text:
CNN which detects subtle close-to-mic features (mainly pop noise). Our two-stage algorithm can achieve 94.1% activation recall, 12.3 False Accepts per Week per User (FAWU) with 68 KB memory size, which can run at 352 fps on the smartphone. The user study shows that ProxiMic is efficient, user-friendly, and practical.},
	articleno    = 8,
	numpages     = 12,
	keywords     = {voice input, sensing technique, activity recognition}
}
@inproceedings{10.1145/3411764.3445649,
	title        = {Towards an Understanding of Situated AR Visualization for Basketball Free-Throw Training},
	author       = {Lin, Tica and Singh, Rishi and Yang, Yalong and Nobre, Carolina and Beyer, Johanna and Smith, Maurice A. and Pfister, Hanspeter},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445649},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445649},
	abstract     = {We present an observational study to compare co-located and situated real-time visualizations in basketball free-throw training. Our goal is to understand the advantages and concerns of applying immersive visualization to real-world skill-based sports training and to provide insights for designing AR sports training systems. We design both a situated 3D visualization on a head-mounted display and a 2D visualization on a co-located display to provide immediate visual feedback on a player’s shot performance. Using a within-subject study design with experienced basketball shooters, we characterize user goals, report on qualitative training experiences, and compare the quantitative training results. Our results show that real-time visual feedback helps athletes refine subsequent shots. Shooters in our study achieve greater angle consistency with our visual feedback. Furthermore, AR visualization promotes an increased focus on body form in athletes. Finally, we present suggestions for the design of future sports AR studies.},
	articleno    = 461,
	numpages     = 13,
	keywords     = {Data Visualization, Immersive Analytics, SportsXR, Augmented Reality, Situated Analytics}
}
@inproceedings{10.1145/3411764.3445645,
	title        = {Towards Mutual Theory of Mind in Human-AI Interaction: How Language Reflects What Students Perceive About a Virtual Teaching Assistant},
	author       = {Wang, Qiaosi and Saha, Koustuv and Gregori, Eric and Joyner, David and Goel, Ashok},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445645},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445645},
	abstract     = {Building conversational agents that can conduct natural and prolonged conversations has been a major technical and design challenge, especially for community-facing conversational agents. We posit Mutual Theory of Mind as a theoretical framework to design for natural long-term human-AI interactions. From this perspective, we explore a community’s perception of a question-answering conversational agent through self-reported surveys and computational linguistic approach in the context of online education. We first examine long-term temporal changes in students’ perception of Jill Watson (JW), a virtual teaching assistant deployed in an online class discussion forum. We then explore the feasibility of inferring students’ perceptions of JW through linguistic features extracted from student-JW dialogues. We find that students’ perception of JW’s anthropomorphism and intelligence changed significantly over time. Regression analyses reveal that linguistic verbosity, readability, sentiment, diversity, and adaptability reflect student perception of JW. We discuss implications for building adaptive community-facing conversational agents as long-term companions and designing towards Mutual Theory of Mind in human-AI interaction.},
	articleno    = 384,
	numpages     = 14,
	keywords     = {online education, language analysis, human-AI interaction, theory of mind, online community, conversational agent}
}
@inproceedings{10.1145/3411764.3445637,
	title        = {Can Anthropographics Promote Prosociality?A Review and Large-Sample Study},
	author       = {Morais, Luiz and Jansen, Yvonne and Andrade, Nazareno and Dragicevic, Pierre},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445637},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445637},
	abstract     = {Visualizations designed to make readers compassionate with the persons whose data is represented have been called anthropographics and are commonly employed by practitioners. Empirical studies have recently examined whether anthropographics indeed promote empathy, compassion, or the likelihood of prosocial behavior, but findings have been inconclusive so far. This work contributes a detailed overview of past experiments, and two new experiments that use large samples and a combination of design strategies to maximize the possibility of finding an effect. We tested an information-rich anthropographic against a simple bar chart, asking participants to allocate hypothetical money in a crowdsourcing study. We found that the anthropographic had, at best, a small effect on money allocation. Such a small effect may be relevant for large-scale donation campaigns, but the large sample sizes required to observe an effect and the noise involved in measuring it make it very difficult to study in more depth. Data and code are available at https://osf.io/xqae2/.},
	articleno    = 611,
	numpages     = 18,
	keywords     = {infographics, empathy, information visualization, compassion., anthropographics}
}
@inproceedings{10.1145/3411764.3445608,
	title        = {“Good Enough!”: Flexible Goal Achievement with Margin-Based Outcome Evaluation},
	author       = {Jung, Gyuwon and Oh, Jio and Jung, Youjin and Sun, Juho and Kong, Ha-Kyung and Lee, Uichin},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445608},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445608},
	abstract     = {Traditional goal setting simply assumes a binary outcome for goal evaluation. This binary judgment does not consider a user’s effort, which may demotivate the user. This work explores the possibility of mitigating this negative impact with a slight modification on the goal evaluation criterion, by introducing a ‘margin’ that is widely used for quality control in the manufacturing fields. A margin represents a range near the goal where the user’s outcome will be regarded as ‘good enough’ even if the user fails to reach it. We explore users’ perceptions and behaviors through a large-scale survey study and a small-scale field experiment using a coaching system to promote physical activity. Our results provide positive evidence on the margin, such as lowering the burden of goal achievement and increasing motivation to make attempts. We discuss practical design implications on margin-enabled goal setting and evaluation for behavioral change support systems.},
	articleno    = 222,
	numpages     = 15,
	keywords     = {Service Design, Interview, User Experience Design, Behavior Change}
}
@inproceedings{10.1145/3411764.3445599,
	title        = {“Money Makes the World Go around”: Identifying Barriers to Better Privacy in Children’s Apps From Developers’ Perspectives},
	author       = {Ekambaranathan, Anirudh and Zhao, Jun and Van Kleek, Max},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445599},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445599},
	abstract     = {The industry for children’s apps is thriving at the cost of children’s privacy: these apps routinely disclose children’s data to multiple data trackers and ad networks. As children spend increasing time online, such exposure accumulates to long-term privacy risks. In this paper, we used a mixed-methods approach to investigate why this is happening and how developers might change their practices. We base our analysis against 5 leading data protection frameworks that set out requirements and recommendations for data collection in children’s apps. To understand developers’ perspectives and constraints, we conducted 134 surveys and 20 semi-structured interviews with popular Android children’s app developers. Our analysis revealed that developers largely respect children’s best interests; however, they have to make compromises due to limited monetisation options, perceived harmlessness of certain third-party libraries, and lack of availability of design guidelines. We identified concrete approaches and directions for future research to help overcome these barriers.},
	articleno    = 46,
	numpages     = 15,
	keywords     = {age-appropriate design, developer practices, developer values, children’s apps, children’s privacy}
}
@inproceedings{10.1145/3411764.3445597,
	title        = {Exploring Augmented Visual Alterations in Interpersonal Communication},
	author       = {Rixen, Jan Ole and Hirzle, Teresa and Colley, Mark and Etzel, Yannick and Rukzio, Enrico and Gugenheimer, Jan},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445597},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445597},
	abstract     = {Augmented Reality (AR) glasses equip users with the tools to modify the visual appearance of their surrounding environment. This might severely impact interpersonal communication, as the conversational partners will no longer share the same visual perception of reality. Grounded in color-in-context theory, we present a potential AR application scenario in which users can modify the color of the environment to achieve subconscious benefits. In a consecutive online survey (N=64), we measured the user’s comfort, acceptance of altering and being altered, and how it is impacted by being able to perceive or not perceive the alteration. We identified significant differences depending on (1) who or what is the target of the alteration, (2) which body part is altered, and (3) which relationship the conversational partners share. In light of our quantitative and qualitative findings, we discuss ethical and practical implications for future devices and applications that employ visual alterations.},
	articleno    = 730,
	numpages     = 11,
	keywords     = {visual alterations, interpersonal communication, Augmented Reality, social acceptability, color-in-context}
}
@inproceedings{10.1145/3411764.3445591,
	title        = {Cody: An AI-Based System to Semi-Automate Coding for Qualitative Research},
	author       = {Rietz, Tim and Maedche, Alexander},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445591},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445591},
	abstract     = {Qualitative research can produce a rich understanding of a phenomenon but requires an essential and strenuous data annotation process known as coding. Coding can be repetitive and time-consuming, particularly for large datasets. Existing AI-based approaches for partially automating coding, like supervised machine learning (ML) or explicit knowledge represented in code rules, require high technical literacy and lack transparency. Further, little is known about the interaction of researchers with AI-based coding assistance. We introduce Cody, an AI-based system that semi-automates coding through code rules and supervised ML. Cody supports researchers with interactively (re)defining code rules and uses ML to extend coding to unseen data. In two studies with qualitative researchers, we found that (1) code rules provide structure and transparency, (2) explanations are commonly desired but rarely used, (3) suggestions benefit coding quality rather than coding speed, increasing the intercoder reliability, calculated with Krippendorff’s Alpha, from 0.085 (MAXQDA) to 0.33 (Cody).},
	articleno    = 394,
	numpages     = 14,
	keywords     = {Qualitative research, Qualitative coding, Artifact design, Supervised machine learning, Rule-based coding, User-centered design}
}
@inproceedings{10.1145/3411764.3445589,
	title        = {A Digital Safety Dilemma: Analysis of Computer-Mediated Computer Security Interventions for Intimate Partner Violence During COVID-19},
	author       = {Tseng, Emily and Freed, Diana and Engel, Kristen and Ristenpart, Thomas and Dell, Nicola},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445589},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445589},
	abstract     = {The shutdown measures necessary to stop the spread of COVID-19 have amplified the role of technology in intimate partner violence (IPV). Survivors may be forced to endure lockdowns with their abusers, intensifying the dangers of technology-enabled abuse (e.g. stalking, harassment, monitoring, surveillance). They may also be forced to rely on potentially compromised devices to reach support networks: a dangerous dilemma for digital safety. This qualitative study examines how technologists with computer security expertise provided remote assistance to IPV survivors during the pandemic. Findings from 24 consults with survivors and five focus groups with technologist consultants show how remote delivery of technology support services raised three fundamental challenges: (1) ensuring safety for survivors and consultants; (2) assessing device security over a remote connection; and (3) navigating new burdens for consultants, including emotional labor. We highlight implications for HCI researchers creating systems that enable access to remote expert services for vulnerable people.},
	articleno    = 71,
	numpages     = 17,
	keywords     = {gender-based violence, computer security and privacy, intimate partner violence}
}
@inproceedings{10.1145/3411764.3445568,
	title        = {Optimization-Based User Support for Cinematographic Quadrotor Camera Target Framing},
	author       = {Gebhardt, Christoph and Hilliges, Otmar},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445568},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445568},
	abstract     = {To create aesthetically pleasing aerial footage, the correct framing of camera targets is crucial. However, current quadrotor camera tools do not consider the 3D extent of actual camera targets in their optimization schemes and simply interpolate between keyframes when generating a trajectory. This can yield videos with aesthetically unpleasing target framing. In this paper, we propose a target framing algorithm that optimizes the quadrotor camera pose such that targets are positioned at desirable screen locations according to videographic compositional rules and entirely visible throughout a shot. Camera targets are identified using a semi-automatic pipeline which leverages a deep-learning-based visual saliency model. A large-scale perceptual study (N ≈ 500) shows that our method enables users to produce shots with a target framing that is closer to what they intended to create and more or as aesthetically pleasing than with the previous state of the art.},
	articleno    = 586,
	numpages     = 13,
	keywords     = {Aerial Videography, Quadrotor Camera Tools, Computational Design, Trajectory Optimization}
}
@inproceedings{10.1145/3411764.3445567,
	title        = {Understanding Trigger-Action Programs Through Novel Visualizations of Program Differences},
	author       = {Zhao, Valerie and Zhang, Lefan and Wang, Bo and Littman, Michael L. and Lu, Shan and Ur, Blase},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445567},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445567},
	abstract     = {Trigger-action programming (if-this-then-that rules) empowers non-technical users to automate services and smart devices. As a user’s set of trigger-action programs evolves, the user must reason about behavior differences between similar programs, such as between an original program and several modification candidates, to select programs that meet their goals. To facilitate this process, we co-designed user interfaces and underlying algorithms to highlight differences between trigger-action programs. Our novel approaches leverage formal methods to efficiently identify and visualize differences in program outcomes or abstract properties. We also implemented a traditional interface that shows only syntax differences in the rules themselves. In a between-subjects online experiment with 107 participants, the novel interfaces better enabled participants to select trigger-action programs matching intended goals in complex, yet realistic, situations that proved very difficult when using traditional interfaces showing syntax differences.},
	articleno    = 312,
	numpages     = 17,
	keywords     = {trigger-action programs, debugging, diffs, end-user programming}
}
@inproceedings{10.1145/3411764.3445566,
	title        = {Design and Analysis of Intelligent Text Entry Systems with Function Structure Models and Envelope Analysis},
	author       = {Kristensson, Per Ola and M\"{u}llners, Thomas},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445566},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445566},
	abstract     = {Designing intelligent interactive text entry systems often relies on factors that are difficult to estimate or assess using traditional HCI design and evaluation methods. We introduce a complementary approach by adapting function structure models from engineering design. We extend their use by extracting controllable and uncontrollable parameters from function structure models and visualizing their impact using envelope analysis. Function structure models allow designers to understand a system in terms of its functions and flows between functions and decouple functions from function carriers. Envelope analysis allows the designer to further study how parameters affect variables of interest, for example, accuracy, keystroke savings and other dependent variables. We provide examples of function structure models and illustrate a complete envelope analysis by investigating a parameterized function structure model of predictive text entry. We discuss the implications of this design approach for both text entry system design and for critique of system contributions.},
	articleno    = 584,
	numpages     = 12,
	keywords     = {computational interaction, predictive text entry, text entry design, engineering design, computational modeling}
}
@inproceedings{10.1145/3411764.3445565,
	title        = {LipType: A Silent Speech Recognizer Augmented with an Independent Repair Model},
	author       = {Pandey, Laxmi and Arif, Ahmed Sabbir},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445565},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445565},
	abstract     = {Speech recognition is unreliable in noisy places, compromises privacy and security when around strangers, and inaccessible to people with speech disorders. Lip reading can mitigate many of these challenges but the existing silent speech recognizers for lip reading are error prone. Developing new recognizers and acquiring new datasets is impractical for many since it requires enormous amount of time, effort, and other resources. To address these, first, we develop LipType, an optimized version of LipNet for improved speed and accuracy. We then develop an independent repair model that processes video input for poor lighting conditions, when applicable, and corrects potential errors in output for increased accuracy. We then test this model with LipType and other speech and silent speech recognizers to demonstrate its effectiveness.},
	articleno    = 1,
	numpages     = 19,
	keywords     = {text input., deep learning, Silent speech recognition, language modeling}
}
@inproceedings{10.1145/3411764.3445548,
	title        = {Exploring Smartphone Relationships through Roland Barthes Using an Instrumented Pillow Technology Probe},
	author       = {Funk, Julie M. and Lakier, Matthew and O'Gorman, Marcel and Vogel, Daniel},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445548},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445548},
	abstract     = {We examine a vocabulary of affective language, borrowed from Roland Barthes’ “A Lover’s Discourse: Fragments,” and its applicability to discourse describing smartphone attachment. This vocabulary, adopted from four of Barthes’ terms, waiting, dependency, anxiety, and absence, is used as a discursive lens to illustrate some of the many ways people understand and engage with their relationships to their smartphones. Based on this, a survey is conducted, and a speculative technology probe is created in the form of an instrumented pillow for people to lock away their smartphones during the night. The pillow is deployed in a diary study in which five people sleep with their phone locked away for multiple nights. The self-reported and observed behaviours are presented in a selection of vignettes. The results support the proposed discursive lens and suggest future interdisciplinary strategies to investigate how people relate to interactive technology, using a combined approach of literary theory and a technology probe supported by survey and study data.},
	articleno    = 269,
	numpages     = 13,
	keywords     = {technology probes, literary language, smartphone addiction}
}
@inproceedings{10.1145/3411764.3445541,
	title        = {The Kids Are / Not / Sort of All Right*},
	author       = {Pitt, Caroline and Hock, Ari and Zelnick, Leila and Davis, Katie},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445541},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445541},
	abstract     = {We investigated changes in and factors affecting American adolescents’ subjective wellbeing during the early months (April – August 2020) of the coronavirus pandemic in the United States. Twenty-one teens (14-19 years) participated in interviews at the start and end of the study and completed ecological momentary assessments three times per week between the interviews. There was an aggregate trend toward increased wellbeing, with considerable variation within and across participants. Teens reported greater reliance on networked technologies as their unstructured time increased during lockdown. Using multilevel growth modeling, we found that how much total time teens spent with technology had less bearing on daily fluctuations in wellbeing than the satisfaction and meaning they derived from their technology use. Ultimately, teens felt online communication could not replace face-to-face interactions. We conducted two follow-up participatory design sessions with nine teens to explore these insights in greater depth and reflect on general implications for design to support teens’ meaningful technology experiences and wellbeing during disruptive life events.},
	articleno    = 352,
	numpages     = 14,
	keywords     = {teens, wellbeing, experience sampling, COVID-19}
}
@inproceedings{10.1145/3411764.3445533,
	title        = {Exploring Awareness of Breathing through Deep Touch Pressure},
	author       = {Jung, Annkatrin and Alfaras, Miquel and Karpashevich, Pavel and Primett, William and H\"{o}\"{o}k, Kristina},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445533},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445533},
	abstract     = {Deep Pressure Therapy relies on exerting firm touch to help individuals with sensory sensitivity. We performed first-person explorations of deep pressure enabled by shape-changing actuation driven by breathing sensing. This revealed a novel design space with rich, evocative, aesthetically interesting interactions that can help increase breathing awareness and appreciation through: (1) applying symmetrical as well as asymmetrical pressure on the torso; (2) using pressure to direct attention to muscles or bone structure involved in different breathing patterns; (3) apply synchronous as well as asynchronous feedback following or opposing the user’s breathing rhythm through applying rhythmic pressure. Taken together these explorations led us to design (4) breathing correspondence interactions – a balance point right between leading and following users’ breathing patterns by first applying deep pressure – almost to the point of being unpleasant – and then releasing in rhythmic flow.},
	articleno    = 263,
	numpages     = 15,
	keywords     = {Wearables, Breathing, Shape-Changing Interfaces, Soma Design, Deep Touch Pressure}
}
@inproceedings{10.1145/3411764.3445529,
	title        = {Unmaking: Enabling and Celebrating the Creative Material of Failure, Destruction, Decay, and Deformation},
	author       = {Song, Katherine W and Paulos, Eric},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445529},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445529},
	abstract     = {The access and growing ubiquity of digital fabrication has ushered in a celebration of creativity and “making.” However, the focus is often on the resulting static artifact or the creative process and tools to design it. We envision a post-making process that extends past these final static objects — not just in their making but in their “unmaking.” By drawing from artistic movements such as Auto-Destructive Art, intentionally inverting well-established engineering principles of structurally sound designs, and safely misusing unstable materials, we demonstrate an important extension to making — unmaking. In this paper, we provide designers with a new vocabulary of unmaking operations within standard 3D modeling tools. We demonstrate how such designs can be realized using a novel multi-material 3D printing process. Finally, we detail how unmaking allows designs to change over time, is an ally to sustainability and re-usability, and captures themes of “aura,” emotionality, and personalization.},
	articleno    = 429,
	numpages     = 12,
	keywords     = {making, unmaking, digital fabrication, temporality, art, materiality, interaction design, destruction, sustainability}
}
@inproceedings{10.1145/3411764.3445523,
	title        = {Personalised Recommendations in Mental Health Apps: The Impact of Autonomy and Data Sharing},
	author       = {Pieritz, Svenja and Khwaja, Mohammed and Faisal, A. Aldo and Matic, Aleksandar},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445523},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445523},
	abstract     = {The recent growth of digital interventions for mental well-being prompts a call-to-arms to explore the delivery of personalised recommendations from a user’s perspective. In a randomised placebo study with a two-way factorial design, we analysed the difference between an autonomous user experience as opposed to personalised guidance, with respect to both users’ preference and their actual usage of a mental well-being app. Furthermore, we explored users’ preference in sharing their data for receiving personalised recommendations, by juxtaposing questionnaires and mobile sensor data. Interestingly, self-reported results indicate the preference for personalised guidance, whereas behavioural data suggests that a blend of autonomous choice and recommended activities results in higher engagement. Additionally, although users reported a strong preference of filling out questionnaires instead of sharing their mobile data, the data source did not have any impact on the actual app use. We discuss the implications of our findings and provide takeaways for designers of mental well-being applications.},
	articleno    = 537,
	numpages     = 12,
	keywords     = {Personality Traits, Personalisation, User Perception, Recommender Systems}
}
@inproceedings{10.1145/3411764.3445520,
	title        = {Accessibility of High-Fidelity Prototyping Tools},
	author       = {Li, Junchen and W. Tigwell, Garreth and Shinohara, Kristen},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445520},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445520},
	abstract     = {High-fidelity prototyping tools are used by software designers and developers to iron out interface details without full implementation. However, the lack of visual accessibility in these tools creates a barrier for designers who may use screen readers, such as those who are vision impaired. We assessed conformance of four prototyping tools (Sketch, Adobe XD, Balsamiq, UXPin) with accessibility guidelines, using two screen readers (Narrator and VoiceOver), focusing our analysis on GUI element accessibility and critical workflows used to create prototypes. We found few tools were fully accessible, with 45.9% of GUI elements meeting accessibility criteria (34.2% partially supported accessibility, 19.9% not supporting accessibility). Accessibility issues stymied efforts to create prototypes using screen readers. Though no screen reader-tool pairs were completely accessible, the most accessible pairs were VoiceOver-Sketch, VoiceOver-Balsamiq, and Narrator-Balsamiq. We recommend prioritizing improved accessibility for input and control instruction, alternative text, focus order, canvas element properties, and keyboard operations.},
	articleno    = 493,
	numpages     = 17,
	keywords     = {Prototyping Tools, High-Fidelity Prototyping}
}
@inproceedings{10.1145/3411764.3445514,
	title        = {A Simulation Model of Intermittently Controlled Point-and-Click Behaviour},
	author       = {Do, Seungwon and Chang, Minsuk and Lee, Byungjoo},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445514},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445514},
	abstract     = {We present a novel simulation model of point-and-click behaviour that is applicable both when a target is stationary or moving. To enable more realistic simulation than existing models, the model proposed in this study takes into account key features of the user and the external environment, such as intermittent motor control, click decision-making, visual perception, upper limb kinematics and the effect of input device. The simulated user’s point-and-click behaviour is formulated as a Markov decision process (MDP), and the user’s policy of action is optimised through deep reinforcement learning. As a result, our model successfully and accurately reproduced the trial completion time, distribution of click endpoints, and cursor trajectories of real users. Through an ablation study, we showed how the simulation results change when the model’s sub-modules are individually removed. The implemented model and dataset are publicly available.},
	articleno    = 286,
	numpages     = 17,
	keywords     = {point-and-click, simulation model, user performance, Fitts’ law}
}
@inproceedings{10.1145/3411764.3445513,
	title        = {RCO : Investigating Social and Technological Constraints through Interactive Dance},
	author       = {Alaoui, Sarah Fdili and Matos, Jean-Marc},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445513},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445513},
	abstract     = {We describe the research led by the performance Radical Choreographic Object (RCO). RCO is a participatory performance where the audience members respond to instructions and interactions sent to their mobile phones as well as invitations to dance from the performers. The performance provides an experimental ground where we question how humans participate to the dance and how they relate to their mobile technologies. Through observations and conversations with participants during several showings, we show that the participants progressed from obeying and feeling hostage of the interactions to re-interpreting and re-appropriating them. We then discuss these findings in the light of the norms and constraints that are imposed by social behaviours and by the abundance of mobile technologies. We also reflect on the alternatives that emerge where people break free from those norms, embrace eccentricity and dare to dance.},
	articleno    = 618,
	numpages     = 13,
	keywords     = {Performance led Research, Dance}
}
@inproceedings{10.1145/3411764.3445511,
	title        = {Mapping Design Spaces for Audience Participation in Game Live Streaming},
	author       = {Striner, Alina and Webb, Andrew M. and Hammer, Jessica and Cook, Amy},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445511},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445511},
	abstract     = {Live streaming sites such as Twitch offer new ways for remote audiences to engage with and affect gameplay. While research has considered how audiences interact with games, HCI lacks clear demarcations of the potential design spaces for audience participation. This paper introduces and validates a theme map of audience participation in game live streaming for student designers. This map is a lens that reveals relationships among themes and sub-themes of Agency, Pacing, and Community—to explore, reflect upon, describe, and make sense of emerging, complex design spaces. We are the first to articulate such a lens, and to provide a reflective tool to support future research and education. To create the map, we perform a thematic analysis of design process documents of a course on audience participation for Twitch, using this analysis to visually coordinate relationships between important themes. To help student designers analyze and reflect on existing experiences, we supplement the theme map with a set of mapping procedures. We validate the applicability of our map with a second set of student designers, who found the map useful as a comparative and reflective tool.},
	articleno    = 329,
	numpages     = 15,
	keywords     = {live performance, community, pacing, Twitch, agency}
}
@inproceedings{10.1145/3411764.3445507,
	title        = {Ask Me or Tell Me? Enhancing the Effectiveness of Crowdsourced Design Feedback},
	author       = {Lekschas, Fritz and Ampanavos, Spyridon and Siangliulue, Pao and Pfister, Hanspeter and Gajos, Krzysztof Z.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445507},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445507},
	abstract     = {Crowdsourced design feedback systems are emerging resources for getting large amounts of feedback in a short period of time. Traditionally, the feedback comes in the form of a declarative statement, which often contains positive or negative sentiment. Prior research has shown that overly negative or positive sentiment can strongly influence the perceived usefulness and acceptance of feedback and, subsequently, lead to ineffective design revisions. To enhance the effectiveness of crowdsourced design feedback, we investigate a new approach for mitigating the effects of negative or positive feedback by combining open-ended and thought-provoking questions with declarative feedback statements. We conducted two user studies to assess the effects of question-based feedback on the sentiment and quality of design revisions in the context of graphic design. We found that crowdsourced question-based feedback contains more neutral sentiment than statement-based feedback. Moreover, we provide evidence that presenting feedback as questions followed by statements leads to better design revisions than question- or statement-based feedback alone.},
	articleno    = 564,
	numpages     = 12,
	keywords     = {feedback framing, questioning, crowdsourced design feedback, sentiment}
}
@inproceedings{10.1145/3411764.3445503,
	title        = {CakeVR: A Social Virtual Reality (VR) Tool for Co-Designing Cakes},
	author       = {Mei, Yanni and Li, Jie and de Ridder, Huib and Cesar, Pablo},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445503},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445503},
	abstract     = {Cake customization services allow clients to collaboratively personalize cakes with pastry chefs. However, remote (e.g., email) and in-person co-design sessions are prone to miscommunication, due to natural restrictions in visualizing cake size, decoration, and celebration context. This paper presents the design, implementation, and expert evaluation of a social VR application (CakeVR) that allows a client to remotely co-design cakes with a pastry chef, through real-time realistic 3D visualizations. Drawing on expert semi-structured interviews (4 clients, 5 pastry chefs), we distill and incorporate 8 design requirements into our CakeVR prototype. We evaluate CakeVR with 10 experts (6 clients, 4 pastry chefs) using cognitive walkthroughs, and find that it supports ideation and decision making through intuitive size manipulation, color/flavor selection, decoration design, and custom celebration theme fitting. Our findings provide recommendations for enabling co-design in social VR and highlight CakeVR’s potential to transform product design communication through remote interactive and immersive co-design.},
	articleno    = 572,
	numpages     = 14,
	keywords     = {Cake Design, Social Virtual Reality, Remote Collaboration, Co-design}
}
@inproceedings{10.1145/3411764.3445501,
	title        = {Hummer: Text Entry by Gaze and Hum},
	author       = {Hedeshy, Ramin and Kumar, Chandan and Menges, Raphael and Staab, Steffen},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445501},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445501},
	abstract     = {Text entry by gaze is a useful means of hands-free interaction that is applicable in settings where dictation suffers from poor voice recognition or where spoken words and sentences jeopardize privacy or confidentiality. However, text entry by gaze still shows inferior performance and it quickly exhausts its users. We introduce text entry by gaze and hum as a novel hands-free text entry. We review related literature to converge to word-level text entry by analysis of gaze paths that are temporally constrained by humming. We develop and evaluate two design choices: “HumHum” and “Hummer.” The first method requires short hums to indicate the start and end of a word. The second method interprets one continuous humming as an indication of the start and end of a word. In an experiment with 12 participants, Hummer achieved a commendable text entry rate of 20.45 words per minute, and outperformed HumHum and the gaze-only method EyeSwipe in both quantitative and qualitative measures.},
	articleno    = 741,
	numpages     = 11,
	keywords     = {hands-free interaction, eye tracking, swipe, eye typing, humming}
}
@inproceedings{10.1145/3411764.3445496,
	title        = {KiTT - The Kinaesthetics Transfer Teacher: Design and Evaluation of a Tablet-Based System to Promote the Learning of Ergonomic Patient Transfers},
	author       = {D\"{u}rr, Maximilian and Borowski, Marcel and Gr\"{o}schel, Carla and Pfeil, Ulrike and M\"{u}ller, Jens and Reiterer, Harald},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445496},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445496},
	abstract     = {Nurses frequently transfer patients as part of their daily work. However, manual patient transfers pose a major risk to nurses’ health. Although the Kinaesthetics care conception can help address this issue, existing support to learn the concept is low. We present KiTT, a tablet-based system, to promote the learning of ergonomic patient transfers based on the Kinaesthetics care conception. KiTT supports the training of Kinaesthetics-based patient transfers by two nurses. The nurses are guided by the phases (i) interactive instructions, (ii) training of transfer conduct, and (iii) feedback and reflection. We evaluated KiTT with 26 nursing-care students in a nursing-care school. Our results indicate that KiTT provides a good subjective support for the learning of Kinaesthetics. Our results also suggest that KiTT can promote the ergonomically correct conduct of patient transfers while providing a good user experience adequate to the nursing-school context, and reveal how KiTT can extend existing practices.},
	articleno    = 233,
	numpages     = 16,
	keywords     = {kinaesthetics, tablet-based system, learning, nursing care}
}
@inproceedings{10.1145/3411764.3445484,
	title        = {FaceSight: Enabling Hand-to-Face Gesture Interaction on AR Glasses with a Downward-Facing Camera Vision},
	author       = {Weng, Yueting and Yu, Chun and Shi, Yingtian and Zhao, Yuhang and Yan, Yukang and Shi, Yuanchun},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445484},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445484},
	abstract     = {We present FaceSight, a computer vision-based hand-to-face gesture sensing technique for AR glasses. FaceSight fixes an infrared camera onto the bridge of AR glasses to provide extra sensing capability of the lower face and hand behaviors. We obtained 21 hand-to-face gestures and demonstrated the potential interaction benefits through five AR applications. We designed and implemented an algorithm pipeline that segments facial regions, detects hand-face contact (f1 score: 98.36%), and trains convolutional neural network (CNN) models to classify the hand-to-face gestures. The input features include gesture recognition, nose deformation estimation, and continuous fingertip movement. Our algorithm achieves classification accuracy of all gestures at 83.06%, proved by the data of 10 users. Due to the compact form factor and rich gestures, we recognize FaceSight as a practical solution to augment input capability of AR glasses in the future.},
	articleno    = 10,
	numpages     = 14,
	keywords     = {AR Glasses, Hand-to-Face Gestures, Computer Vision}
}
@inproceedings{10.1145/3411764.3445454,
	title        = {Elevate: A Walkable Pin-Array for Large Shape-Changing Terrains},
	author       = {Je, Seungwoo and Lim, Hyunseung and Moon, Kongpyung and Teng, Shan-Yuan and Brooks, Jas and Lopes, Pedro and Bianchi, Andrea},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445454},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445454},
	abstract     = {Current head-mounted displays enable users to explore virtual worlds by simply walking through them (i.e., real-walking VR). This led researchers to create haptic displays that can also simulate different types of elevation shapes. However, existing shape-changing floors are limited by their tabletop scale or the coarse resolution of the terrains they can display due to the limited number of actuators and low vertical resolution. To tackle this challenge, we introduce Elevate, a dynamic and walkable pin-array floor on which users can experience not only large variations in shapes but also the details of the underlying terrain. Our system achieves this by packing 1200 pins arranged on a 1.80 \texttimes{} 0.60m platform, in which each pin can be actuated to one of ten height levels (resolution: 15mm/level). To demonstrate its applicability, we present our haptic floor combined with four walkable applications and a user study that reported increased realism and enjoyment.},
	articleno    = 127,
	numpages     = 11,
	keywords     = {Haptic Floor, VR, Shape Changing Display}
}
@inproceedings{10.1145/3411764.3445444,
	title        = {Causal Perception in Question-Answering Systems},
	author       = {Law, Po-Ming and Lo, Leo Yu-Ho and Endert, Alex and Stasko, John and Qu, Huamin},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445444},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445444},
	abstract     = {Root cause analysis is a common data analysis task. While question-answering systems enable people to easily articulate a why question (e.g., why students in Massachusetts have high ACT Math scores on average) and obtain an answer, these systems often produce questionable causal claims. To investigate how such claims might mislead users, we conducted two crowdsourced experiments to study the impact of showing different information on user perceptions of a question-answering system. We found that in a system that occasionally provided unreasonable responses, showing a scatterplot increased the plausibility of unreasonable causal claims. Also, simply warning participants that correlation is not causation seemed to lead participants to accept reasonable causal claims more cautiously. We observed a strong tendency among participants to associate correlation with causation. Yet, the warning appeared to reduce the tendency. Grounded in the findings, we propose ways to reduce the illusion of causality when using question-answering systems.},
	articleno    = 603,
	numpages     = 15,
	keywords     = {question answering, correlation and causation}
}
@inproceedings{10.1145/3411764.3445436,
	title        = {All in One Group: Current Practices, Lessons and Challenges of Chinese Home-School Communication in IM Group Chat},
	author       = {Gong, Jiangtao and Yao, Zheng and Lu, Zhicong and Ding, Qicheng and zhang, yu and Zhang, Liuxin and Wang, Qianying},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445436},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445436},
	abstract     = {When schools and families form a good partnership, children benefit. With the recent flourishing of communication apps, families and schools in China have shifted their primary communication channels to chat groups hosted on popular instant-messenger(IM) tools such as WeChat and QQ. With an interview study consisting of 18 parents and 9 teachers, followed by a survey study with 210 teachers, we found that IM group chat has become the most popular way that the majority of parents and teachers communicate, from among the many different channels available. While there are definite advantages to this kind of group chat, we also found a number of problematic issues, including a lack of privacy and repeated negative feedback shared by both parents and teachers. We discuss our results on how IM-based group chat could affect Chinese teachers’ authoritative figures, affect Chinese teacher’s work-life balance and potentially compromise Chinese students’ privacy.},
	articleno    = 346,
	numpages     = 12,
	keywords     = {parental engagement, computer-mediated communication, WeChat, home-school communication, group chat}
}
@inproceedings{10.1145/3411764.3445420,
	title        = {“It Cannot Do All of My Work”: Community Health Worker Perceptions of AI-Enabled Mobile Health Applications in Rural India},
	author       = {Okolo, Chinasa T. and Kamath, Srujana and Dell, Nicola and Vashistha, Aditya},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445420},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445420},
	abstract     = {Recent advances in Artificial Intelligence (AI) suggest that AI applications could transform healthcare delivery in the Global South. However, as researchers and technology companies rush to develop AI applications that aid the health of marginalized communities, it is critical to consider the needs and perceptions of the community health workers (CHWs) who will have to integrate these AI applications into the essential healthcare services they provide to rural communities. We describe a qualitative study examining CHWs’ perceptions of an AI application for automated disease diagnosis. Drawing on data from 21 interviews with CHWs in rural India, we characterize (1) CHWs’ knowledge, perceptions, and understandings of AI; and (2) the benefits and challenges that CHWs anticipate as AI applications are integrated into their workflows, including their opinions on automation of their work, possible misdiagnosis and errors, data access and surveillance issues, security and privacy challenges, and questions concerning trust. We conclude by discussing the implications of our work for HCI and AI research in low-resource environments.},
	articleno    = 701,
	numpages     = 20,
	keywords     = {Artificial Intelligence, CHW, ICTD, Community health worker, mHealth, AI, HCI4D}
}
@inproceedings{10.1145/3411764.3445405,
	title        = {What Life Events Are Disclosed on Social Media, How, When, and By Whom?},
	author       = {Saha, Koustuv and Seybolt, Jordyn and Mattingly, Stephen M and Aledavood, Talayeh and Konjeti, Chaitanya and Martinez, Gonzalo J. and Grover, Ted and Mark, Gloria and De Choudhury, Munmun},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445405},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445405},
	abstract     = {Social media platforms continue to evolve as archival platforms, where important milestones in an individual’s life are socially disclosed for support, solidarity, maintaining and gaining social capital, or to meet therapeutic needs. However, a limited understanding of how and what life events are disclosed (or not) prevents designing platforms to be sensitive to life events. We ask what life events individuals disclose on a 256 participants’ year-long Facebook dataset of 14K posts against their self-reported life events. We contribute a codebook to identify life event disclosures and build regression models on factors explaining life events’ disclosures. Positive and anticipated events are more likely, whereas significant, recent, and intimate events are less likely to be disclosed on social media. While all life events may not be disclosed, online disclosures can reflect complementary information to self-reports. Our work bears practical and platform design implications in providing support and sensitivity to life events.},
	articleno    = 335,
	numpages     = 22,
	keywords     = {social media, individual differences, language, life events, self-disclosure, self-reports, audience}
}
@inproceedings{10.1145/3411764.3445388,
	title        = {Understanding the Design and Effectiveness of Peripheral Breathing Guide Use During Information Work},
	author       = {Tabor, Aaron and Bateman, Scott and Scheme, Erik and Sadprasid, Book and schraefel, m.c.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445388},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445388},
	abstract     = {Peripheral breathing guides – tools designed to influence breathing while completing another primary task – have been proposed to provide physiological benefits during information work. While research has shown that guides can influence breathing rates under ideal conditions, there is little evidence that they can lead to underlying markers of physiological benefit under interrupted work conditions. Further, even if guides are effective during work tasks, it is unclear how personal and workplace factors affect peoples' willingness to adopt them for everyday use. In this paper, we present the results of a comparative, mixed-methods study of five different peripheral breathing guides. Our findings show that peripheral breathing guides are viable and can provide physiological markers of benefit during interrupted work. Further, we show that guides are effective – even when use is intermittent due to workplace distractions. Finally, we contribute guidelines to support the design of breathing guides for everyday information work.},
	articleno    = 516,
	numpages     = 13,
	keywords     = {Slow Breathing Exercise, Peripheral Breathing Guides, Information Work}
}
@inproceedings{10.1145/3411764.3445336,
	title        = {Living Memory Home: Understanding Continuing Bond in the Digital Age through Backstage Grieving},
	author       = {She, Wan-Jou and Siriaraya, Panote and Ang, Chee Siang and Prigerson, Holly Gwen},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445336},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445336},
	abstract     = {Prolong Grief Disorder (PGD) is a condition in which mourners are stuck in the grief process for a prolonged period and continue to suffer from an intense, mal-adaptive level of grief. Despite the increased popularity of virtual mourning practices, and subsequently the emergence of HCI research in this area, there is little research looking into how continuing bonds maintained digitally promote or impede bereavement adjustment. Through a one-month diary study and in-depth interviews with 17 participants who recently lost their loved ones, we identified four broad mechanisms of how grievers engage in what we called ”backstage” grieving (as opposed to bereavement through digital public space like social media). We further discuss how this personal and private grieving is important in maintaining emotional well-being hence avoiding developing PGD, as well as possible design opportunities and challenges for future digital tools to support grieving.},
	articleno    = 546,
	numpages     = 14,
	keywords     = {Prolonged Grief Disorder, Continuous Bonds, Thanatosensitive technology, Digital Grieving}
}
@inproceedings{10.1145/3411764.3445324,
	title        = {Communication Skills Training Intervention Based on Automated Recognition of Nonverbal Signals},
	author       = {Pereira, Monica and Hone, Kate},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445324},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445324},
	abstract     = {There have been promising studies that show a potential of providing social signal feedback to improve communication skills. However, these studies have primarily focused on unimodal methods of feedback. In addition to this, studies do not assess whether skills are maintained after a given time. With a sample size of 22 this paper investigates whether multimodal social signal feedback is an effective method of improving communication in the context of media interviews. A pre-post experimental evaluation of media skills training intervention is presented which compares standard feedback with augmented feedback based on automated recognition of multimodal social signals. Results revealed significantly different training effects between the two conditions. However, the initial experiment study failed to show significant differences in human judgement of performance. A 6-month follow-up study revealed human judgement ratings were higher for the experiment group. This study suggests that augmented selective multimodal social signal feedback is an effective method for communication skills training.},
	articleno    = 742,
	numpages     = 14,
	keywords     = {Media interviews, Off-the-shelf emotion recognition technology, Communication skills training, Social Signals}
}
@inproceedings{10.1145/3411764.3445314,
	title        = {HCI Tactics for Politics from Below: Meeting the Challenges of Smart Cities},
	author       = {Whitney, Cedric Deslandes and Naval, Teresa and Quepons, Elizabeth and Singh, Simrandeep and Rick, Steven R and Irani, Lilly},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445314},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445314},
	abstract     = {As crucial public functions are transferred to computer systems, emerging technologies have public implications that are often shaped beyond public influence and oversight. “Smart city” and “modernization” projects are just some examples of such transformations. This paper focuses on struggles over the acquisition, control, and maintenance of these public, digital infrastructures. We focus on the forms of HCI knowledge and practice that proved useful to a coalition of community organizations claiming rights of input into and political oversight over surveillance technology. Their claims were a response to their exclusion from decision-making about smart city implementation in San Diego. We offer tactics “from below” as a way to attune HCI to the needs and practices of those excluded from power over widespread technology infrastructures. Ultimately, we argue that HCI cultivates a variety of capacities beyond design and redesign that can strengthen struggles to shape real-world technologies from below.},
	articleno    = 297,
	numpages     = 15,
	keywords     = {city, critical/activism/ethics, maker culture, participatory design}
}
@inproceedings{10.1145/3411764.3445306,
	title        = {Whither AutoML? Understanding the Role of Automation in Machine Learning Workflows},
	author       = {Xin, Doris and Wu, Eva Yiwei and Lee, Doris Jung-Lin and Salehi, Niloufar and Parameswaran, Aditya},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445306},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445306},
	abstract     = {Efforts to make machine learning more widely accessible have led to a rapid increase in Auto-ML tools that aim to automate the process of training and deploying machine learning. To understand how Auto-ML tools are used in practice today, we performed a qualitative study with participants ranging from novice hobbyists to industry researchers who use Auto-ML tools. We present insights into the benefits and deficiencies of existing tools, as well as the respective roles of the human and automation in ML workflows. Finally, we discuss design implications for the future of Auto-ML tool development. We argue that instead of full automation being the ultimate goal of Auto-ML, designers of these tools should focus on supporting a partnership between the user and the Auto-ML tool. This means that a range of Auto-ML tools will need to be developed to support varying user goals such as simplicity, reproducibility, and reliability.},
	articleno    = 83,
	numpages     = 16
}
@inproceedings{10.1145/3411764.3445299,
	title        = {Creepy Technology:What Is It and How Do You Measure It?},
	author       = {Wo\'{z}niak, Pawe\l{} W. and Karolus, Jakob and Lang, Florian and Eckerth, Caroline and Sch\"{o}ning, Johannes and Rogers, Yvonne and Niess, Jasmin},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445299},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445299},
	abstract     = {Interactive technologies are getting closer to our bodies and permeate the infrastructure of our homes. While such technologies offer many benefits, they can also cause an initial feeling of unease in users. It is important for Human-Computer Interaction to manage first impressions and avoid designing technologies that appear creepy. To that end, we developed the Perceived Creepiness of Technology Scale (PCTS), which measures how creepy a technology appears to a user in an initial encounter with a new artefact. The scale was developed based on past work on creepiness and a set of ten focus groups conducted with users from diverse backgrounds. We followed a structured process of analytically developing and validating the scale. The PCTS is designed to enable designers and researchers to quickly compare interactive technologies and ensure that they do not design technologies that produce initial feelings of creepiness in users.},
	articleno    = 719,
	numpages     = 13,
	keywords     = {creepiness, first impression, scale, evaluation, questionnaire, creepy, perceived creepiness of technology scale}
}
@inproceedings{10.1145/3411764.3445292,
	title        = {Problem-Solving Efficiency and Cognitive Load for Adaptive Parsons Problems vs. Writing the Equivalent Code},
	author       = {Haynes, Carl C. and Ericson, Barbara J.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445292},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445292},
	abstract     = {Novice programmers need differentiated assessments (such as adaptive Parsons problems) to maximize their ability to learn how to program. Parsons problems require learners to place mixed-up code blocks in the correct order to solve a problem. We conducted a within-subjects experiment to compare the efficiency and cognitive load of solving adaptive Parsons problems versus writing the equivalent (isomorphic) code. Undergraduates were usually more significantly efficient at solving a Parsons problem than writing the equivalent code, but not when the solution to the Parsons problem was unusual. This has implications for problem creators. This paper also reports on the mean cognitive load ratings of the two problem types and the relationship between efficiency and cognitive load ratings. Lastly, it reports on think-aloud observations of 11 students solving both adaptive Parsons problems and write-code problems and the results from an end-of-course student survey.},
	articleno    = 60,
	numpages     = 15,
	keywords     = {Parsons Problems, Programming, Cognitive Load Theory, Computing Education}
}
@inproceedings{10.1145/3411764.3445289,
	title        = {Charting the Unknown: Challenges in the Clinical Assessment of Patients’ Technology Use Related to Eating Disorders},
	author       = {Pater, Jessica and Nova, Fayika Farhat and Coupe, Amanda and Reining, Lauren E. and Kerrigan, Connie and Toscos, Tammy and Mynatt, Elizabeth D},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445289},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445289},
	abstract     = {A growing body of research in HCI focuses on understanding how social media and other social technologies impact a given user’s mental health, including eating disorders. In this paper, we review the results of an interview study with 10 clinicians spanning various specialties who treat people with eating disorders, in order to understand the clinical contexts of eating disorders and social media use. We found various tensions related to clinician comfort and education into the (mis)use of technologies and balancing the positive and negative aspects of social media use within active disease states as well as in recovery. Understanding these tensions as well as the variation in the current process of diagnosing patients is a critical component in connecting HCI research focused on eating disorders to clinical practice and ultimately assessing how digital self-harm could be addressed clinically in the future.},
	articleno    = 548,
	numpages     = 14,
	keywords     = {semi-structured interview, digital self-harm, patient’s social media, eating disorder, screening, clinician}
}
@inproceedings{10.1145/3411764.3445285,
	title        = {HairTouch: Providing Stiffness, Roughness and Surface Height Differences Using Reconfigurable Brush Hairs on a VR Controller},
	author       = {Lee, Chi-Jung and Tsai, Hsin-Ruey and Chen, Bing-Yu},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445285},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445285},
	abstract     = {Tactile feedback is widely used to enhance realism in virtual reality (VR). When touching virtual objects, stiffness and roughness are common and obvious factors perceived by the users. Furthermore, when touching a surface with complicated surface structure, differences from not only stiffness and roughness but also surface height are crucial. To integrate these factors, we propose a pin-based handheld device, HairTouch, to provide stiffness differences, roughness differences, surface height differences and their combinations. HairTouch consists of two pins for the two finger segments close to the index fingertip, respectively. By controlling brush hairs’ length and bending direction to change the hairs’ elasticity and hair tip direction, each pin renders various stiffness and roughness, respectively. By further independently controlling the hairs’ configuration and pins’ height, versatile stiffness, roughness and surface height differences are achieved. We conducted a perception study to realize users’ distinguishability of stiffness and roughness on each of the segments. Based on the results, we performed a VR experience study to verify that the tactile feedback from HairTouch enhances VR realism.},
	articleno    = 133,
	numpages     = 13,
	keywords     = {Haptic, Handheld Device, Virtual Reality., Tactile, Stiffness, Roughness, Hair}
}
@inproceedings{10.1145/3411764.3445276,
	title        = {Transgender People’s Technology Needs to Support Health and Transition},
	author       = {Chuanromanee, Tya and Metoyer, Ronald},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445276},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445276},
	abstract     = {Health and well-being are integral parts of the human experience, and yet due to numerous factors are inaccessible for many communities. The transgender community is no exception and faces increased risk for both physical and mental illness. This population faces many unique challenges before, during, and after transition. To gain a deeper understanding of the trans community’s health and well-being needs, we conducted twenty-one interviews with transgender individuals to determine how they navigated their identities and transitions. From our interviews, we examine and highlight the unique needs of the trans population with respect to health, well-being, identity, and transition. We discuss how designers can better understand and accommodate the diversity of this community, give suggestions for the design of technologies for trans health and well-being, and contribute open areas of research.},
	articleno    = 224,
	numpages     = 13,
	keywords     = {gender dysphoria, information management, wellness, inclusive design, transgender health}
}
@inproceedings{10.1145/3411764.3445273,
	title        = {Neuromancer Workshop: Towards Designing Experiential Entanglement with Science Fiction},
	author       = {Kong, Bowen and Liang, Rung-Huei and Liu, MengChi and Chang, Shu-Hsiang and Tseng, Hsiu-Chen and Ju, Chian-Huei},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445273},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445273},
	abstract     = {The use of design fiction to speculate an imaginative and critical future has increasingly been recognized in the design research community. Instead of focusing on speculation with a critical position, this paper reports an experiential approach to entangling everyday experiences in the process of speculating. As science fiction has successfully provided fictional-world-building as entanglement material for speculation, we held a workshop to conduct an entanglement experiment of personal photographs with cyberpunk literature, Neuromancer. We built a card deck consisting of 206 quotes from the novel and invited 15 participants to shuffle, draw, and re-compose sentences that best matched their personal photographs. Purposefully selected everyday anchors and sci-fi features in the quotes allowed us to investigate the moment when an everyday photograph encountered a fictional world. We describe the phenomena of imagination and entanglement, explain experiential entanglement, propose a conceptual model for entangled status, and present interpretations and implications in HCI.},
	articleno    = 625,
	numpages     = 17,
	keywords     = {Design fiction, Entanglement, Science fiction, Experiential speculation}
}
@inproceedings{10.1145/3411764.3445272,
	title        = {An Activity Theory Analysis of Search & Rescue Collective Sensemaking and Planning Practices},
	author       = {Alharthi, Sultan A. and LaLone, Nicolas James and Sharma, Hitesh Nidhi and Dolgov, Igor and Toups, Z O.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445272},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445272},
	abstract     = {Search and rescue (SAR), a disaster response activity performed to locate and save victims, primarily involves collective sensemaking and planning. SAR responders learn to search and navigate the environment, process information about buildings, and collaboratively plan with maps. We synthesize data from five sources, including field observations and interviews, to understand the informational components of SAR and how information is recorded and communicated. We apply activity theory, uncovering unforeseen factors that are relevant to the design of collaboration systems and training solutions. Through our analysis, we derive design implications to support collaborative information technology and training systems: mixing physical and digital mapping; mixing individual and collective mapping; building for different levels and sources of information; and building for different rules, roles, and activities.},
	articleno    = 146,
	numpages     = 20,
	keywords     = {activity theory., practice, planning, sensemaking, search and rescue, training, maps}
}
@inproceedings{10.1145/3411764.3445270,
	title        = {IdeaBot: Investigating Social Facilitation in Human-Machine Team Creativity},
	author       = {Hwang, Angel Hsing-Chi and Won, Andrea Stevenson},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445270},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445270},
	abstract     = {The present study investigates how human subjects collaborate with a computer-mediated chatbot in creative idea generation tasks. In three text-based between-group studies, we tested whether the perceived identity (i.e., whether a partner was believed to be a bot or as a human) or conversational style (human or robotic) of a teammate would moderate the outcomes of participants’ creative production. In Study 1, participants worked with either a chatbot or a human confederate. In Study 2, all participants worked with a human teammate but were informed that their partner was either a human or a chatbot. Conversely, all participants worked with a chatbot in Study 3, but their partner was described as either a chatbot or a human. We investigated differences in idea generation outcomes and found that participants consistently contributed more ideas and ideas of higher quality when they perceived their teamworking partner to be a bot. Furthermore, when the conversational style of the partner was robotic, participants with high anxiety in group communication reported greater creative self-efficacy in task performance. Finally, whether the perceived dominance of a partner and the pressure to come up with ideas during the task mediated positive outcomes of idea generation depended on whether the conversational style of the bot partner was robot- or human-like. Based on our findings, we discussed implications for future design of artificial agents as active team players in collaboration tasks.},
	articleno    = 712,
	numpages     = 16,
	keywords     = {teamworking, social facilitation, idea generation, chatbot, creativity}
}
@inproceedings{10.1145/3411764.3445256,
	title        = {Effects of Communication Directionality and AI Agent Differences in Human-AI Interaction},
	author       = {Ashktorab, Zahra and Dugan, Casey and Johnson, James and Pan, Qian and Zhang, Wei and Kumaravel, Sadhana and Campbell, Murray},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445256},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445256},
	abstract     = {In Human-AI collaborative settings that are inherently interactive, direction of communication plays a role in how users perceive their AI partners. In an AI-driven cooperative game with partially observable information, players (be it the AI or the human player) require their actions to be interpreted accurately by the other player to yield a successful outcome. In this paper, we investigate social perceptions of AI agents with various directions of communication in a cooperative game setting. We measure subjective social perceptions (rapport, intelligence, and likeability) of participants towards their partners when participants believe they are playing with an AI or with a human and the nature of the communication (responsiveness and leading roles). We ran a large scale study on Mechanical Turk (n=199) of this collaborative game and find significant differences in gameplay outcome and social perception across different AI agents, different directions of communication and when the agent is perceived to be an AI/Human. We find that the bias against the AI that has been demonstrated in prior studies varies with the direction of the communication and with the AI agent.},
	articleno    = 238,
	numpages     = 15,
	keywords     = {games, human-AI interaction, collaboration, social perception}
}
@inproceedings{10.1145/3411764.3445251,
	title        = {Financial Technologies in the Cycle of Poor Mental Health and Financial Hardship: Towards Financial Citizenship},
	author       = {Barros Pena, Bel\'{e}n Barros and Kursar, Bailey and Clarke, Rachel E and Alpin, Katie and Holkar, Merlyn and Vines, John},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445251},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445251},
	abstract     = {It is well documented that people living with mental health conditions are more likely to experience financial difficulties. When explaining this association, emphasis has often been placed on financial capability, i.e. the capacity of those living with poor mental health to manage their money. This paper challenges such capability-based explanations by reporting on a diary study and interviews with 14 people who self-identify as living with a mental health condition. We focused on their experiences of financial technology use, and explored the role technology played in their strategies to minimise the impact of mental health on their economic circumstances. Rather than lacking capability, participants’ practices revealed shortcomings of existing financial technologies and how they sought to work around these. We conclude by providing a set of design directions for technologies that engage those living with poor mental health not as vulnerable targets for financial inclusion, but as full financial citizens.},
	articleno    = 48,
	numpages     = 16,
	keywords     = {Financial inclusion, Mental health, Diary study, Financial hardship, Financial technology, Financial citizenship}
}
@inproceedings{10.1145/3411764.3445238,
	title        = {Assessing Social Anxiety Through Digital Biomarkers Embedded in a Gaming Task},
	author       = {Johannes Dechant, Martin and Frommel, Julian and Mandryk, Regan},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445238},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445238},
	abstract     = {Digital biomarkers of mental health issues offer many advantages, including timely identification for early intervention, ongoing assessment during treatment, and reducing barriers to assessment stemming from geography, age, fear, or disparities in access to systems of care. Embedding digital biomarkers into games may further increase the reach of digital assessment. In this study, we explore game-based digital biomarkers for social anxiety, based on interaction with a non-player character (NPC). We show that social anxiety affects a player's accuracy and their movement path in a gaming task involving an NPC. Further, we compared first versus third-person camera perspectives and the use of customized versus predefined avatars to explore the influence of common game interface factors on the expression of social anxiety through in-game movements. Our findings provide new insights about how game-based digital biomarkers can be effectively used for social anxiety, affording the benefits of early and ongoing digital assessment.},
	articleno    = 544,
	numpages     = 15,
	keywords     = {Social Anxiety, Gaming, Digital Biomarker, Assessment,}
}
@inproceedings{10.1145/3411764.3445237,
	title        = {Techniques of Use: Confronting Value Systems of Productivity, Progress, and Usefulness in Computing and Design},
	author       = {Lin, Cindy and Margot Lindtner, Silvia},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445237},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445237},
	abstract     = {This paper turns to one of HCI's central value systems, i.e. its commitments to usefulness and the ideal that technology enables social progress, productivity, and excellence. Specifically, we examine how the seemingly “positive” ideal to make technology “useful” – i.e. to build systems and devices that advance social and technological progress – masks various forms of violence and injustice such as colonial othering, racist exclusions, and exploitation. Drawing from ethnographic research, we show how design and computing methods from design thinking to agile theory and entrepreneurial approaches in tech production and higher education are the latest techniques in the cultivation of useful bodies on behalf of the state, the corporation, the university, and the economy. Aligning with feminist, critical race and critical computing commitments, this paper offers a genealogical approach to show how injustice and violence endure, despite and because of a narrative of progress and positive change.},
	articleno    = 595,
	numpages     = 16,
	keywords     = {racism, exploitation, paternalism, usefulness, injustice, labor, violence, colonialism, progress, productivity, genealogy}
}
@inproceedings{10.1145/3411764.3445229,
	title        = {Designing Metamaterial Cells to Enrich Thermoforming 3D Printed Object for Post-Print Modification},
	author       = {Ko, Donghyeon and Yim, Jee Bin and Lee, Yujin and Pyun, Jaehoon and Lee, Woohun},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445229},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445229},
	abstract     = {In this paper, we present a metamaterial structure called thermoformable cells, TF-Cells, to enrich thermoforming for post-print modification. So far, thermoforming is limitedly applied for modifying a 3D printed object due to its low thermal conductivity. TF-Cells consists of beam arrays that affluently pass hot air and have high heat transference. Through heating the embedded TF-Cells of the printed object, users can modify not only the deeper area of the object surface but also its form factor. With a series of technical experiments, we investigated TF-Cells’ thermoformability, depending on their structure’s parameters, orientations, and heating conditions. Next, we present a series of compound cells consisting of TF-Cells and solid structure to adjust stiffness or reduce undesirable shape deformation. Adapting the results from the experiments, we built a simple tool for embedding TF-Cells into a 3D model. Using the tool, we implemented examples under contexts of mechanical fitting, ergonomic fitting, and aesthetic tuning.},
	articleno    = 671,
	numpages     = 12,
	keywords     = {hands-on deformation, thermoforming, fabrication, metamaterial, 3D printing}
}
@inproceedings{10.1145/3411764.3445214,
	title        = {NFCSense: Data-Defined Rich-ID Motion Sensing for Fluent Tangible Interaction Using a Commodity NFC Reader},
	author       = {Liang, Rong-Hao and Guo, Zengrong},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445214},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445214},
	abstract     = {This paper presents NFCSense, a data-defined rich-ID motion sensing technique for fluent tangible interaction design by using commodity near-field communication (NFC) tags and a single NFC tag reader. An NFC reader can reliably recognize the presence of an NFC tag at a high read rate (∼ 300 reads/s) with low latency, but such high-speed reading has rarely been exploited because the reader may not effectively resolve collisions of multiple tags. Therefore, its human–computer interface applications have been typically limited to a discrete, hands-on interaction style using one tag at a time. In this work, we realized fluent, hands-off, and multi-tag tangible interactions by leveraging gravity and anti-collision physical constraints, which support effortless user input and maximize throughput. Furthermore, our system provides hot-swappable interactivity that enables smooth transitions throughout extended use. Based on the design parameters explored through a series of studies, we present a design space with proof-of-concept implementations in various applications.},
	articleno    = 505,
	numpages     = 14,
	keywords     = {Fluent, Physical Constraints, Tangible Interaction, Motion Sensing, NFC, Rich-ID, Tags}
}
@inproceedings{10.1145/3411764.3445209,
	title        = {IM Receptivity and Presentation-Type Preferences among Users of a Mobile App with Automated Receptivity-Status Adjustment},
	author       = {Wu, Ting-Wei and Chien, Yu-Ling and Lee, Hao-Ping and Chang, Yung-Ju},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445209},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445209},
	abstract     = {Researchers have long attempted to estimate instant-messaging (IM) users’ attentiveness, responsiveness, and interruptibility. Yet, IM users’ self-presentation of their receptivity, and their perceptions of automated adjustment/revelation of their receptivity status (e.g., Facebook Messenger’s green dot that deems a user to be “active”), remain under-explored. We therefore told our 43 participants that our IM app, IMStatus, was capable of automatically estimating and adjusting their receptivity status to responsive, attentive, or interruptible based on their smartphone activity. These statuses were also presented to their IM contacts in three different styles. Over a two-week period, the participants rarely chose the status interruptible, and when they did, it was usually to indicate low availability. Textual presentation was usually chosen to express statuses precisely, especially at high and low extremes of receptivity; while graphical and numeric presentations were preferred when self-perceived receptivity levels were more ambiguous. Conflicts between recipients’ and senders’ perspectives are also discussed.},
	articleno    = 640,
	numpages     = 14,
	keywords     = {mobile receptivity, presence, availability, receptivity-status adjustment system}
}
@inproceedings{10.1145/3411764.3445205,
	title        = {EarRumble: Discreet Hands- and Eyes-Free Input by Voluntary Tensor Tympani Muscle Contraction},
	author       = {R\"{o}ddiger, Tobias and Clarke, Christopher and Wolffram, Daniel and Budde, Matthias and Beigl, Michael},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445205},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445205},
	abstract     = {We explore how discreet input can be provided using the tensor tympani - a small muscle in the middle ear that some people can voluntarily contract to induce a dull rumbling sound. We investigate the prevalence and ability to control the muscle through an online questionnaire (N=192) in which 43.2% of respondents reported the ability to “ear rumble”. Data collected from participants (N=16) shows how in-ear barometry can be used to detect voluntary tensor tympani contraction in the sealed ear canal. This data was used to train a classifier based on three simple ear rumble “gestures” which achieved 95% accuracy. Finally, we evaluate the use of ear rumbling for interaction, grounded in three manual, dual-task application scenarios (N=8). This highlights the applicability of EarRumble as a low-effort and discreet eyes- and hands-free interaction technique that users found “magical” and “almost telepathic”.},
	articleno    = 743,
	numpages     = 14,
	keywords     = {earables, hearables, in-ear barometry, discreet interaction, subtle gestures, tensor tympani muscle}
}
@inproceedings{10.1145/3411764.3445203,
	title        = {Understanding the Usage of Online Media for Parenting from Infancy to Preschool At Scale},
	author       = {Gao, Yujia and Jang, Jinu and Yang, Diyi},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445203},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445203},
	abstract     = {New parents, defined as parents of children between the infant and preschooler stages, are increasingly turning to online media to exchange support and information to help with their life-changing transition. Understanding parents’ discussion online is crucial to the design and development of technologies that can better support their media interaction. This work studies how new parents use online media using a large-scale parenting corpus. To do so, we first employed a card-sorting methodology to identify a set of parenting topics, with which we trained BERT classifiers to automatically identify the topics of Reddit posts. We then investigate at scale what parenting topics were talked about most by new parents, how topics change over the course of their participation, and how interactions with different topics affect members’ engagement in the community. We conclude with implications of our research in designing future research and online parenting communities.},
	articleno    = 183,
	numpages     = 12,
	keywords     = {Natural Language Processing, Social Support, Parenting, Data Augmentation, Online Media, Online Health Communities}
}
@inproceedings{10.1145/3411764.3445202,
	title        = {Aiki - Turning Online Procrastination into Microlearning},
	author       = {Inie, Nanna and Lungu, Mircea F},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445202},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445202},
	abstract     = {This paper presents and evaluates Aiki, a simple browser extension designed to redirect a user to a learning platform for a fixed amount of time before accessing websites defined as ’procrastination’ or ’time-wasting’ websites. The goal of the extension is to enable the user to exchange time spent on pages they believe contribute less to their own productivity for microlearning activities, defined as small or short-term learning activities. The paper describes the design and development of Aiki and evaluates the extension with a group of n = 10 participants studying the Danish language. Based on a two-week study, we conclude that this type of extension, even in its preliminary version, has the potential to improve language skills in a lightweight manner and that redirection is an important alternative to blocking for procrastination management.},
	articleno    = 369,
	numpages     = 13,
	keywords     = {focus, browser extension, procrastination, microlearning, language learning}
}
@inproceedings{10.1145/3411764.3445192,
	title        = {Breakdowns and Breakthroughs: Observing Musicians’ Responses to the COVID-19 Pandemic},
	author       = {Cai, Carrie J and Carney, Michelle and Zada, Nida and Terry, Michael},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445192},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445192},
	abstract     = {This paper describes results from a study examining how musicians have been affected by the restrictive environments imposed by the COVID-19 pandemic, and the corresponding technological implications. Through a survey of 29 musicians and additional interviews with 7 professional improvisation musicians, we observe the challenges musicians face in 1) finding the technological infrastructure and shared spaces necessary for dynamic, remote creative collaborations, 2) producing the mindset, free time, and sources of inspiration necessary for initiating creativity during times of stress, and 3) maintaining (and potentially expanding) the social connections and creative community vital to creative practice. We also report on how some musicians have creatively leveraged the radical changes in their lives to drive new artistic practices and styles of music. Collectively, these data illustrate the resilience of certain existing remote collaboration and creative tools, while suggesting ways other digital tools could more flexibly accommodate new use cases. The data also suggest the value of tools and services that help people creatively cope with radical changes to their lives and livelihoods.},
	articleno    = 571,
	numpages     = 13,
	keywords     = {life disruption, remote collaboration, COVID-19, creativity support tools}
}
@inproceedings{10.1145/3411764.3445185,
	title        = {Scraps: Enabling Mobile Capture, Contextualization, and Use of Document Resources},
	author       = {Swearngin, Amanda and Iqbal, Shamsi and Poznanski, Victor and Encarnaci\'{o}n, Mark and Bennett, Paul N. and Teevan, Jaime},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445185},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445185},
	abstract     = {People often capture photos or notes from their phones to integrate later into a document. But current mobile capture tools can make this hard, with the captured information ending up fragmented and decontextualized. This paper explores how to help document authors capture, contextualize, and use document-related information. A survey of 66 information workers reveals that document-focused information capture differs from other types of mobile information capture, and that while people capture a broad range of information types while mobile, most document-related capture comes in the form of photos, notes, and bookmarks. Based on this survey we built Scraps, which consists of two parts: 1) a mobile app that makes it easy for people to capture and add context to information from their phone, and 2) a Word sidebar that helps them later link that information to a document on their desktop. In a field study with 11 information workers, we find that Scraps streamlined the process of capturing and using document-related information, and enabled people to focus on writing over integrating captured information.},
	articleno    = 641,
	numpages     = 14,
	keywords     = {microtask, information scraps, mobile, writing}
}
@inproceedings{10.1145/3411764.3445183,
	title        = {From FOMO to JOMO: Examining the Fear and Joy of Missing Out and Presence in a 360° Video Viewing Experience},
	author       = {Aitamurto, Tanja and Won, Andrea Stevenson and Sakshuwong, Sukolsak and Kim, Byungdoo and Sadeghi, Yasamin and Stein, Krysten and Royal, Peter G and Kircos, Catherine Lynn},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445183},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445183},
	abstract     = {Cinematic Virtual Reality (CVR), or 360° video, engages users in immersive viewing experiences. However, as users watch one part of the 360° view, they will necessarily miss out on events happening in other parts of the sphere. Consequently, fear of missing out (FOMO) is unavoidable. However, users can also experience the joy of missing out (JOMO). In a repeated measures, mixed methods design, we examined the fear and joy of missing out (FOMO and JOMO) and sense of presence in two repeat viewings of a 360° film using a head-mounted display. We found that users experienced both FOMO and JOMO. FOMO was caused by the users’ awareness of parallel events in the spherical view, but users also experienced JOMO. FOMO did not compromise viewers’ sense of presence, and FOMO also decreased in the second viewing session, while JOMO remained constant. The findings suggest that FOMO and JOMO can be two integral qualities in an immersive video viewing experience and that FOMO may not be as negative a factor as previously thought.},
	articleno    = 512,
	numpages     = 14,
	keywords     = {embodiment, immersive technologies, storytelling, virtual reality, presence, JOMO, FOMO, 360° video}
}
@inproceedings{10.1145/3411764.3445169,
	title        = {PrivacyMic: Utilizing Inaudible Frequencies for Privacy Preserving Daily Activity Recognition},
	author       = {Iravantchi, Yasha and Ahuja, Karan and Goel, Mayank and Harrison, Chris and Sample, Alanson},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445169},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445169},
	abstract     = {Sound presents an invaluable signal source that enables computing systems to perform daily activity recognition. However, microphones are optimized for human speech and hearing ranges: capturing private content, such as speech, while omitting useful, inaudible information that can aid in acoustic recognition tasks. We simulated acoustic recognition tasks using sounds from 127 everyday household/workplace objects, finding that inaudible frequencies can act as a substitute for privacy-sensitive frequencies. To take advantage of these inaudible frequencies, we designed a Raspberry Pi-based device that captures inaudible acoustic frequencies with settings that can remove speech or all audible frequencies entirely. We conducted a perception study, where participants “eavesdropped’’ on PrivacyMic’s filtered audio and found that none of our participants could transcribe speech. Finally, PrivacyMic’s real-world activity recognition performance is comparable to our simulated results, with over 95% classification accuracy across all environments, suggesting immediate viability in performing privacy-preserving daily activity recognition.},
	articleno    = 198,
	numpages     = 13,
	keywords     = {Smart Environments, IoT, Internet of Things, Ultrasound, Infrasound, Acoustics, Ubiquitous Sensing, Sound Sensing, Microphones}
}
@inproceedings{10.1145/3411764.3445164,
	title        = {Exploring User-Centered Security Design for Usable Authentication Ceremonies},
	author       = {Fassl, Matthias and Gr\"{o}ber, Lea Theresa and Krombholz, Katharina},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445164},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445164},
	abstract     = {Security technology often follows a systems design approach that focuses on components instead of users. As a result, the users’ needs and values are not sufficiently addressed, which has implications on security usability. In this paper, we report our lessons learned from applying a user-centered security design process to a well-understood security usability challenge, namely key authentication in secure instant messaging. Users rarely perform these key authentication ceremonies, which makes their end-to-end encrypted communication vulnerable. Our approach includes collaborative design workshops, an expert evaluation, iterative storyboard prototyping, and an online evaluation. While we could not demonstrate that our design approach resulted in improved usability or user experience, we found that user-centered prototypes can increase the users’ comprehension of security implications. Hence, prototypes based on users’ intuitions, needs, and values are useful starting points for approaching long-standing security challenges. Applying complementary design approaches may improve usability and user experience further.},
	articleno    = 694,
	numpages     = 15,
	keywords     = {Man-in-the-Middle (MitM), Instant Messaging, Authentication, Usability, User-Centered Design}
}
@inproceedings{10.1145/3411764.3445144,
	title        = {Fostering Equitable Help-Seeking for K-3 Students in Low Income and Rural Contexts},
	author       = {Odili Uchidiuno, Judith and Hammer, Jessica and Koedinger, Ken and Ogan, Amy},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445144},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445144},
	abstract     = {Adaptive Collaborative Learning Support (ACLS) systems improve collaboration and learning for students over individual work or collaboration with non-adaptive support. However, many ACLS systems are ill-suited for rural contexts where students often need multiple kinds of support to complete tasks, may speak languages unsupported by the system, and require more than pre-assigned tutor-tutee student pairs for more equitable learning. We designed an intervention that fosters more equitable help-seeking by automatically detecting student struggles and prompts them to seek help from specific peers that can help. We conducted a mixed-methods experimental study with 98 K-3 students in a rural village in Tanzania over a one-month period, evaluating how the system affects student interactions, system engagement, and student learning. Our intervention increased student interactions by almost 4 times compared to the control condition, increased domain knowledge interactions, and propelled students to engage in more cognitively challenging activities.},
	articleno    = 684,
	numpages     = 14
}
@inproceedings{10.1145/3411764.3445143,
	title        = {Understanding Tilt in Esports: A Study on Young League of Legends Players},
	author       = {Wu, Minerva and Lee, Je Seok and Steinkuehler, Constance},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445143},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445143},
	abstract     = {Tilt as a gaming term is associated with frustration, rage, and deterioration of gameplay ability. In this exploratory study, we surveyed 95 esports players in a high school esports league on their definitions of tilt, triggers for tilting, responses to tilt, and perception of its malleability. We found that players are tilted most commonly by their own teammates rather than opponents, with their most negative tilt responses reserved for themselves. The majority surveyed believe that they can change how easily they are tilted and believing so was found to lead players to choose more positive responses to tilt. In contrast, perceiving tilt as malleable was found to increase the probability that participants respond with positive strategies. Implications for efforts to improve esports culture and community are discussed.},
	articleno    = 321,
	numpages     = 9,
	keywords     = {tilt, stress, social-emotional learning, esports}
}
@inproceedings{10.1145/3411764.3445142,
	title        = {When Screen Time Isn't Screen Time: Tensions and Needs Between Tweens and Their Parents During Nature-Based Exploration},
	author       = {Kawas, Saba and Kuhn, Nicole S. and Sorstokke, Kyle and Bascom, Emily and Hiniker, Alexis and Davis, Katie},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445142},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445142},
	abstract     = {We investigated the experiences of 15 parents and their tween children (ages 8-12, n=23) during nature explorations using the NatureCollections app, a mobile application that connects children with nature. Drawing on parent interviews and in-app audio recordings from a 2-week deployment study, we found that tweens’ experiences with the NatureCollections app were influenced by tensions surrounding how parents and tweens negotiate technology use more broadly. Despite these tensions, the app succeeded in engaging tweens in outdoor nature explorations, and parents valued the shared family experiences around nature. Parents desired the app to support family bonding and inform them about how their tween used the app. This work shows how applications intended to support enriching youth experiences are experienced in the context of screen time tensions between parents and tween during a transitional period of child development. We offer recommendations for designing digital experiences to support family needs and reduce screen time tensions.},
	articleno    = 474,
	numpages     = 14,
	keywords     = {nature-based explorations, tweens, early adolescence, Child-computer interactions, families, smartphones, parent-child relationship, outdoor mobile technologies}
}
@inproceedings{10.1145/3411764.3445127,
	title        = {'We Can Send A Man To The Moon But We Can't Control The Temperature In Our Office'; A Considerate Approach To Workplace Thermal Comfort by Older Women},
	author       = {New, Kathy and Gormally, Alexandra and Friday, Adrian and Hazas, Mike},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445127},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445127},
	abstract     = {From Fanger's seminal work on thermal comfort in the 1970s, standards governing temperatures in the workplace enshrine clothing level calculations based on full business suits, and building regulations developed using only male metabolic data, locking in a default male perspective. Even later work that highlights gender biases with regard to metabolism calculation, inclusive of both genders has focused on younger women, and the voices of older working women are missing from this discourse. We invited women over 45 to explore what they find important in workplace thermal comfort, and how devices and interfaces might meet their needs and also encourage thermal adaptivity. Our study highlights factors such as 'fresh air', and the importance of empathy to fellow inhabitants. We bring new voices to the thermal comfort discourse which supports reducing energy use in the workplace, improving thermal environments and ensuring the needs of a diverse, aging workforce are considered.},
	articleno    = 90,
	numpages     = 14,
	keywords     = {2, Gender, Thermal comfort, 3, Menopause 4, 1, User experience}
}
@inproceedings{10.1145/3411764.3445113,
	title        = {Opening Research Commissioning To Civic Participation: Creating A Community Panel To Review The Social Impact of HCI Research Proposals},
	author       = {G Johnson, Ian and Crivellaro, Clara},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445113},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445113},
	abstract     = {In this paper we report insights from the design and delivery of a process that invited distinct groups of citizens to co-develop and apply social impact assessment criteria for the purpose of reviewing research proposals on HCI, social justice and digital technologies. We describe our process, designed to create dialogic spaces that foster critical engagements with technologies and social issues, cooperation and peer-support. In our findings we explore how people defined and contextualised social impact in lived experiences, negotiated and legitimised their role as reviewers, and articulated the value of HCI research for social justice. We reflect on the significance of involving citizens in the commissioning of research that addresses inequalities and social justice in technology design and draw implications for HCI researchers concerned with ethical dimensions of technology. The work contributes to HCI and civic engagement's traditions to develop effective participatory methods and collaborative processes to produce digital technologies that support social justice.},
	articleno    = 597,
	numpages     = 17,
	keywords     = {participation, Social justice HCI, commissioning, design, HCI research}
}
@inproceedings{10.1145/3411764.3445107,
	title        = {What Can HCI Learn from Sexual Consent? A Feminist Process of Embodied Consent for Interactions with Emerging Technologies},
	author       = {Strengers, Yolande and Sadowski, Jathan and Li, Zhuying and Shimshak, Anna and 'Floyd' Mueller, Florian},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445107},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445107},
	abstract     = {Sexual consent has undergone a transformation toward an “enthusiastic” feminist model that emphasizes consent as an ongoing and voluntary process of negotiation and affirmation. This paper considers how such a model can advance understandings of consent in HCI research and design in relation to embodied interactions with emerging technologies that also occur outside of sexual interactions. We apply the popular “FRIES” model of sexual consent (Freely given, Reversible, Informed, Enthusiastic and Specific) to three areas of embodied interaction: 1) bodily-play interactions, 2) persuasive interactions with smart technologies, and 3) intimate interactions with anthropomorphized devices. Based on erotic play practices, we contribute a “TEASE” process guideline (Traffic lights, Establish ongoing dialogue, Aftercare, Safewords, and Explicate soft/hard limits) to advance consensual practice in HCI and develop implementation scenarios.},
	articleno    = 405,
	numpages     = 13,
	keywords     = {Embodied interactions, Consent, Feminist HCI}
}
@inproceedings{10.1145/3411764.3445105,
	title        = {LociMotion: Towards Learning a Strong Authentication Secret in a Single Session},
	author       = {Doolani, Jayesh and Wright, Matthew and Setty, Rajesh and Haque, S M Taiabul},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445105},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445105},
	abstract     = {In this work, we design and evaluate LociMotion, a training interface to learn a strong authentication secret in a single session. LociMotion automatically takes a random password with twelve lowercase letters (56-bit entropy) to generate the training interface. It first leverages users’ spatial and visual (declarative) memory by showing them a video clip based on the method of loci, and then consolidates the learning process by having them play a computer game that leverages their motor (procedural) memory. The results of a memorability study with 300 participants showed that LociMotion had a significantly higher recall success rate than a control condition. A second study with 200 participants demonstrated the effectiveness of LociMotion over a period of time (99%, 96%, and 81% recall success rates after 1, 4, and 18 days, respectively). LociMotion offers an alternative to the spaced repetition technique, as it does not require dozens of training sessions.},
	articleno    = 689,
	numpages     = 13,
	keywords     = {memorability, usable security, Authentication, system-assigned passwords}
}
@inproceedings{10.1145/3411764.3445104,
	title        = {“It’s So Difficult to Sever That Connection”: The Role of FoMO in Users’ Reluctant Privacy Behaviours},
	author       = {Westin, Fiona and Chiasson

license: MIT

license_type: permissive

branch_name: refs/heads/master

extension: bib