount of time that visitors spend observing the data on display and interacting with the system.},
	numpages     = 13,
	keywords     = {informal learning, public displays, human-data interaction, museums, embodied interaction}
}
@inproceedings{10.1145/3313831.3376176,
	title        = {CARoma Therapy: Pleasant Scents Promote Safer Driving, Better Mood, and Improved Well-Being in Angry Drivers},
	author       = {Dmitrenko, Dmitrijs and Maggioni, Emanuela and Brianza, Giada and Holthausen, Brittany E. and Walker, Bruce N. and Obrist, Marianna},
	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          = {10.1145/3313831.3376176},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376176},
	abstract     = {Driving is a task that is often affected by emotions. The effect of emotions on driving has been extensively studied. Anger is an emotion that dominates in such investigations. Despite the knowledge on strong links between scents and emotions, few studies have explored the effect of olfactory stimulation in a context of driving. Such an outcome provides HCI practitioners very little knowledge on how to design for emotions using olfactory stimulation in the car. We carried out three studies to select scents of different valence and arousal levels (i.e. rose, peppermint, and civet) and anger eliciting stimuli (i.e. affective pictures and on-road events). We used this knowledge to conduct the fourth user study investigating how the selected scents change the emotional state, well-being, and driving behaviour of drivers in an induced angry state. Our findings enable better decisions on what scents to choose when designing interactions for angry drivers.},
	numpages     = 13,
	keywords     = {notification systems, smell, multimodal interfaces, perception, in-car user interfaces, odour stimulation, emotions}
}
@inproceedings{10.1145/3313831.3376175,
	title        = {"I Hear You, I Feel You": Encouraging Deep Self-Disclosure through a Chatbot},
	author       = {Lee, Yi-Chieh and Yamashita, Naomi and Huang, Yun and Fu, Wai},
	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          = {10.1145/3313831.3376175},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376175},
	abstract     = {Chatbots have great potential to serve as a low-cost, effective tool to support people's self-disclosure. Prior work has shown that reciprocity occurs in human-machine dialog; however, whether reciprocity can be leveraged to promote and sustain deep self-disclosure over time has not been systematically studied. In this work, we design, implement and evaluate a chatbot that has self-disclosure features when it performs small talk with people. We ran a study with 47 participants and divided them into three groups to use different chatting styles of the chatbot for three weeks. We found that chatbot self-disclosure had a reciprocal effect on promoting deeper participant self-disclosure that lasted over the study period, in which the other chat styles without self-disclosure features failed to deliver. Chatbot self-disclosure also had a positive effect on improving participants' perceived intimacy and enjoyment over the study period. Finally, we reflect on the design implications of chatbots where deep self-disclosure is needed over time.},
	numpages     = 12,
	keywords     = {chatbot, conversation, self-disclosure, mental well-being}
}
@inproceedings{10.1145/3313831.3376174,
	title        = {"No Powers, Man!": A Student Perspective on Designing University Smart Building Interactions},
	author       = {Mitchell Finnigan, Samantha and Clear, Adrian 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          = {10.1145/3313831.3376174},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376174},
	abstract     = {Smart buildings offer an opportunity for better performance and enhanced experience by contextualising services and interactions to the needs and practices of occupants. Yet, this vision is limited by established approaches to building management, delivered top-down through professional facilities management teams, opening up an interaction-gap between occupants and the spaces they inhabit. To address the challenge of how smart buildings might be more inclusively managed, we present the results of a qualitative study with student occupants of a smart building, with design workshops including building walks and speculative futuring. We develop new understandings of how student occupants conceptualise and evaluate spaces as they experience them, and of how building management practices might evolve with new sociotechnical systems that better leverage occupant agency. Our findings point to important directions for HCI research in this nascent area, including the need for HBI (Human-Building Interaction) design to challenge entrenched roles in building management.},
	numpages     = 14,
	keywords     = {speculative design, human-building interaction, hbi, sustainable hci, walking, sustainability}
}
@inproceedings{10.1145/3313831.3376169,
	title        = {"Arseing around Was Fun!"  Humor as a Resource in Design and Making},
	author       = {Iivari, Netta and Kinnula, Marianne and Kuure, Leena and Keisanen, Tiina},
	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          = {10.1145/3313831.3376169},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376169},
	abstract     = {Humor is an inevitable part of human life. Most of us are capable of experiencing and appreciating humor. From this perspective, surprisingly little HCI research can be found scrutinizing the existence, role, and potential of humor in our design practice. The gap remains also related to children and teenagers; there is a lack of studies appreciating the emergence and existence of humor in the design process without intentionally evoking it. Thus, this study examines humor as a naturally occurring phenomenon in the design process. The study was conducted in collaboration with a class of teenagers and their teachers. The study identifies various forms and functions of humor in the design process and reveals its situated, emergent nature as a resource in interaction within design. The study proposes a practical tool for designers for anticipating and potentially facilitating the emergence, forms and usages of humor as an interactional resource in design.},
	numpages     = 13,
	keywords     = {making in education, teenager, children, nexus analysis, humor, design, interaction, discourse}
}
@inproceedings{10.1145/3313831.3376157,
	title        = {Exploring Auditory Information to Change Users' Perception of Time Passing as Shorter},
	author       = {Komatsu, Takanori and Yamada, Seiji},
	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          = {10.1145/3313831.3376157},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376157},
	abstract     = {Although the processing speed of computers has been drastically increasing year by year, users still have to wait for computers to complete tasks or to respond. To cope with this, several studies have proposed presenting certain visual information to users to change their perception of time passing as shorter, e.g., progress bars with animated ribbing or faster/slower virtual clocks. As speech interfaces such as smart speakers are becoming popular, a novel method is required to make users perceive the passing of time as shorter by presenting auditory stimuli. We thus prepared 20 pieces of auditory information as experimental stimuli; that is, 11 auditory stimuli that have the same 10.1-second duration but different numbers of 0.1-second sine-wave sounds and 9 other auditory stimuli that have the same 10.1-second duration and numbers of sounds but different interval patterns between the sounds. We conducted three experiments to figure out which kinds of auditory stimuli can change users' perception of time passing as shorter. We found that a 10.1-second auditory stimulus that has 0.1-second sine-wave sounds appearing 11 times with intervals between the sounds that narrow rapidly in a linear fashion was perceived as shortest at about 9.3 seconds, which was 7.6% shorter than the actual duration of the stimulus. We also found that different interval patterns of sounds in auditory information significantly affected users' perception of time passing as shorter, while different numbers of sounds did not.},
	numpages     = 12,
	keywords     = {waiting time, filled-duration illusion, users' perception of time passing, auditory information, eyes-free interaction}
}
@inproceedings{10.1145/3313831.3376153,
	title        = {Data Everyday: Data Literacy Practices in a Division I College Sports Context},
	author       = {Clegg, Tamara and Greene, Daniel M. and Beard, Nate and Brunson, Jasmine},
	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          = {10.1145/3313831.3376153},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376153},
	abstract     = {Data analysis is central to sports training. Today, cutting-edge digital technologies are deployed to measure and improve athletes' performance. But too often researchers focus on the technology collecting performance data at the expense of understanding athletes' experiences with data. This is particularly the case in the understudied context of collegiate athletics, where competition is fierce, tools for data analysis abound, and the institution actively manages athletes' lives. By investigating how student-athletes analyze their performance data and are analyzed in turn, we can better understand the individual and institutional factors that make data literacy practices in athletics meaningful and productive-or not. Our pilot interview study of student-athletes at one Division I university reveals a set of opportunities for student-athletes to engage with and learn from data analytics practices. These opportunities come with a set of contextual tensions that should inform the design of new technologies for collegiate sports settings.},
	numpages     = 13,
	keywords     = {hci and sports, personal informatics, data literacy}
}
@inproceedings{10.1145/3313831.3376146,
	title        = {Meta-AR-App: An Authoring Platform for Collaborative Augmented Reality in STEM Classrooms},
	author       = {Villanueva, Ana and Zhu, Zhengzhe and Liu, Ziyi and Peppler, Kylie and Redick, Thomas 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        = {1–14},
	doi          = {10.1145/3313831.3376146},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376146},
	abstract     = {Augmented Reality (AR) has become a valuable tool for education and training processes. Meanwhile, cloud-based technologies can foster collaboration and other interaction modalities to enhance learning. We combine the cloud capabilities with AR technologies to present Meta-AR-App, an authoring platform for collaborative AR, which enables authoring between instructors and students. Additionally, we introduce a new application of an established collaboration process, the pull-based development model, to enable sharing and retrieving of AR learning content. We customize this model and create two modalities of interaction for the classroom: local (student to student) and global (instructor to class) pull. Based on observations from our user studies, we organize a four-category classroom model which implements our system: Work, Design, Collaboration, and Technology. Further, our system enables an iterative improvement workflow of the class content and enables synergistic collaboration that empowers students to be active agents in the learning process.},
	numpages     = 14,
	keywords     = {version control, stem, git, authoring, classroom, pull-based model, electrical circuitry, collaboration, augmented reality}
}
@inproceedings{10.1145/3313831.3376888,
	title        = {Squeeze the Ball: Designing an Interactive Playground towards Aiding Social Activities of Children with Low-Function Autism},
	author       = {Wu, Qin and Yu, Chenmei and Chen, Yanjun and Yao, Jiayu and Wu, Xi and Peng, Xiaolan and Han, Teng},
	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          = {10.1145/3313831.3376888},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376888},
	abstract     = {Most intervention methods used for social skills training in children with autism are dedicated to high-functioning autism (HFA). However, extensive neurological and developmental disorders of low-functioning autism (LFA) have hampered their adoption. In this study, we observed and interviewed children with LFA, and their teachers, from a local educational institution, to better understand the children's social needs and barriers. Then, with the aim of aiding the children with their social activities, we illustrate the design process of SqueeBall, an interactive playground equipment. We evaluated the design with 18 children (16 with LFA and 2 with HFA) between 2.5 and 7 years of age. Results showed that these children had a pleasant game experience when the group bonded, and the equipment had a positive effect on aiding them in various ways. Finally, we discuss the challenges and opportunities of multimedia interaction techniques in aiding children with LFA.},
	numpages     = 14,
	keywords     = {social communication intervention, autism, disability, tangible interaction, low-function autism}
}
@inproceedings{10.1145/3313831.3376884,
	title        = {Autonomous Vehicle-Cyclist Interaction: Peril and Promise},
	author       = {Hou, Ming and Mahadevan, Karthik and Somanath, Sowmya and Sharlin, Ehud and Oehlberg, Lora},
	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          = {10.1145/3313831.3376884},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376884},
	abstract     = {Autonomous vehicles (AVs) will redefine interactions between road users. Presently, cyclists and drivers communicate through implicit cues (vehicle motion) and explicit but imprecise signals (hand gestures, horns). Future AVs could consistently communicate awareness and intent and other feedback to cyclists based on their sensor data. We present an exploration of AV-cyclist interaction, starting with preliminary design studies which informed the implementation of an immersive VR AV-cyclist simulator, and the design and evaluation of a number of AV-cyclist interfaces. Our findings suggest that AV-cyclist interfaces can improve rider confidence in lane merging scenarios. We contribute an AV-cyclist immersive simulator, insights on trade-offs of various aspects of AV-cyclist interaction design including modalities, location, and complexity, and positive results suggesting improved rider confidence due to AV-cyclist interaction. While we are encouraged by the potential positive impact AV-cyclist interfaces can have on cyclist culture, we also emphasize the risks over-reliance can pose to cyclists.},
	numpages     = 12,
	keywords     = {autonomous vehicle cyclist interaction, interfaces for communicating intent and awareness}
}
@inproceedings{10.1145/3313831.3376882,
	title        = {QMaps: Engaging Students in Voluntary Question Generation and Linking},
	author       = {Yeckehzaare, Iman and Barghi, Tirdad and Resnick, 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          = {10.1145/3313831.3376882},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376882},
	abstract     = {Generating multiple-choice questions is known to improve students' critical thinking and deep learning. Visualizing relationships between concepts enhances meaningful learning, students' ability to relate new concepts to previously learned concepts. We designed and deployed a collaborative learning process through which students generate multiple-choice questions and represent the prerequisite knowledge structure between questions as visual links in a shared map, using a variation of Concept Maps that we call "QMap." We conducted a four-month study with 19 undergraduate students. Students sustained voluntary contributions, creating 992 good questions, and drawing 1,255 meaningful links between the questions. Through analyzing self-reports, observations, and usage data, we report on the technical and social design features that led students to sustain their motivation.},
	numpages     = 14,
	keywords     = {cscl, learnersourcing, question generation, intrinsic motivation, collaborative learning, concept mapping, learner-centered design}
}
@inproceedings{10.1145/3313831.3376862,
	title        = {Understanding the Use of Crisis Informatics Technology among Older Adults},
	author       = {Zhang, Yixuan and Suhaimi, Nurul and Azghandi, Rana and Joseph, Mary Amulya and Kim, Miso and Griffin, Jacqueline and Parker, Andrea G.},
	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          = {10.1145/3313831.3376862},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376862},
	abstract     = {Mass emergencies increasingly pose significant threats to human life, with a disproportionate burden being incurred by older adults. Research has explored how mobile technology can mitigate the effects of mass emergencies. However, less work has examined how mobile technologies support older adults during emergencies, considering their unique needs. To address this research gap, we interviewed 16 older adults who had recent experience with an emergency evacuation to understand the perceived value of using mobile technology during emergencies. We found that there was a lack of awareness and engagement with existing crisis apps. Our findings characterize the ways in which our participants did and did not feel crisis informatics tools address human values, including basic needs and esteem needs. We contribute an understanding of how older adults used mobile technology during emergencies and their perspectives on how well such tools address human values.},
	numpages     = 13,
	keywords     = {crisis informatics, emergencies, older adults, human values}
}
@inproceedings{10.1145/3313831.3376854,
	title        = {Online Privacy Heuristics That Predict Information Disclosure},
	author       = {Sundar, S. Shyam and Kim, Jinyoung and Rosson, Mary Beth and Molina, Maria D.},
	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          = {10.1145/3313831.3376854},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376854},
	abstract     = {Online users' attitudes toward privacy are context-dependent. Studies show that contextual cues are quite influential in motivating users to disclose personal information. Increasingly, these cues are embedded in the interface, but the mechanisms of their effects (e.g., unprofessional design contributing to more disclosure) are not fully understood. We posit that each cue triggers a specific "cognitive heuristic" that provides a rationale for decision-making. Using a national survey (N = 786) that elicited participants' disclosure intentions in common online scenarios, we identify 12 distinct heuristics relevant to privacy, and demonstrate that they are systematically associated with information disclosure. Data show that those with a higher accessibility to a given heuristic are more likely to disclose information. Design implications for protection of online privacy and security are discussed.},
	numpages     = 12,
	keywords     = {online decision-making, information disclosure, information privacy, cognitive heuristics}
}
@inproceedings{10.1145/3313831.3376842,
	title        = {Interaction Techniques for Visual Exploration Using Embedded Word-Scale Visualizations},
	author       = {Goffin, Pascal and Blascheck, Tanja and Isenberg, Petra and Willett, Wesley},
	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          = {10.1145/3313831.3376842},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376842},
	abstract     = {We describe a design space of view manipulation interactions for small data-driven contextual visualizations (word-scale visualizations). These interaction techniques support an active reading experience and engage readers through exploration of embedded visualizations whose placement and content connect them to specific terms in a document. A reader could, for example, use our proposed interaction techniques to explore word-scale visualizations of stock market trends for companies listed in a market overview article. When readers wish to engage more deeply with the data, they can collect, arrange, compare, and navigate the document using the embedded word-scale visualizations, permitting more visualization-centric analyses. We support our design space with a concrete implementation, illustrate it with examples from three application domains, and report results from two experiments. The experiments show how view manipulation interactions helped readers examine embedded visualizations more quickly and with less scrolling and yielded qualitative feedback on usability and future opportunities.},
	numpages     = 13,
	keywords     = {word-scale visualization, interaction techniques, glyphs, text visualization, information visualization}
}
@inproceedings{10.1145/3313831.3376837,
	title        = {Supporting Self-Regulation of Children with ADHD Using Wearables: Tensions and Design Challenges},
	author       = {Cibrian, Franceli L. and Lakes, Kimberley D. and Tavakoulnia, Arya and Guzman, Kayla and Schuck, Sabrina and Hayes, Gillian R.},
	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          = {10.1145/3313831.3376837},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376837},
	abstract     = {The design of wearable applications supporting children with Attention Deficit Hyperactivity Disorders (ADHD) requires a deep understanding not only of what is possible from a clinical standpoint but also how the children might understand and orient towards wearable technologies, such as a smartwatch. Through a series of participatory design workshops with children with ADHD and their caregivers, we identified tensions and challenges in designing wearable applications supporting the self-regulation of children with ADHD. In this paper, we describe the specific challenges of smartwatches for this population, the balance between self-regulation and co-regulation, and tensions when receiving notifications on a smartwatch in various contexts. These results indicate key considerations-from both the child and caregiver viewpoints-for designing technological interventions supporting children with ADHD.},
	numpages     = 13,
	keywords     = {wearable, adhd, smartwatch, design tensions, children}
}
@inproceedings{10.1145/3313831.3376829,
	title        = {Design Study "Lite" Methodology: Expediting Design Studies and Enabling the Synergy of Visualization Pedagogy and Social Good},
	author       = {Syeda, Uzma Haque and Murali, Prasanth and Roe, Lisa and Berkey, Becca and Borkin, Michelle A.},
	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          = {10.1145/3313831.3376829},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376829},
	abstract     = {Design studies are frequently used to conduct problem-driven visualization research by working with real-world domain experts. In visualization pedagogy, design studies are often introduced but rarely practiced due to their large time requirements. This limits students to a classroom curriculum, often involving projects that may not have implications beyond the classroom. Thus we present the Design Study "Lite" Methodology, a novel framework for implementing design studies with novice students in 14 weeks. We utilized the Design Study "Lite" Methodology in conjunction with Service-Learning to teach five Data Visualization courses and demonstrate that it benefits not only the students but also the community through service to non-profit partners. In this paper, we provide a detailed breakdown of the methodology and how Service-Learning can be incorporated with it. We also include an extensive reflection on the methodology and provide recommendations for future applications of the framework for teaching visualization courses and research.},
	numpages     = 13,
	keywords     = {service-learning, design studies, visualization, theory and methods, pedagogy}
}
@inproceedings{10.1145/3313831.3376818,
	title        = {Right Information, Right Time, Right Place: Physical Alignment and Misalignment in Healthcare Practice},
	author       = {Pine, Kathleen H. and Chen, Yunan},
	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          = {10.1145/3313831.3376818},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376818},
	abstract     = {Implementation of new health information systems such as Electronic Health Records (EHR) is expected to reap many benefits. However, the transition from one information system to another is often associated with inefficiency, ineffectiveness, and patient safety hazards. These negative consequences are difficult to predict and avoid before system transitions take place. The changed physical form of information remains an unexamined facet of healthcare system transitions. Using ethnographic methods in two clinical sites, we discovered a recurrent set of problems that emerged due to physical disconnections between information and practice predicated on implementation of new information systems. "Physical misalignments" are instances where workers cannot bring information sources to hand in the precise time and place in which they are needed. We identify three types of physical misalignments, then discuss how physical misalignments can be proactively identified and corrected before, during, and after implementation of new health information systems.},
	numpages     = 12,
	keywords     = {electronic health records, ethnography, implementation, health information systems, unintended consequences}
}
@inproceedings{10.1145/3313831.3376815,
	title        = {Platform for Studying Self-Repairing Auto-Corrections in Mobile Text Entry Based on Brain Activity, Gaze, and Context},
	author       = {Putze, Felix and Ihrig, Tilman and Schultz, Tanja and Stuerzlinger, Wolfgang},
	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          = {10.1145/3313831.3376815},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376815},
	abstract     = {Auto-correction is a standard feature of mobile text entry. While the performance of state-of-the-art auto-correct methods is usually relatively high, any errors that occur are cumbersome to repair, interrupt the flow of text entry, and challenge the user's agency over the process. In this paper, we describe a system that aims to automatically identify and repair auto-correction errors. This system comprises a multi-modal classifier for detecting auto-correction errors from brain activity, eye gaze, and context information, as well as a strategy to repair such errors by replacing the erroneous correction or suggesting alternatives. We integrated both parts in a generic Android component and thus present a research platform for studying self-repairing end-to-end systems. To demonstrate its feasibility, we performed a user study to evaluate the classification performance and usability of our approach.},
	numpages     = 13,
	keywords     = {EEG, text entry, self-repair, eye gaze, auto-correction}
}
@inproceedings{10.1145/3313831.3376813,
	title        = {Factors Influencing Perceived Fairness in Algorithmic Decision-Making: Algorithm Outcomes, Development Procedures, and Individual Differences},
	author       = {Wang, Ruotong and Harper, F. Maxwell and Zhu, Haiyi},
	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          = {10.1145/3313831.3376813},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376813},
	abstract     = {Algorithmic decision-making systems are increasingly used throughout the public and private sectors to make important decisions or assist humans in making these decisions with real social consequences. While there has been substantial research in recent years to build fair decision-making algorithms, there has been less research seeking to understand the factors that affect people's perceptions of fairness in these systems, which we argue is also important for their broader acceptance. In this research, we conduct an online experiment to better understand perceptions of fairness, focusing on three sets of factors: algorithm outcomes, algorithm development and deployment procedures, and individual differences. We find that people rate the algorithm as more fair when the algorithm predicts in their favor, even surpassing the negative effects of describing algorithms that are very biased against particular demographic groups. We find that this effect is moderated by several variables, including participants' education level, gender, and several aspects of the development procedure. Our findings suggest that systems that evaluate algorithmic fairness through users' feedback must consider the possibility of "outcome favorability" bias.},
	numpages     = 14,
	keywords     = {perceived fairness, algorithm development, algorithmic decision-making, algorithmoutcome}
}
@inproceedings{10.1145/3313831.3376806,
	title        = {Trigeminal-Based Temperature Illusions},
	author       = {Brooks, Jas and Nagels, Steven and Lopes, Pedro},
	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          = {10.1145/3313831.3376806},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376806},
	abstract     = {We explore a temperature illusion that uses low-powered electronics and enables the miniaturization of simple warm and cool sensations. Our illusion relies on the properties of certain scents, such as the coolness of mint or hotness of peppers. These odors trigger not only the olfactory bulb, but also the nose's trigeminal nerve, which has receptors that respond to both temperature and chemicals. To exploit this, we engineered a wearable device based on micropumps and an atomizer that emits up to three custom-made "thermal" scents directly to the user's nose. Breathing in these scents causes the user to feel warmer or cooler. We demonstrate how our device renders warmth and cooling sensations in virtual experiences. In our first study, we evaluated six candidate "thermal" scents. We found two hot-cold pairs, with one pair being less identifiable by odor. In our second study, pParticipants rated VR experiences with our device trigeminal stimulants as significantly warmer or cooler than the baseline conditions. Lastly, we believe this offers an alternative to existing thermal feedback devices, which unfortunately rely on power-hungry heat-lamps or Peltier-elements.},
	numpages     = 12,
	keywords     = {trigeminal, smell, thermal, haptics, vr, illusion}
}
@inproceedings{10.1145/3313831.3376803,
	title        = {HiveFive: Immersion Preserving Attention Guidance in Virtual Reality},
	author       = {Lange, Daniel and Stratmann, Tim Claudius and Gruenefeld, Uwe and Boll, Susanne},
	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          = {10.1145/3313831.3376803},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376803},
	abstract     = {Recent advances in Virtual Reality (VR) technology, such as larger fields of view, have made VR increasingly immersive. However, a larger field of view often results in a user focusing on certain directions and missing relevant content presented elsewhere on the screen. With HiveFive, we propose a technique that uses swarm motion to guide user attention in VR. The goal is to seamlessly integrate directional cues into the scene without losing immersiveness. We evaluate HiveFive in two studies. First, we compare biological motion (from a prerecorded swarm) with non-biological motion (from an algorithm), finding further evidence that humans can distinguish between these motion types and that, contrary to our hypothesis, non-biological swarm motion results in significantly faster response times. Second, we compare HiveFive to four other techniques and show that it not only results in fast response times but also has the smallest negative effect on immersion.},
	numpages     = 13,
	keywords     = {virtual reality, user studies, particle swarms, immersion, attention guidance, eye-tracking}
}
@inproceedings{10.1145/3313831.3376797,
	title        = {LIFT: Integrating Stakeholder Voices into Algorithmic Team Formation},
	author       = {Hastings, Emily M. and Alamri, Albatool and Kuznetsov, Andrew and Pisarczyk, Christine and Karahalios, Karrie and Marinov, Darko and Bailey, Brian P.},
	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          = {10.1145/3313831.3376797},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376797},
	abstract     = {Team formation tools assume instructors should configure the criteria for creating teams, precluding students from participating in a process affecting their learning experience. We propose LIFT, a novel learner-centered workflow where students propose, vote for, and weigh the criteria used as inputs to the team formation algorithm. We conducted an experiment (N=289) comparing LIFT to the usual instructor-led process, and interviewed participants to evaluate their perceptions of LIFT and its outcomes. Learners proposed novel criteria not included in existing algorithmic tools, such as organizational style. They avoided criteria like gender and GPA that instructors frequently select, and preferred those promoting efficient collaboration. LIFT led to team outcomes comparable to those achieved by the instructor-led approach, and teams valued having control of the team formation process. We provide instructors and designers with a workflow and evidence supporting giving learners control of the algorithmic process used for grouping them into teams.},
	numpages     = 13,
	keywords     = {team composition, crowdsourcing, algorithms, team formation, learnersourcing, learning, catme}
}
@inproceedings{10.1145/3313831.3376787,
	title        = {Toward Immersive Self-Driving Simulations: Reports from a User Study across Six Platforms},
	author       = {Yeo, Dohyeon and Kim, Gwangbin and Kim, Seungjun},
	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          = {10.1145/3313831.3376787},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376787},
	abstract     = {As self-driving car technology matures, autonomous vehicle research is moving toward building more human-centric interfaces and accountable experiences. Driving simulators avoid many ethical and regulatory concerns about self-driving cars and play a key role in testing new interfaces or autonomous driving scenarios. However, apart from validity studies for manual driving simulation, the capabilities of driving simulators in replicating the experience of self-driving cars have not been widely investigated. In this paper, we build six self-driving simulation platforms with varying levels of visual and motion fidelities ranging from a screen-based in-lab simulator to the mixed-reality on-road simulator we propose. We compare the sense of presence and simulator sickness for each simulator composition, as well as its visual and motion fidelities with a user study. Our novel mixed-reality automotive driving simulator, named MAXIM, showed highest fidelity and presence. Our findings suggest how visual and motion configurations affect experience in autonomous driving simulators.},
	numpages     = 12,
	keywords     = {on-road simulation, driving simulator, immersive technology, mixed reality, autonomous driving, user studies}
}
@inproceedings{10.1145/3313831.3376786,
	title        = {Drone Chi: Somaesthetic Human-Drone Interaction},
	author       = {La Delfa, Joseph and Baytas, Mehmet Aydin and Patibanda, Rakesh and Ngari, Hazel and Khot, Rohit Ashok 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          = {10.1145/3313831.3376786},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376786},
	abstract     = {Somaesthetics - motivated by improving life quality via appreciation for bodily and sensory experiences - is increasingly influencing HCI designs. Investigating the potential of drones as a material for somaesthetic HCI, we designed Drone Chi: a Tai Chi-inspired close-range human-drone interaction experience. The design process for Drone Chi has been informed by the soma design approach and the Somaesthetic Appreciation concept from HCI literature. The artifact expands somaesthetic HCI by exemplifying dynamic and intimate somaesthetic interactions with a robotic design material, and body movements in expansive 3D space. To characterize the Drone Chi experience, we conducted an empirical study with 32 participants. Analysis of participant accounts revealed 4 themes that articulate different aspects of the experience: Looping Mental States, Environment, Agency vs. Control, and Physical Narratives. From these accounts and our craft knowledge, we derive 5 design implications to guide the development of movement-based close-range drone interactions.},
	numpages     = 13,
	keywords     = {movement, somaesthetics, human-drone interaction, somaesthetic appreciation, drones, soma design, tai chi}
}
@inproceedings{10.1145/3313831.3376782,
	title        = {InChorus: Designing Consistent Multimodal Interactions for Data Visualization on Tablet Devices},
	author       = {Srinivasan, Arjun and Lee, Bongshin and Henry Riche, Nathalie and Drucker, Steven M. and Hinckley, Ken},
	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          = {10.1145/3313831.3376782},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376782},
	abstract     = {While tablet devices are a promising platform for data visualization, supporting consistent interactions across different types of visualizations on tablets remains an open challenge. In this paper, we present multimodal interactions that function consistently across different visualizations, supporting common operations during visual data analysis. By considering standard interface elements (e.g., axes, marks) and grounding our design in a set of core concepts including operations, parameters, targets, and instruments, we systematically develop interactions applicable to different visualization types. To exemplify how the proposed interactions collectively facilitate data exploration, we employ them in a tablet-based system, InChorus that supports pen, touch, and speech input. Based on a study with 12 participants performing replication and factchecking tasks with InChorus, we discuss how participants adapted to using multimodal input and highlight considerations for future multimodal visualization systems.},
	numpages     = 13,
	keywords     = {touch, speech, data visualization, multimodal interaction, tablet devices, pen}
}
@inproceedings{10.1145/3313831.3376781,
	title        = {Sara, the Lecturer: Improving Learning in Online Education with a Scaffolding-Based Conversational Agent},
	author       = {Winkler, Rainer and Hobert, Sebastian and Salovaara, Antti and S\"{o}llner, Matthias and Leimeister, Jan Marco},
	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          = {10.1145/3313831.3376781},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376781},
	abstract     = {Enrollment in online courses has sharply increased in higher education. Although online education can be scaled to large audiences, the lack of interaction between educators and learners is difficult to replace and remains a primary challenge in the field. Conversational agents may alleviate this problem by engaging in natural interaction and by scaffolding learners' understanding similarly to educators. However, whether this approach can also be used to enrich online video lectures has largely remained unknown. We developed Sara, a conversational agent that appears during an online video lecture. She provides scaffolds by voice and text when needed and includes a voice-based input mode. An evaluation with 182 learners in a 2 x 2 lab experiment demonstrated that Sara, compared to more traditional conversational agents, significantly improved learning in a programming task. This study highlights the importance of including scaffolding and voice-based conversational agents in online videos to improve meaningful learning.},
	numpages     = 14,
	keywords     = {online videos, experiment, interactivity, conversational agent, scaffolding, voice interaction, online education}
}
@inproceedings{10.1145/3313831.3376780,
	title        = {Bureaucracy as a Lens for Analyzing and Designing Algorithmic Systems},
	author       = {P\"{a}\"{a}kk\"{o}nen, Juho and Nelimarkka, Matti and Haapoja, Jesse and Lampinen, Airi},
	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          = {10.1145/3313831.3376780},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376780},
	abstract     = {Scholarship on algorithms has drawn on the analogy between algorithmic systems and bureaucracies to diagnose shortcomings in algorithmic decision-making. We extend the analogy further by drawing on Michel Crozier's theory of bureaucratic organizations to analyze the relationship between algorithmic and human decision-making power. We present algorithms as analogous to impartial bureaucratic rules for controlling action, and argue that discretionary decision-making power in algorithmic systems accumulates at locations where uncertainty about the operation of algorithms persists. This key point of our essay connects with Alkhatib and Bernstein's theory of 'street-level algorithms', and highlights that the role of human discretion in algorithmic systems is to accommodate uncertain situations which inflexible algorithms cannot handle. We conclude by discussing how the analysis and design of algorithmic systems could seek to identify and cultivate important sources of uncertainty, to enable the human discretionary work that enhances systemic resilience in the face of algorithmic errors.},
	numpages     = 14,
	keywords     = {bureaucracy, automated decision-making, algorithmic power, street-level bureaucracies, street-level algorithms, uncertainty, algorithmic systems}
}
@inproceedings{10.1145/3313831.3376768,
	title        = {Understanding Privacy-Related Questions on Stack Overflow},
	author       = {Tahaei, Mohammad and Vaniea, Kami and Saphra, Naomi},
	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          = {10.1145/3313831.3376768},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376768},
	abstract     = {We analyse Stack Overflow (SO) to understand challenges and confusions developers face while dealing with privacy-related topics. We apply topic modelling techniques to 1,733 privacy-related questions to identify topics and then qualitatively analyse a random sample of 315 privacy-related questions. Identified topics include privacy policies, privacy concerns, access control, and version changes. Results show that developers do ask SO for support on privacy-related issues. We also find that platforms such as Apple and Google are defining privacy requirements for developers by specifying what "sensitive" information is and what types of information developers need to communicate to users (e.g. privacy policies). We also examine the accepted answers in our sample and find that 28% of them link to official documentation and more than half are answered by SO users without references to any external resources.},
	numpages     = 14,
	keywords     = {stack overflow, software developers, usable privacy}
}
@inproceedings{10.1145/3313831.3376760,
	title        = {"Alexa is a Toy": Exploring Older Adults' Reasons for Using, Limiting, and Abandoning Echo},
	author       = {Trajkova, Milka and Martin-Hammond, Aqueasha},
	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          = {10.1145/3313831.3376760},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376760},
	abstract     = {Intelligent voice assistants (IVAs) have the potential to support older adults' independent living. However, despite a growing body of research focusing on IVA use, we know little about why older adults become IVA non-users. This paper examines the reasons older adults use, limit, and abandon IVAs (i.e., Amazon Echo) in their homes. We conducted eight focus groups, with 38 older adults residing in a Life Plan Community. Thirty-six participants owned an Echo for at least a year, and two were considering adoption. Over time, most participants became non-users due to their difficulty finding valuable uses, beliefs associated with ability and IVA use, or challenges with use in shared spaces. However, we also found that participants saw the potential for future IVA support. We contribute a better understanding of the reasons older adults do not engage with IVAs and how IVAs might better support aging and independent living in the future.},
	numpages     = 13,
	keywords     = {older adults, smart environments, life plan community, voice assistants, focus group, technology non-use}
}
@inproceedings{10.1145/3313831.3376743,
	title        = {In Helping a Vulnerable Bot, You Help Yourself: Designing a Social Bot as a Care-Receiver to Promote Mental Health and Reduce Stigma},
	author       = {Kim, Taewan and Ruensuk, Mintra and Hong, Hwajung},
	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          = {10.1145/3313831.3376743},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376743},
	abstract     = {Helping others can have a positive effect on both the giver and the receiver. However, supporting someone with depression can be complicated and overwhelming. To address this, we proposed a Facebook-based social bot displaying depressive symptoms and disclosing vulnerable experiences that allows users to practice providing reactions online. We investigated how 55 college students interacted with the social bot for three weeks and how these support-giving experiences affected their mental health and stigma. By responding to the bot, the participants reframed their own negative experiences, reported reduced feelings of danger regarding an individual with depression and increased willingness to help the person, and presented favorable attitudes toward seeking treatment for depression. We discuss design opportunities for accessible social bots that could help users to keep practicing peer support interventions without fear of negative consequences.},
	numpages     = 13,
	keywords     = {health, mental health, college student, social bot, depression, stigma}
}
@inproceedings{10.1145/3313831.3376740,
	title        = {Callisto: Capturing the "Why" by Connecting Conversations with Computational Narratives},
	author       = {Wang, April Yi and Wu, Zihan and Brooks, Christopher and Oney, Steve},
	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          = {10.1145/3313831.3376740},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376740},
	abstract     = {When teams of data scientists collaborate on computational notebooks, their discussions often contain valuable insight into their design decisions. These discussions not only explain analysis in the current notebook but also alternative paths, which are often poorly documented. However, these discussions are disconnected from the notebooks for which they could provide valuable context. We propose Callisto, an extension to computational notebooks that captures and stores contextual links between discussion messages and notebook elements with minimal effort from users. Callisto allows notebook readers to better understand the current notebook content and the overall problem-solving process that led to it, by making it possible to browse the discussions and code history relevant to any part of the notebook. This is particularly helpful for onboarding new notebook collaborators to avoid misinterpretations and duplicated work, as we found in a two-stage evaluation with 32 data science students.},
	numpages     = 13,
	keywords     = {computational notebooks, literate programming, collaborative systems, datascience}
}
@inproceedings{10.1145/3313831.3376737,
	title        = {On-Face Olfactory Interfaces},
	author       = {Wang, Yanan and Amores, Judith and Maes, Pattie},
	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          = {10.1145/3313831.3376737},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376737},
	abstract     = {On-face wearables are currently limited to piercings, tattoos, or interactive makeup that aesthetically enhances the user, and have been minimally used for scent-delivery methods. However, on-face scent interfaces could provide an advantage for personal scent delivery in comparison with other modalities or body locations since they are closer to the nose. In this paper, we present the mechanical and industrial design details of a series of form factors for on-face olfactory wearables that are lightweight and can be adhered to the skin or attached to glasses or piercings. We assessed the usability of three prototypes by testing with 12 participants in a within-subject study design while they were interacting in pairs at a close personal distance. We compare two of these designs with an "off-face" olfactory necklace and evaluate their social acceptance, comfort as well as perceived odor intensity for both the wearer and observer.},
	numpages     = 9,
	keywords     = {wearability, fashion, jewelry, olfaction, olfactory interfaces, wearable device, on-face interfaces, on-face wearables, scent display}
}
@inproceedings{10.1145/3313831.3376621,
	title        = {Digital Fabrication Tools at Work: Probing Professionals' Current Needs and Desired Futures},
	author       = {Yildirim, Nur and McCann, James and Zimmerman, John},
	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          = {10.1145/3313831.3376621},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376621},
	abstract     = {Digital fabrication tools have transformed how people work in micro- and small-scale manufacturing settings. While increasing efficiency and precision, these tools raise concerns around user agency and control. This paper describes an exploratory study investigating the felt work experience and desired futures of professionals who use fabrication tools. We conducted co-design workshops with 23 professionals who use 3D printers, laser cutters, and CNC routers. We probed about current practices; machine awareness and autonomy; and user agency. Our findings reveal that current tools are not very professional. They are unreliable and untrustworthy. Participants desired smarter tools that can actively prevent errors and perform self-calibration and self-maintenance. They had few concerns that more intelligence would impact agency. They desired tools that could negotiate trade-offs between time, cost, and quality; and that can operate as super-human shop assistants. We discuss the implications of these findings as opportunities for research that can improve professionals' work experience.},
	numpages     = 13,
	keywords     = {laser cutting, cnc, digital fabrication, intelligent systems, 3d printing, user experience, future of work, co-design}
}
@inproceedings{10.1145/3313831.3376616,
	title        = {TandemTrack: Shaping Consistent Exercise Experience by Complementing a Mobile App with a Smart Speaker},
	author       = {Luo, Yuhan and Lee, Bongshin and Choe, Eun Kyoung},
	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          = {10.1145/3313831.3376616},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376616},
	abstract     = {Smart speakers such as Amazon Echo present promising opportunities for exploring voice interaction in the domain of in-home exercise tracking. In this work, we examine if and how voice interaction complements and augments a mobile app in promoting consistent exercise. We designed and developed TandemTrack, which combines a mobile app and an Alexa skill to support exercise regimen, data capture, feedback, and reminder. We then conducted a four-week between-subjects study deploying TandemTrack to 22 participants who were instructed to follow a short daily exercise regimen: one group used only the mobile app and the other group used both the app and the skill. We collected rich data on individuals' exercise adherence and performance, and their use of voice and visual interactions, while examining how TandemTrack as a whole influenced their exercise experience. Reflecting on these data, we discuss the benefits and challenges of incorporating voice interaction to assist daily exercise, and implications for designing effective multimodal systems to support self-tracking and promote consistent exercise.},
	numpages     = 13,
	keywords     = {multimodal interaction, mobile app, smart speaker, self-tracking, field deployment study, exercise}
}
@inproceedings{10.1145/3313831.3376609,
	title        = {SolutionChat: Real-Time Moderator Support for Chat-Based Structured Discussion},
	author       = {Lee, Sung-Chul and Song, Jaeyoon and Ko, Eun-Young and Park, Seongho and Kim, Jihee and Kim, Juho},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376609},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376609},
	abstract     = {Online chat is an emerging channel for discussing community problems. It is common practice for communities to assign dedicated moderators to maintain a structured discussion and enhance the problem-solving experience. However, due to the synchronous nature of online chat, moderators face a high managerial overhead in tasks like discussion stage management, opinion summarization, and consensus-building support. To assist moderators with facilitating a structured discussion for community problem-solving, we introduce SolutionChat, a system that (1) visualizes discussion stages and featured opinions and (2) recommends contextually appropriate moderator messages. Results from a controlled lab study (n=55, 12 groups) suggest that participants' perceived discussion trackability was significantly higher with SolutionChat than without. Also, moderators provided better summarization with less effort and better managerial support using system-generated messages with SolutionChat than without. With SolutionChat, we envision untrained moderators to effectively facilitate chat-based discussions of important community matters.},
	numpages     = 12,
	keywords     = {computer mediated communication, moderator, structured discussion, online discussion}
}
@inproceedings{10.1145/3313831.3376606,
	title        = {"How Do I Make This Thing Smile?": An Inventory of Expressive Nonverbal Communication in Commercial Social Virtual Reality Platforms},
	author       = {Tanenbaum, Theresa Jean and Hartoonian, Nazely and Bryan, Jeffrey},
	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          = {10.1145/3313831.3376606},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376606},
	abstract     = {Despite the proliferation of platforms for social Virtual Reality (VR) communicating emotional expression via an avatar remains a significant design challenge. In order to better understand the design space for expressive Nonverbal Communication (NVC) in social VR we undertook an inventory of the ten most prominent social VR platforms. Our inventory identifies the dominant design strategies for movement, facial control, and gesture in commercial VR applications, and identifies opportunities and challenges for future design and research into social expression in VR. Specifically, we highlight the paucity of interaction paradigms for facial expression and the near nonexistence of meaningful control over ambient aspects of nonverbal communication such as posture, pose, and social status.},
	numpages     = 13,
	keywords     = {virtual reality, social interactions, nonverbal communication}
}
@inproceedings{10.1145/3313831.3376582,
	title        = {Reflexive VR Storytelling Design Beyond Immersion: Facilitating Self-Reflection on Death and Loneliness},
	author       = {Bahng, Sojung and Kelly, Ryan M. and McCormack, Jon},
	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          = {10.1145/3313831.3376582},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376582},
	abstract     = {This research examines the reflexive dimensions of cinematic virtual reality (CVR) storytelling. We created Anonymous, an interactive CVR piece that employs a reflexive storytelling method. This method is based on distancing effects and is used to elicit audience awareness and self-reflection about loneliness and death. To understand the audience's experiences, we conducted in-depth interviews to study which design factors and elements prompted reflexive thoughts and feelings. Our findings highlight how the audience experience was impacted by four reflexive dimensions: abstract and minimal aesthetics, everyday materials and textures, the restriction of control, and multiple, disembodied points of view. We use our findings to discuss how these dimensions can inform the design of VR storytelling experiences that provoke self and social reflection.},
	numpages     = 13,
	keywords     = {virtual reality, immersive storytelling, estrangement, reflexivity, alienation, distancing effect, cinematic vr}
}
@inproceedings{10.1145/3313831.3376578,
	title        = {GazeConduits: Calibration-Free Cross-Device Collaboration through Gaze and Touch},
	author       = {Voelker, Simon and Hueber, Sebastian and Holz, Christian and Remy, Christian and Marquardt, Nicolai},
	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          = {10.1145/3313831.3376578},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376578},
	abstract     = {We present GazeConduits, a calibration-free ad-hoc mobile interaction concept that enables users to collaboratively interact with tablets, other users, and content in a cross-device setting using gaze and touch input. GazeConduits leverages recently introduced smartphone capabilities to detect facial features and estimate users' gaze directions. To join a collaborative setting, users place one or more tablets onto a shared table and position their phone in the center, which then tracks users present as well as their gaze direction to determine the tablets they look at. We present a series of techniques using GazeConduits for collaborative interaction across mobile devices for content selection and manipulation. Our evaluation with 20 simultaneous tablets on a table shows that GazeConduits can reliably identify which tablet or collaborator a user is looking at.},
	numpages     = 10,
	keywords     = {touch input, cross-device interaction, gaze input}
}
@inproceedings{10.1145/3313831.3376577,
	title        = {The Role of Everyday Sounds in Advanced Dementia Care},
	author       = {Houben, Maarten and Brankaert, Rens and Bakker, Saskia and Kenning, Gail and Bongers, Inge and Eggen, Berry},
	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          = {10.1145/3313831.3376577},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376577},
	abstract     = {The representation of sounds derived from everyday life can be beneficial for people with dementia by evoking memories and emotional responses. Despite this potential, integrating sound and sound-based interventions in care facilities has not received much research attention. In this paper, we present the findings from a field study that explored the responses of 19 people with advanced dementia to a selection of everyday sounds presented to them in a care home and the role of these responses in the care environment. To study this, we deployed Vita, a 'pillow-like' sound player, in two dementia care facilities for four weeks, during which observations were recorded. Afterwards, we conducted interviews with caregivers who used Vita in everyday care practice. Our findings reveal how everyday sounds provided by Vita stimulated meaningful conversation, playfulness, and connection between residents and caregivers. Furthermore, we propose design implications for integrating everyday sounds in dementia care.},
	numpages     = 14,
	keywords     = {soundscapes, dementia, care home, design, everyday sounds}
}
@inproceedings{10.1145/3313831.3376575,
	title        = {Does Context in Privacy Communication Really Matter?  A Survey on Consumer Concerns and Preferences},
	author       = {Ebert, Nico and Ackermann, Kurt Alexander and Heinrich, Peter},
	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          = {10.1145/3313831.3376575},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376575},
	abstract     = {Privacy policies as a means of communicating with customers still prove ineffective. Researchers have recently suggested that a specific usage context should be considered to make privacy notices more relevant to users. To explore this approach further, we conducted an explorative online survey of privacy concerns and privacy information preferences with 642 participants for two different contexts (loyalty cards and fitness tracking). Our data shows some support for the suggestion that context may be a significant moderator of concerns and preferences. However, the corresponding effects are rather small and limited to specific concerns and information categories. In line with other research, the data supports the known hierarchy of concerns regarding unauthorized secondary use and improper data access, which seem to exceed concerns about erroneous data processing or excessive data collection in both contexts. Furthermore, participants considered information on personal rights and processing purposes more relevant than information on contact persons.},
	numpages     = 11,
	keywords     = {user preferences, policy, privacy concerns, privacy}
}
@inproceedings{10.1145/3313831.3376571,
	title        = {Introducing Gamettes: A Playful Approach for Capturing Decision-Making for Informing Behavioral Models},
	author       = {Mohaddesi, Omid and Sun, Yifan and Azghandi, Rana and Doroudi, Rozhin and Snodgrass, Sam and Ergun, Ozlem and Griffin, Jacqueline and Kaeli, David and Marsella, Stacy and Harteveld, Casper},
	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          = {10.1145/3313831.3376571},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376571},
	abstract     = {Agent-based simulations are widely used for modeling human behavior in various contexts. However, such simulations may oversimplify human decision-making. We propose the use of Gamettes to extract rich data on human decision-making and help in improving the human behavioral aspects of models underlying agent-based simulations. We show how Gamettes are designed and provide empirical validation for using Gamettes in an experimental supply chain setting to study human decision-making. Our results show that Gamettes are successful in capturing the expected behaviors and patterns in supply chain decisions, and, thus, we find evidence for the capability of Gamettes to inform behavioral models.},
	numpages     = 13,
	keywords     = {human behavior, simulation, supply chain, agent-based model, beer game, decision-making, gamette}
}
@inproceedings{10.1145/3313831.3376568,
	title        = {The Care Work of Access},
	author       = {Bennett, Cynthia L. and Rosner, Daniela K. and Taylor, Alex S.},
	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          = {10.1145/3313831.3376568},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376568},
	abstract     = {Current approaches to AI and Assistive Technology (AT) often foreground task completion over other encounters such as expressions of care. Our paper challenges and complements such task-completion approaches by attending to the care work of access-the continual affective and emotional adjustments that people make by noticing and attending to one another. We explore how this work impacts encounters among people with and without vision impairments who complete tasks together. We find that bound up in attempts to get things done are concerns for one another and how well people are doing together. Reading this work through emerging disability studies and feminist STS scholarship, we account for two important forms of work that give rise to access: (1) mundane attunements and (2) non-innocent authorizations. Together these processes work as sensitizing concepts to help HCI scholars account for the ways that intelligent ATs both produce access while sometimes subverting people with disabilities.},
	numpages     = 15,
	keywords     = {artificial intelligence, vision impaired, assistance, care, blind, disability, interdependence}
}
@inproceedings{10.1145/3313831.3376554,
	title        = {Too Hot to Handle: An Evaluation of the Effect of Thermal Visual Representation on User Grasping Interaction in Virtual Reality},
	author       = {Blaga, Andreea Dalia and Frutos-Pascual, Maite and Creed, Chris and Williams, Ian},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–16},
	doi          = {10.1145/3313831.3376554},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376554},
	abstract     = {Influence of interaction fidelity and rendering quality on perceived user experience have been largely explored in Virtual Reality (VR). However, differences in interaction choices triggered by these rendering cues have not yet been explored. We present a study analysing the effect of thermal visual cues and contextual information on 50 participants' approach to grasp and move a virtual mug. This study comprises 3 different temperature cues (baseline empty, hot and cold) and 4 contextual representations; all embedded in a VR scenario. We evaluate 2 different hand representations (abstract and human) to assess grasp metrics. Results show temperature cues influenced grasp location, with the mug handle being predominantly grasped with a smaller grasp aperture for the hot condition, while the body and top were preferred for baseline and cold conditions.},
	numpages     = 16,
	keywords     = {grasping metrics, virtual reality, hand tracking, hand interaction}
}
@inproceedings{10.1145/3313831.3376548,
	title        = {Characterizing Twitter Users Who Engage in Adversarial Interactions against Political Candidates},
	author       = {Hua, Yiqing and Naaman, Mor and Ristenpart, Thomas},
	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          = {10.1145/3313831.3376548},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376548},
	abstract     = {Social media provides a critical communication platform for political figures, but also makes them easy targets for harassment. In this paper, we characterize users who adversarially interact with political figures on Twitter using mixed-method techniques. The analysis is based on a dataset of 400 thousand users' 1.2 million replies to 756 candidates for the U.S. House of Representatives in the two months leading up to the 2018 midterm elections. We show that among moderately active users, adversarial activity is associated with decreased centrality in the social graph and increased attention to candidates from the opposing party. When compared to users who are similarly active, highly adversarial users tend to engage in fewer supportive interactions with their own party's candidates and express negativity in their user profiles. Our results can inform the design of platform moderation mechanisms to support political figures countering online harassment.},
	numpages     = 13,
	keywords     = {online harassment, political candidates, user behavior, twitter}
}
@inproceedings{10.1145/3313831.3376544,
	title        = {GAZED Gaze-Guided Cinematic Editing of Wide-Angle Monocular Video Recordings},
	author       = {Moorthy, K. L. Bhanu and Kumar, Moneish and Subramanian, Ramanathan and Gandhi, Vineet},
	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          = {10.1145/3313831.3376544},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376544},
	abstract     = {We present GAZED– eye GAZe-guided EDiting for videos captured by a solitary, static, wide-angle and high-resolution camera. Eye-gaze has been effectively employed in computational applications as a cue to capture interesting scene content; we employ gaze as a proxy to select shots for inclusion in the edited video. Given the original video, scene content and user eye-gaze tracks are combined to generate an edited video comprising cinematically valid actor shots and shot transitions to generate an aesthetic and vivid representation of the original narrative. We model cinematic video editing as an energy minimization problem over shot selection, whose constraints capture cinematographic editing conventions. Gazed scene locations primarily determine the shots constituting the edited video. Effectiveness of GAZED against multiple competing methods is demonstrated via a psychophysical study involving 12 users and twelve performance videos.},
	numpages     = 11,
	keywords     = {static wide-angle recording, gaze potential, dynamic programming, eye gaze, cinematic video editing, stage performance, shot selection}
}
@inproceedings{10.1145/3313831.3376539,
	title        = {Designing and Evaluating Calmer, a Device for Simulating Maternal Skin-to-Skin Holding for Premature Infants},
	author       = {Hauser, Sabrina and Suto, Melinda J. and Holsti, Liisa and Ranger, Manon and MacLean, Karon E.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376539},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376539},
	abstract     = {We describe the design and deployment of Calmer, a technology that simulates key aspects of maternal skin-to-skin holding for prematurely born infants: its inspiration, approach, physical design, and introduction into the Neonatal Intensive Care Unit. Maternal skin-to-skin holding can mitigate neonatal pain during medical procedures by as much as 50%, which can improve weight gain, sleep and later development. However, parents cannot always be present, and some infants are too fragile to be held. Interventions targeting this gap could be perceived as supplanting the mother in this intimate role, exposing her to depression and endangering her maternal bond. Over 10 years, we iteratively developed Calmer and demonstrated infant health benefit in a randomized clinical trial. Here, we report and reflect on pursuing this goal in a socially and technologically complex context: constraints, strategies, features, reception of the device, and surprises, such as leading to mothers feeling channeled rather than replaced.},
	numpages     = 15,
	keywords     = {automation, premature infants, research through design, parents, neonatal intensive care, pain reduction, nicu}
}
@inproceedings{10.1145/3313831.3376537,
	title        = {Augmented Reality to Enable Users in Learning Case Grammar from Their Real-World Interactions},
	author       = {Draxler, Fiona and Labrie, Audrey and Schmidt, Albrecht and Chuang, Lewis 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        = {1–12},
	doi          = {10.1145/3313831.3376537},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376537},
	abstract     = {Augmented Reality (AR) provides a unique opportunity to situate learning content in one's environment. In this work, we investigated how AR could be developed to provide an interactive context-based language learning experience. Specifically, we developed a novel handheld-AR app for learning case grammar by dynamically creating quizzes, based on real-life objects in the learner's surroundings. We compared this to the experience of learning with a non-contextual app that presented the same quizzes with static photographic images. Participants found AR suitable for use in their everyday lives and enjoyed the interactive experience of exploring grammatical relationships in their surroundings. Nonetheless, Bayesian tests provide substantial evidence that the interactive and context-embedded AR app did not improve case grammar skills, vocabulary retention, and usability over the experience with equivalent static images. Based on this, we propose how language learning apps could be designed to combine the benefits of contextual AR and traditional approaches.},
	numpages     = 12,
	keywords     = {augmented reality, language learning, grammar, self-directed learning, contextual learning}
}
@inproceedings{10.1145/3313831.3376532,
	title        = {Foundations for Designing Public Interactive Displays That Provide Value to Users},
	author       = {Parker, Callum and Tomitsch, Martin and Davies, Nigel and Valkanova, Nina and Kay, Judy},
	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          = {10.1145/3313831.3376532},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376532},
	abstract     = {Public interactive displays (PID) are a promising technology for providing information and collecting feedback in public spaces. Research on PIDs has shown that, like all public displays, their efficacy is reduced by display blindness. Rather than increase the visual attention-grabbing nature of PIDs, we propose that additional understanding is required around how and when these displays are able to offer value to users. We tackle this through a systematic analysis of PID studies published in the literature, which led to 9 aspects of value across 4 factors: people, location, community, and time. We discuss the identified aspects and their utility for the design of PIDs through a review of our own deployments carried out by 4 different labs across 5 countries. We conclude with a set of recommendations for identifying and optimising the intended value of future PIDs.},
	numpages     = 12,
	keywords     = {design recommendations, literature review, public interactive displays, deployments, in-the-wild, public displays, value}
}
@inproceedings{10.1145/3313831.3376517,
	title        = {Exploring the Potential of an Intelligent Tutoring System for Sketching Fundamentals},
	author       = {Williford, Blake and Runyon, Matthew and Li, Wayne and Linsey, Julie and Hammond, Tracy},
	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          = {10.1145/3313831.3376517},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376517},
	abstract     = {Sketching is a practical and useful skill that can benefit communication and problem solving. However, it remains a difficult skill to learn because of low confidence and motivation among students and limited availability for instruction and personalized feedback among teachers. There is an need to improve the educational experience for both groups, and we hypothesized that integrating technology could provide a variety of benefits. We designed and developed an intelligent tutoring system for sketching fundamentals called Sketchtivity, and deployed it in to six existing courses at the high school and university level during the 2017-2018 school year. 268 students used the tool and produced more than 116,000 sketches of basic primitives. We conducted semi-structured interviews with the six teachers who implemented the software, as well as nine students from a course where the tool was used extensively. Using grounded theory, we found ten categories which unveiled the benefits and limitations of integrating an intelligent tutoring system for sketching fundamentals in to existing pedagogy.},
	numpages     = 13,
	keywords     = {human-computer interaction, intelligent tutoring system, user experience design, sketch recognition, sketching, art education, drawing, design education}
}
@inproceedings{10.1145/3313831.3376506,
	title        = {Ambiguity-Aware AI Assistants for Medical Data Analysis},
	author       = {Schaekermann, Mike and Beaton, Graeme and Sanoubari, Elaheh and Lim, Andrew and Larson, Kate and Law, Edith},
	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          = {10.1145/3313831.3376506},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376506},
	abstract     = {Artificial intelligence (AI) assistants for clinical decision making show increasing promise in medicine. However, medical assessments can be contentious, leading to expert disagreement. This raises the question of how AI assistants should be designed to handle the classification of ambiguous cases. Our study compared two AI assistants that provide classification labels for medical time series data along with quantitative uncertainty estimates: conventional vs. ambiguity-aware. We simulated our ambiguity-aware AI based on real-world expert discussions to highlight cases likely to lead to expert disagreement, and to present arguments for conflicting classification choices. Our results demonstrate that ambiguity-aware AI can alter expert

repository: HighTemplar-wjiang/Crawlers

repo_name: HighTemplar-wjiang/Crawlers