text:
on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376206},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376206},
	abstract     = {There is much work in the CHI community about the 'industry-academia divide', and how to bridge it. One key crossover between HCI/UX scientists and practitioners is the development and use of tools and methods-boundary objects between academia and practice. Among other forms of collaboration, there is an underdeveloped opportunity for academics to make use of industry events (conferences, meetups, design jams) as a research venue in the context of tool and method development. This paper describes three cases from work in academia-industry engagement over the last decade, in which workshops or experiments have been run at industry events as a way of trialling and developing tools directly with practitioners. We discuss advantages of this approach and extract key insights and practical implications, highlighting how the CHI community might use this method more widely, gathering relevant research outcomes while contributing to knowledge exchange between academia and practice.},
	numpages     = 13,
	keywords     = {practitioners, industry events, method development, design tools, industry-academia engagement}
}
@inproceedings{10.1145/3313831.3376202,
	title        = {G-ID: Identifying 3D Prints Using Slicing Parameters},
	author       = {Dogan, Mustafa Doga and Faruqi, Faraz and Churchill, Andrew Day and Friedman, Kenneth and Cheng, Leon and Subramanian, Sriram and Mueller, Stefanie},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376202},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376202},
	abstract     = {We present G-ID, a method that utilizes the subtle patterns left by the 3D printing process to distinguish and identify objects that otherwise look similar to the human eye. The key idea is to mark different instances of a 3D model by varying slicing parameters that do not change the model geometry but can be detected as machine-readable differences in the print. As a result, G-ID does not add anything to the object but exploits the patterns appearing as a by-product of slicing, an essential step of the 3D printing pipeline.We introduce the G-ID slicing and labeling interface that varies the settings for each instance, and the G-ID mobile app, which uses image processing techniques to retrieve the parameters and their associated labels from a photo of the 3D printed object. Finally, we evaluate our method's accuracy under different lighting conditions, when objects were printed with different filaments and printers, and with pictures taken from various positions and angles.},
	numpages     = 13,
	keywords     = {3d printing, tags, making, personal fabrication, identification}
}
@inproceedings{10.1145/3313831.3376201,
	title        = {User's Role in Platform Infrastructuralization: WeChat as an Exemplar},
	author       = {Zhou, Rui and DiSalvo, Betsy},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376201},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376201},
	abstract     = {Recent years have witnessed the rise of platforms such as Facebook and Google. Gigantic in scope and becoming omnipresent, these platforms are acquiring qualities of infrastructure, which is large-scale connected systems that support people's activities invisibly. Recent scholarship has identified WeChat, the most popular mobile social platform in China, as infrastructure. WeChat follows a platform logic to expand, and by conforming to the Chinese government's techno-nationalist focus, it has gradually become an infrastructure in China. We contribute to the understanding of platform infrastructuralization by taking WeChat as a case, highlighting the user's role in this process. We find user contributes to WeChat's infrastructuralization through a three-level interaction process: to practice, to appropriate, and to create. By calling out the user's role in platform infra-structuralization, we discuss how the CHI community can contribute to a better understanding of this phenomenon.},
	numpages     = 13,
	keywords     = {user, infrastructure, wechat, china, social network, platform}
}
@inproceedings{10.1145/3313831.3376198,
	title        = {WATouCH: Enabling Direct Input on Non-Touchscreen Using Smartwatch's Photoplethysmogram and IMU Sensor Fusion},
	author       = {Yeo, Hui-Shyong and Feng, Wenxin and Huang, Michael Xuelin},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–10},
	doi          = {10.1145/3313831.3376198},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376198},
	abstract     = {Interacting with non-touchscreens such as TV or public displays can be difficult and inefficient. We propose WATouCH, a novel method that localizes a smartwatch on a display and allows direct input by turning the smartwatch into a tangible controller. This low-cost solution leverages sensor fusion of the built-in inertial measurement unit (IMU) and photoplethysmogram (PPG) sensor on a smartwatch that is used for heart rate monitoring. Specifically, WATouCH tracks the smartwatch movement using IMU data and corrects its location error caused by drift using the PPG responses to a dynamic visual pattern on the display. We conducted a user study on two tasks -- a point and click and line tracing task -- to evaluate the system usability and user performance. Evaluation results suggested that our sensor fusion mechanism effectively confined IMU-based localization error, achieved encouraging targeting and tracing precision, was well received by the participants, and thus opens up new opportunities for interaction.},
	numpages     = 10,
	keywords     = {direct input, public display, tangible input, smartwatch}
}
@inproceedings{10.1145/3313831.3376179,
	title        = {Unplatformed Design: A Model for Appropriating Social Media Technologies for Coordinated Participation},
	author       = {Lambton-Howard, Daniel and Olivier, Patrick and Vlachokyriakos, Vasilis and Celina, Hanna and Kharrufa, Ahmed},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376179},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376179},
	abstract     = {Using existing social media technologies as a resource for design offers significant potential for sustainable and scalable ways of coordinating participation. We look at three exemplar projects in three distinct domains that have successfully coordinated participation through the configuration and augmentation of existing social media technologies: participatory future forecasting, participatory health research, and connectivist learning. In this paper we conceptualise social media technologies as material for design, that is, as the raw material with which coordinated participation is realized. From this we develop a model that proposes four material qualities of social media technologies, morphology, role, representation of activity and permeability, and point to how they can be productively employed in the design of coordination of participation.},
	numpages     = 13,
	keywords     = {social media, materiality, design of participation}
}
@inproceedings{10.1145/3313831.3376159,
	title        = {Designing Clinical AAC Tablet Applications with Adults Who Have Mild Intellectual Disabilities},
	author       = {Gibson, Ryan Colin and Dunlop, Mark D. and Bouamrane, Matt-Mouley and Nayar, Revathy},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376159},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376159},
	abstract     = {Patients with mild intellectual disabilities (ID) face significant communication barriers within primary care services. This has a detrimental effect on the quality of treatment being provided, meaning the consultation process could benefit from augmentative and alternative communication (AAC) technologies. However, little research has been conducted in this area beyond that of paper-based aids. We address this by extracting design requirements for a clinical AAC tablet application from n=10 adults with mild ID. Our results show that such technologies can promote communication between general practitioners (GPs) and patients with mild ID by extracting symptoms in advance of the consultation via an accessible questionnaire. These symptoms act as a referent and assist in raising the awareness of conditions commonly overlooked by GPs. Furthermore, the application can support people with ID in identifying and accessing healthcare services. Finally, the participants identified 6 key factors that affect the clarity of medical images.},
	numpages     = 13,
	keywords     = {intellectual disabilities, accessibility, mobile applications, augmentative and alternative communication, primary health care}
}
@inproceedings{10.1145/3313831.3376148,
	title        = {From Data to Insights: A Layered Storytelling Approach for Multimodal Learning Analytics},
	author       = {Martinez-Maldonado, Roberto and Echeverria, Vanessa and Fernandez Nieto, Gloria and Buckingham Shum, Simon},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376148},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376148},
	abstract     = {Significant progress to integrate and analyse multimodal data has been carried out in the last years. Yet, little research has tackled the challenge of visualising and supporting the sensemaking of multimodal data to inform teaching and learning. It is na\"{\i}ve to expect that simply by rendering multiple data streams visually, a teacher or learner will be able to make sense of them. This paper introduces an approach to unravel the complexity of multimodal data by organising it into meaningful layers that explain critical insights to teachers and students. The approach is illustrated through the design of two data storytelling prototypes in the context of nursing simulation. Two authentic studies with educators and students identified the potential of the approach to create learning analytics interfaces that communicate insights on team performance, as well as concerns in terms of accountability and automated insights discovery.},
	numpages     = 15,
	keywords     = {data storytelling, teamwork, visualization, CSCW}
}
@inproceedings{10.1145/3313831.3376139,
	title        = {Replicate and Reuse: Tangible Interaction Design for Digitally-Augmented Physical Media Objects},
	author       = {Gupta, Aakar and Lin, Bo Rui and Ji, Siyi and Patel, Arjav and Vogel, Daniel},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376139},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376139},
	abstract     = {Technology has transformed our physical interactions into infinitely more scalable and flexible digital ones. We can peruse an infinite number of photos, news articles, and books. However, these digital experiences lack the physical experience of paging through an album, reading a newspaper, or meandering through a bookshelf. Overlaying physical objects with digital content using augmented reality is a promising avenue towards bridging this gap. In this paper, we investigate the interaction design for such digital-overlaid physical objects and their varying levels of tangibility. We first conduct a user evaluation of a physical photo album that uses tangible interactions to support physical and digital operations. We further prototype multiple objects including bookshelves and newspapers and probe users on their usage, capabilities, and interactions. We then conduct a qualitative investigation of three interaction designs with varying tangibility that use three different input modalities. Finally, we discuss the insights from our investigations and recommend design guidelines.},
	numpages     = 12,
	keywords     = {design, physical objects, augmented reality, tangible interaction}
}
@inproceedings{10.1145/3313831.3376138,
	title        = {Mouill\'{e}: Exploring Wetness Illusion on Fingertips to Enhance Immersive Experience in VR},
	author       = {Han, Teng and Wang, Sirui and Wang, Sijia and Fan, Xiangmin and Liu, Jie and Tian, Feng and Fan, Mingming},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–10},
	doi          = {10.1145/3313831.3376138},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376138},
	abstract     = {Providing users with rich sensations is beneficial to enhance their immersion in Virtual Reality (VR) environments. Wetness is one such imperative sensation that affects users' sense of comfort and helps users adjust grip force when interacting with objects. Researchers have recently begun to explore ways to create wetness illusions, primarily on a user's face or body skin. In this work, we extended this line of research by creating wetness illusion on users' fingertips. We first conducted a user study to understand the effect of thermal and tactile feedback on users' perceived wetness sensation. Informed by the findings, we designed and evaluated a prototype---Mouill\'{e}---that provides various levels of wetness illusions on fingertips for both hard and soft items when users squeeze, lift, or scratch it. Study results indicated that users were able to feel wetness with different levels of temperature changes and they were able to distinguish three levels of wetness for simulated VR objects. We further presented applications that simulated an ice cube, an iced cola bottle, and a wet sponge, etc, to demonstrate its use in VR.},
	numpages     = 10,
	keywords     = {user study, virtual reality, prototype, wetness illusion}
}
@inproceedings{10.1145/3313831.3376137,
	title        = {Digital Liminalities: Understanding Isolated Communities on the Edge},
	author       = {Jensen, Rikke Bjerg and Coles-Kemp, Lizzie and Wendt, Nicola and Lewis, Makayla},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376137},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376137},
	abstract     = {This paper brings together three distinct case studies to explore how social isolation and notions of liminality shape ontological security within communities on "the edge" of society. Each case study exemplifies the differing nature of liminality in everyday contexts and the extent to which increased digitalisation perturbs it in multiple ways. Taking an ethnographic approach, the research engaged with seafarers onboard container ships in European waters, communities in Greenland and welfare claimants in the North East of England. It posits that technological innovation must attend to the routinisation of everyday life through which people establish ontological security if such innovation is to be supportive. The paper thus moves beyond existing HCI scholarship by foregrounding the contextual and relational aspects of social isolation rather than the technological. It does so by advocating a ground-up design process that considers ontological security in relation to notions of liminality among communities on the edge.},
	numpages     = 14,
	keywords     = {ethnography, communities, isolation, design principles, liminality: ontological security}
}
@inproceedings{10.1145/3313831.3376136,
	title        = {AirTouch: 3D-Printed Touch-Sensitive Objects Using Pneumatic Sensing},
	author       = {Tejada, Carlos E. and Ramakers, Raf and Boring, Sebastian and Ashbrook, Daniel},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–10},
	doi          = {10.1145/3313831.3376136},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376136},
	abstract     = {3D printing technology can be used to rapidly prototype the look and feel of 3D objects. However, the objects produced are passive. There has been increasing interest in making these objects interactive, yet they often require assembling components or complex calibration. In this paper, we contribute AirTouch, a technique that enables designers to fabricate touch-sensitive objects with minimal assembly and calibration using pneumatic sensing. AirTouch-enabled objects are 3D printed as a single structure using a consumer-level 3D printer. AirTouch uses pre-trained machine learning models to identify interactions with fabricated objects, meaning that there is no calibration required once the object has completed printing. We evaluate our technique using fabricated objects with various geometries and touch sensitive locations, obtaining accuracies of at least 90% with 12 interactive locations.},
	numpages     = 10,
	keywords     = {3d printing, touch interactio, pneumatic sensing}
}
@inproceedings{10.1145/3313831.3376134,
	title        = {Phasking on Paper: Accessing a Continuum of PHysically Assisted SKetchING},
	author       = {Kianzad, Soheil and Huang, Yuxiang and Xiao, Robert and MacLean, Karon E.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376134},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376134},
	abstract     = {When sketching, we must choose between paper (expressive ease, ruler and eraser) and computational assistance (parametric support, a digital record). PHysically Assisted SKetching provides both, with a pen that displays force constraints with which the sketcher interacts as they draw on paper. Phasking provides passive, "bound" constraints (like a ruler); or actively "brings" the sketcher along a commanded path (e.g., a curve), which they can violate for creative variation. The sketcher modulates constraint strength (control sharing) by bearing down on the pen-tip. Phasking requires untethered, graded force-feedback, achieved by modifying a ballpoint drive that generates force through rolling surface contact. To understand phasking's viability, we implemented its interaction concepts, related them to sketching tasks and measured device performance. We assessed the experience of 10 sketchers, who could understand, use and delight in phasking, and who valued its control-sharing and digital twinning for productivity, creative control and learning to draw.},
	numpages     = 12,
	keywords     = {stylus interaction, sketching, computer aided drawing, force-feedback, shared control drawing, haptics}
}
@inproceedings{10.1145/3313831.3376886,
	title        = {Auditory Display in Interactive Science Simulations: Description and Sonification Support Interaction and Enhance Opportunities for Learning},
	author       = {Tomlinson, Brianna J. and Walker, Bruce N. and Moore, Emily B.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376886},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376886},
	abstract     = {Science simulations are widely used in classrooms to support inquiry-based learning of complex science concepts. These tools typically rely on interactive visual displays to convey relationships. Auditory displays, including verbal description and sonification (non-speech audio), combined with alternative input capabilities, may provide an enhanced experience for learners, particularly learners with visual impairment. We completed semi-structured interviews and usability testing with eight adult learners with visual impairment for two audio-enhanced simulations. We analyzed trends and edge cases in participants' interaction patterns, interpretations, and preferences. Findings include common interaction patterns across simulation use, increased efficiency with second use, and the complementary role that description and sonification play in supporting learning opportunities. We discuss how these control and display layers work to encourage exploration and engagement with science simulations. We conclude with general and specific design takeaways to support the implementation of auditory displays for accessible simulations.},
	numpages     = 12,
	keywords     = {visual impairment, multimodal, learning, interactive simulation}
}
@inproceedings{10.1145/3313831.3376875,
	title        = {Automated Class Discovery and One-Shot Interactions for Acoustic Activity Recognition},
	author       = {Wu, Jason and Harrison, Chris and Bigham, Jeffrey P. and Laput, Gierad},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376875},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376875},
	abstract     = {Acoustic activity recognition has emerged as a foundational element for imbuing devices with context-driven capabilities, enabling richer, more assistive, and more accommodating computational experiences. Traditional approaches rely either on custom models trained in situ, or general models pre-trained on preexisting data, with each approach having accuracy and user burden implications. We present Listen Learner, a technique for activity recognition that gradually learns events specific to a deployed environment while minimizing user burden. Specifically, we built an end-to-end system for self-supervised learning of events labelled through one-shot interaction. We describe and quantify system performance 1) on preexisting audio datasets, 2) on real-world datasets we collected, and 3) through user studies which uncovered system behaviors suitable for this new type of interaction. Our results show that our system can accurately and automatically learn acoustic events across environments (e.g., 97% precision, 87% recall), while adhering to users' preferences for non-intrusive interactive behavior.},
	numpages     = 14,
	keywords     = {automatic class discovery, acoustic activity recognition}
}
@inproceedings{10.1145/3313831.3376872,
	title        = {Investigating Representation of Text and Audio in Educational VR Using Learning Outcomes and EEG},
	author       = {Baceviciute, Sarune and Mottelson, Aske and Terkildsen, Thomas and Makransky, Guido},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376872},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376872},
	abstract     = {This paper reports findings from a between-subjects experiment that investigates how different learning content representations in virtual environments (VE) affect the process and outcomes of learning. Seventy-eight participants were subjected to an immersive virtual reality (VR) application, where they received identical instructional information, rendered in three different formats: as text in an overlay interface, as text embedded semantically in a virtual book, or as audio. Learning outcome measures, self-reports, and an electroencephalogram (EEG) were used to compare conditions. Results show that reading was superior to listening for the learning outcomes of retention, self-efficacy, and extraneous attention. Reading text from a virtual book was reported to be less cognitively demanding, compared to reading from an overlay interface. EEG analyses show significantly lower theta and higher alpha activation in the audio condition. The findings provide important considerations for the design of educational VR environments.},
	numpages     = 13,
	keywords     = {cognitive load, educational technology, virtual reality, eeg, learning}
}
@inproceedings{10.1145/3313831.3376870,
	title        = {Modeling Human Visual Search Performance on Realistic Webpages Using Analytical and Deep Learning Methods},
	author       = {Yuan, Arianna and Li, Yang},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376870},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376870},
	abstract     = {Modeling visual search not only offers an opportunity to predict the usability of an interface before actually testing it on real users but also advances scientific understanding about human behavior. In this work, we first conduct a set of analyses on a large-scale dataset of visual search tasks on realistic webpages. We then present a deep neural network that learns to predict the scannability of webpage content, i.e., how easy it is for a user to find a specific target. Our model leverages both heuristic-based features such as target size and unstructured features such as raw image pixels. This approach allows us to model complex interactions that might be involved in a realistic visual search task, which can not be achieved by traditional analytical models. We analyze the model behavior to offer our insights into how the salience map learned by the model aligns with human intuition.},
	numpages     = 12,
	keywords     = {scannability, performance modeling, convolutional neural network, deep learning, webpage, visual attention}
}
@inproceedings{10.1145/3313831.3376868,
	title        = {HeadReach: Using Head Tracking to Increase Reachability on Mobile Touch Devices},
	author       = {Voelker, Simon and Hueber, Sebastian and Corsten, Christian and Remy, Christian},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376868},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376868},
	abstract     = {People often operate their smartphones with only one hand, using just their thumb for touch input. With today's larger smartphones, this leads to a reachability issue: Users can no longer comfortably touch everywhere on the screen without changing their grip. We investigate using the head tracking in modern smartphones to address this reachability issue. We developed three interaction techniques, pure head (PH), head + touch (HT), and head area + touch (HA), to select targets beyond the reach of one's thumb. In two user studies, we found that selecting targets using HT and HA had higher success rates than the default direct touch (DT) while standing (by about 9%) and walking (by about 12%), while being moderately slower. HT and HA were also faster than one of the best techniques, BezelCursor (BC) (by about 20% while standing and 6% while walking), while having the same success rate.},
	numpages     = 12,
	keywords     = {walking, touch input, head tracking, force input, reachability, user study, gaze selection}
}
@inproceedings{10.1145/3313831.3376859,
	title        = {Technology for Situated and Emergent Play: A Bridging Concept and Design Agenda},
	author       = {Altarriba Bertran, Ferran and M\'{a}rquez Segura, Elena and Isbister, Katherine},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376859},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376859},
	abstract     = {Despite the capacity of play to spontaneously emerge in our daily life, the scope of application of play design in HCI is generally narrower, specifically targeting areas of pure leisure, or wholly utilitarian and productive play. Here we focus on the value of play design to respond to and support our natural gravitation towards emergent play that helps to meet our social and emotional needs. We present a bridging concept: Technology for Situated and Emergent Play, i.e. technology design that supports playful engagement that emerges interwoven with our everyday activities outside leisure, and that enriches these activities with socio-emotional value. Our intermediate-level contribution has value as a synthesis piece: it weaves together theories of play and play design and bridges them with concrete design examples. As a bridging concept, it contributes: i) theoretical grounding; ii) inspiring design exemplars that illustrate the theory and foreground its value; and iii) design articulations in the form of valuable experiential qualities and design features. Our work can help to focus design agendas for playful technology and inspire future designs in this space.},
	numpages     = 14,
	keywords     = {play, playfulness, hci, interaction design}
}
@inproceedings{10.1145/3313831.3376849,
	title        = {Keep It Simple: How Visual Complexity and Preferences Impact Search Efficiency on Websites},
	author       = {Baughan, Amanda and August, Tal and Yamashita, Naomi and Reinecke, Katharina},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–10},
	doi          = {10.1145/3313831.3376849},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376849},
	abstract     = {We conducted an online study with 165 participants in which we tested their search efficiency and information recall. We confirm that the visual complexity of a website has a significant negative effect on search efficiency and information recall. However, the search efficiency of those who preferred simple websites was more negatively affected by highly complex websites than those who preferred high visual complexity. Our results suggest that diverse visual preferences need to be accounted for when assessing search response time and information recall in HCI experiments, testing software, or A/B tests.},
	numpages     = 10,
	keywords     = {usability, search efficiency, visual complexity, information recall, visual appeal, design, user interface}
}
@inproceedings{10.1145/3313831.3376847,
	title        = {WalkingVibe: Reducing Virtual Reality Sickness and Improving Realism While Walking in VR Using Unobtrusive Head-Mounted Vibrotactile Feedback},
	author       = {Peng, Yi-Hao and Yu, Carolyn and Liu, Shi-Hong and Wang, Chung-Wei and Taele, Paul and Yu, Neng-Hao and Chen, Mike Y.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376847},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376847},
	abstract     = {Virtual Reality (VR) sickness is common with symptoms such as headaches, nausea, and disorientation, and is a major barrier to using VR. We propose WalkingVibe, which applies unobtrusive vibrotactile feedback for VR walking experiences, and also reduces VR sickness and discomfort while improving realism. Feedback is delivered through two small vibration motors behind the ears at a frequency that strikes a balance in inducing vestibular response while minimizing annoyance. We conducted a 240-person study to explore how visual, audio, and various tactile feedback designs affect the locomotion experience of users walking passively in VR while seated statically in reality. Results showed timing and location for tactile feedback have significant effects on VR sickness and realism. With WalkingVibe, 2-sided step-synchronized design significantly reduces VR sickness and discomfort while significantly improving realism. Furthermore, its unobtrusiveness and ease of integration make WalkingVibe a practical approach for improving VR experiences with new and existing VR headsets.},
	numpages     = 12,
	keywords     = {realism, vibrotactile feedback, discomfort, vestibular system, virtual reality sickness}
}
@inproceedings{10.1145/3313831.3376846,
	title        = {Unwind: Interactive Fish Straightening},
	author       = {Williams, Francis and Bock, Alexander and Doraiswamy, Harish and Donatelli, Cassandra and Hall, Kayla and Summers, Adam and Panozzo, Daniele and Silva, Cl\'{a}udio T.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376846},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376846},
	abstract     = {The ScanAllFish project is a large-scale effort to scan all the world's 33,100 known species of fishes. It has already generated thousands of volumetric CT scans of fish species which are available on open access platforms such as the Open Science Framework. To achieve a scanning rate required for a project of this magnitude, many specimens are grouped together into a single tube and scanned all at once. The resulting data contain many fish which are often bent and twisted to fit into the scanner. Our system, Unwind, is a novel interactive visualization and processing tool which extracts, unbends, and untwists volumetric images of fish with minimal user interaction. Our approach enables scientists to interactively unwarp these volumes to remove the undesired torque and bending using a piecewise-linear skeleton extracted by averaging isosurfaces of a harmonic function connecting the head and tail of each fish. The result is a volumetric dataset of a individual, straight fish in a canonical pose defined by the marine biologist expert user. We have developed Unwind in collaboration with a team of marine biologists: Our system has been deployed in their labs, and is presently being used for dataset construction, biomechanical analysis, and the generation of figures for scientific publication.},
	numpages     = 13,
	keywords     = {interactive system, ct scan data, volumetric deformation, visualization toolkits, visual analytics, visualization}
}
@inproceedings{10.1145/3313831.3376843,
	title        = {Effects of Persuasive Dialogues: Testing Bot Identities and Inquiry Strategies},
	author       = {Shi, Weiyan and Wang, Xuewei and Oh, Yoo Jung and Zhang, Jingwen and Sahay, Saurav and Yu, Zhou},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376843},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376843},
	abstract     = {Intelligent conversational agents, or chatbots, can take on various identities and are increasingly engaging in more human-centered conversations with persuasive goals. However, little is known about how identities and inquiry strategies influence the conversation's effectiveness. We conducted an online study involving 790 participants to be persuaded by a chatbot for charity donation. We designed a two by four factorial experiment (two chatbot identities and four inquiry strategies) where participants were randomly assigned to different conditions. Findings showed that the perceived identity of the chatbot had significant effects on the persuasion outcome (i.e., donation) and interpersonal perceptions (i.e., competence, confidence, warmth, and sincerity). Further, we identified interaction effects among perceived identities and inquiry strategies. We discuss the findings for theoretical and practical implications for developing ethical and effective persuasive chatbots. Our published data, codes, and analyses serve as the first step towards building competent ethical persuasive chatbots.},
	numpages     = 13,
	keywords     = {crowdsourced, behavior change, text/speech/language, empirical study that tells us about people}
}
@inproceedings{10.1145/3313831.3376826,
	title        = {The DELAY Framework: Designing for Extended LAtencY},
	author       = {Hansen, Derek L. and Hughes, Amanda Lee and Cram, Sophie and Harker, Austin Bond and Ashton, Brinnley and Hirschi, Karli and Dorton, Ben and Bothwell, Nate and Stevens, Ashley},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376826},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376826},
	abstract     = {This paper introduces the Designing for Extended Latency (DELAY) Framework meant to inspire new systems that support social interaction in high-latency settings such as interplanetary communication, intermittent internet access, and time-zone incompatibilities. The framework includes six dimensions: Goal, Communication Genre, Sequencing, Cardinality, Mutability, and Responsiveness. We describe the iterative design process used to create the Framework, as well as three novel prototypes designed to increase social connectedness and social presence in high-latency situations: 1) the InSync app that allows partners to perform activities simultaneously even though they only see proof of their synchronicity later; 2) the After the Beep system that lets users leave IoT messages that are triggered by the recipients; and 3) the Surrogate platform where players play group battle games against "surrogate" artificial intelligence avatars that mimic unavailable individuals. Data from two design workshops validates the usefulness of the framework for generating new solutions to high-latency scenarios.},
	numpages     = 13,
	keywords     = {delayed communication, delay framework, interpersonal communication, social presence, social connectedness, high-latency, interplanetary communication}
}
@inproceedings{10.1145/3313831.3376817,
	title        = {Optimizing for Happiness and Productivity: Modeling Opportune Moments for Transitions and Breaks at Work},
	author       = {Kaur, Harmanpreet and Williams, Alex C. and McDuff, Daniel and Czerwinski, Mary and Teevan, Jaime and Iqbal, Shamsi T.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376817},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376817},
	abstract     = {Information workers perform jobs that demand constant multitasking, leading to context switches, productivity loss, stress, and unhappiness. Systems that can mediate task transitions and breaks have the potential to keep people both productive and happy. We explore a crucial initial step for this goal: finding opportune moments to recommend transitions and breaks without disrupting people during focused states. Using affect, workstation activity, and task data from a three-week field study (N=25), we build models to predict whether a person should continue their task, transition to a new task, or take a break. The R-squared values of our models are as high as 0.7, with only 15% error cases. We ask users to evaluate the timing of recommendations provided by a recommender that relies on these models. Our study shows that users find our transition and break recommendations to be well-timed, rating them as 86% and 77% accurate, respectively. We conclude with a discussion of the implications for intelligent systems that seek to guide task transitions and manage interruptions at work.},
	numpages     = 15,
	keywords     = {affect, workplace, productivity, recommendations}
}
@inproceedings{10.1145/3313831.3376816,
	title        = {Non-Verbal Auditory Input for Controlling Binary, Discrete, and Continuous Input in Automotive User Interfaces},
	author       = {Funk, Markus and Tobisch, Vanessa and Emfield, Adam},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376816},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376816},
	abstract     = {Using auditory input while driving is becoming increasingly popular for making distraction-free inputs while driving. However, we argue that auditory input is more than just using speech. Thus, in this work, we explore using Non-Verbal Auditory Input (NVAI) for interacting with smart assistants while driving. Through an online study with 100 participants, we initially investigated users' input preferences for binary, discrete, and continuous data types. After identifying the top three modalities for NVAI, we subsequently conducted an in-person study with 16 participants. In our study, the participants tested these input modalities for three different input data types regarding their accuracy, driver-distraction, and social acceptability, while operating a driving simulator. The results reveal that, although clapping hands for making input was initially preferred in our online survey, it is snapping fingers for binary input and discrete input and humming for making continuous input that is the preferred NVAI modality while driving.},
	numpages     = 13,
	keywords     = {automotive user interfaces, speech input, non-verbal auditory interaction, voice-user interface}
}
@inproceedings{10.1145/3313831.3376814,
	title        = {User-Defined Swarm Robot Control},
	author       = {Kim, Lawrence H. and Drew, Daniel S. and Domova, Veronika and Follmer, Sean},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376814},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376814},
	abstract     = {A swarm of robots can accomplish more than the sum of its parts, and swarm systems will soon see increased use in applications ranging from tangible interfaces to search and rescue teams. However, effective human control of robot swarms has been shown to be demonstrably more difficult than controlling a single robot, and swarm-specific interactions methodologies are relatively underexplored. As we envision even non-expert users will have more daily in-person encounters with different numbers of robots in the future, we present a user-defined set of control interactions for tabletop swarm robots derived from an elicitation study. We investigated the effects of number of robots and proximity on the user's interaction and found significant effects. For instance, participants varied between using 1-2 fingers, one hand, and both hands depending on the group size. We also provide general design guidelines such as preferred interaction modality, common strategies, and a high-agreement interaction set.},
	numpages     = 13,
	keywords     = {elicitation study, swarm robot control, multi-robot control, swarm user interface, swarm robotics}
}
@inproceedings{10.1145/3313831.3376795,
	title        = {Multimodal and Mixed Control of Robotic Endoscopes},
	author       = {Avellino, Ignacio and Bailly, Gilles and Arico, Mario and Morel, Guillaume and Canlorbe, Geoffroy},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376795},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376795},
	abstract     = {Bedside robotic endoscopes render surgeons autonomous from assistants, potentially improving surgical outcome and decreasing costs. Why then have they not been widely adopted? We take a step back and first characterize classic (non-robotic) endoscope use through observations, literature and a domain expert interview. We review the literature on bedside robotic endoscopes and find that existing controls, individually, do not have the power to support both intended and appropriated endoscope uses. We thus explore combining controls to support this diversity of uses. Through an iterative cycle, we design and implement a multimodal and mixed-initiative technique that combines two user controls and one system control. Our evaluations confirm that individual controls do not satisfy the diversity of endoscope uses, and also that our technique indeed does so. Our work highlights the relevance of HCI research in the medical domain through robotic systems.},
	numpages     = 14,
	keywords     = {minimally invasive surgery, robotic endoscope manipulator, mixed-initiative interfaces}
}
@inproceedings{10.1145/3313831.3376762,
	title        = {Investigating Roleplaying and Identity Transformation in a Virtual Reality Narrative Experience},
	author       = {Gupta, Saumya and Tanenbaum, Theresa Jean and Muralikumar, Meena Devii and Marathe, Aparajita S.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376762},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376762},
	abstract     = {In this paper we describe the design and evaluation of The Next Fairy Tale (TNFT) VR, a theatrical interactive storytelling system created in virtual reality and informed by performing arts theories. TNFT was designed to produce opportunities for interactors to experience role-taking and character identification using design principles drawn from actor training and theatrical performance. We report the results of a pilot qualitative study of interactors using TNFT to explore the elements of the design that supported or hindered roleplaying behavior. We identify four design patterns that supported roleplaying in the system: (1) using explicit roles to set player expectations, (2) embracing the "mask and the mirror" effect, (3) attending to visual and interactional details, and (4) easing the player gently into the roleplaying experience. These patterns speak to a broader need to support roleplay through explicit scaffolding of desired player behaviors in digital narrative experiences.},
	numpages     = 13,
	keywords     = {narrative, roleplaying, virtual reality, drama, interactive digital storytelling, interactive performance}
}
@inproceedings{10.1145/3313831.3376722,
	title        = {Creating Augmented and Virtual Reality Applications: Current Practices, Challenges, and Opportunities},
	author       = {Ashtari, Narges and Bunt, Andrea and McGrenere, Joanna and Nebeling, Michael and Chilana, Parmit K.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376722},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376722},
	abstract     = {Augmented Reality (AR) and Virtual Reality (VR) devices are becoming easier to access and use, but the barrier to entry for creating AR/VR applications remains high. Although the recent spike in HCI research on novel AR/VR tools is promising, we lack insights into how AR/VR creators use today's state-of-the-art authoring tools as well as the types of challenges that they face. We interviewed 21 AR/VR creators, which we grouped into hobbyists, domain experts, and professional designers. Despite having a variety of motivations and skillsets, they described similar challenges in designing and building AR/VR applications. We synthesize 8 key barriers that AR/VR creators face nowadays, starting from prototyping the initial experiences to dealing with "the many unknowns" during implementation, to facing difficulties in testing applications. Based on our analysis, we discuss the importance of considering end-user developers as a growing population of AR/VR creators, how we can build learning opportunities into AR/VR tools, and the need for building AR/VR toolchains that integrate debugging and testing.},
	numpages     = 13,
	keywords     = {AR/VR development, AR/VR authoring, augmented reality, end-user development, virtual reality, AR/VR design}
}
@inproceedings{10.1145/3313831.3376718,
	title        = {A Human-Centered Evaluation of a Deep Learning System Deployed in Clinics for the Detection of Diabetic Retinopathy},
	author       = {Beede, Emma and Baylor, Elizabeth and Hersch, Fred and Iurchenko, Anna and Wilcox, Lauren and Ruamviboonsuk, Paisan and Vardoulakis, Laura M.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376718},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376718},
	abstract     = {Deep learning algorithms promise to improve clinician workflows and patient outcomes. However, these gains have yet to be fully demonstrated in real world clinical settings. In this paper, we describe a human-centered study of a deep learning system used in clinics for the detection of diabetic eye disease. From interviews and observation across eleven clinics in Thailand, we characterize current eye-screening workflows, user expectations for an AI-assisted screening process, and post-deployment experiences. Our findings indicate that several socio-environmental factors impact model performance, nursing workflows, and the patient experience. We draw on these findings to reflect on the value of conducting human-centered evaluative research alongside prospective evaluations of model accuracy.},
	numpages     = 12,
	keywords     = {health, human-centered ai, deep learning, diabetes}
}
@inbook{10.1145/3313831.3376697,
	title        = {How Points and Theme Affect Performance and Experience in a Gamified Cognitive Task},
	author       = {Wiley, Katelyn and Vedress, Sarah and Mandryk, Regan L.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	pages        = {1–15},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376697},
	abstract     = {Cognitive tasks are increasingly being gamified in an attempt to leverage the motivational power of games; however, they are sensitive to manipulation and literature is divided on how adding game elements affects participant performance and experience. We applied two popular gamification approaches (points/feedback and theme/narrative) to a typical cognitive task (the dot probe) and measured performance and experience in two studies (N1=287, N2=321). Similar to prior work, we confirm in Study1 that points increase reaction time and error rate, and positive affect. We replicated these results in Study2, and expanded our analysis to investigate participant experience. Our findings suggest that theme creates expectations of an interesting game, which gamified tasks fail to deliver, whereas points maintain enjoyment better throughout the task itself. Important for the development of gamified cognitive tasks, our findings suggest that novel approaches to gameful assessment may be better than the status quo.},
	numpages     = 15
}
@inproceedings{10.1145/3313831.3376696,
	title        = {Exploring the Design Space for Parent-Child Reading},
	author       = {Vezzoli, Yvonne and Kalantari, Sara and Kucirkova, Natalia and Vasalou, Asimina},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376696},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376696},
	abstract     = {Given the significant potential of shared book reading to promote children's learning, the design of e-books has focused on maximising this learning experience. However, recent studies have begun to show that shared reading is a broader opportunity for the family to spend quality time together. Our study aims to explore this perspective further, focusing on the types of parent-child interactions during shared reading and the ways in which shared reading may foster intimacy when parents and children read digital books. We used cultural probes and contextual interviews to capture the shared reading experiences of 7 parents and 6 children in their homes. We discuss the different nuances of the shared reading practices identified. We use these findings to suggest new design opportunities that support the complex practices of shared reading with technologies at home.},
	numpages     = 12,
	keywords     = {shared reading, cultural probes, parent-child reading, families, digital books}
}
@inproceedings{10.1145/3313831.3376675,
	title        = {Assessing 2D and 3D Heatmaps for Comparative Analysis: An Empirical Study},
	author       = {Kraus, Matthias and Angerbauer, Katrin and Buchm\"{u}ller, Juri and Schweitzer, Daniel and Keim, Daniel A. and Sedlmair, Michael and Fuchs, Johannes},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376675},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376675},
	abstract     = {Heatmaps are a popular visualization technique that encode 2D density distributions using color or brightness. Experimental studies have shown though that both of these visual variables are inaccurate when reading and comparing numeric data values. A potential remedy might be to use 3D heatmaps by introducing height as a third dimension to encode the data. Encoding abstract data in 3D, however, poses many problems, too. To better understand this tradeoff, we conducted an empirical study (N=48) to evaluate the user performance of 2D and 3D heatmaps for comparative analysis tasks. We test our conditions on a conventional 2D screen, but also in a virtual reality environment to allow for real stereoscopic vision. Our main results show that 3D heatmaps are superior in terms of error rate when reading and comparing single data items. However, for overview tasks, the well-established 2D heatmap performs better.},
	numpages     = 14,
	keywords     = {virtual reality, visual analytics, heatmaps}
}
@inproceedings{10.1145/3313831.3376657,
	title        = {Towards an Understanding of Augmented Reality Extensions for Existing 3D Data Analysis Tools},
	author       = {Wang, Xiyao and Besan\c{c}on, Lonni and Rousseau, David and Sereno, Mickael and Ammi, Mehdi and Isenberg, Tobias},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376657},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376657},
	abstract     = {We present an observational study with domain experts to understand how augmented reality (AR) extensions to traditional PC-based data analysis tools can help particle physicists to explore and understand 3D data. Our goal is to allow researchers to integrate stereoscopic AR-based visual representations and interaction techniques into their tools, and thus ultimately to increase the adoption of modern immersive analytics techniques in existing data analysis workflows. We use Microsoft's HoloLens as a lightweight and easily maintainable AR headset and replicate existing visualization and interaction capabilities on both the PC and the AR view. We treat the AR headset as a second yet stereoscopic screen, allowing researchers to study their data in a connected multi-view manner. Our results indicate that our collaborating physicists appreciate a hybrid data exploration setup with an interactive AR extension to improve their understanding of particle collision events.},
	numpages     = 13,
	keywords     = {3D visualization, user interface, immersive analytics, hybrid visualization system}
}
@inproceedings{10.1145/3313831.3376652,
	title        = {"In VR, Everything is Possible!": Sketching and Simulating Spatially-Aware Interactive Spaces in Virtual Reality},
	author       = {Jetter, Hans-Christian and R\"{a}dle, Roman and Feuchtner, Tiare and Anthes, Christoph and Friedl, Judith and Klokmose, Clemens Nylandsted},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–16},
	doi          = {10.1145/3313831.3376652},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376652},
	abstract     = {We propose using virtual reality (VR) as a design tool for sketching and simulating spatially-aware interactive spaces. Using VR, designers can quickly experience their envisioned spaces and interactions by simulating technologies such as motion tracking, multiple networked devices, or unusual form factors such as spherical touchscreens or bezel-less display tiles. Design ideas can be rapidly iterated without restrictions by the number, size, or shape and availability of devices or sensors in the lab. To understand the potentials and challenges of designing in VR, we conducted a user study with 12 interaction designers. As their tool, they used a custom-built virtual design environment with finger tracking and physics simulations for natural interactions with virtual devices and objects. Our study identified the designers' experience of space in relation to their own bodies and playful design explorations as key opportunities. Key challenges were the complexities of building a usable yet versatile VR-based "World Editor".},
	numpages     = 16,
	keywords     = {prototyping, design tools, interaction design, simulation, spatial awareness, interactive spaces, sketching, virtual reality}
}
@inbook{10.1145/3313831.3376650,
	title        = {We Are the Greatest Showmen: Configuring a Framework for Project-Based Mobile Learning},
	author       = {Richardson, Dan and Kharrufa, Ahmed},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	pages        = {1–12},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376650},
	abstract     = {Little research has explored how mobile-learning technologies could be used by students to produce interactive artefacts during project-based learning processes. Following a design-based approach, we report on engagements spanning classroom and outdoor learning with students (ages 6-13) and teachers from three different UK schools and a summer school of Travelling Showchildren. Working within the time constraints of each context, we deployed a variety of configurations of a project-based mobile learning (PBML) framework intended to support the production of student-designed mobile-learning activities. We contribute insights gained from these engagements, including how mobile technologies can harness students' existing desire for independence and how they can be configured to leverage the physical and social attributes of place and community as learning resources. We argue for further exploration of the potential roles for mobile technologies within project-based learning, and contribute our PBML framework with recommendations for its re-configuration in response to contextual constraints.},
	numpages     = 12
}
@inproceedings{10.1145/3313831.3376644,
	title        = {What a Driver Wants: User Preferences in Semi-Autonomous Vehicle Decision-Making},
	author       = {Park, So Yeon and Moore, Dylan James and Sirkin, David},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376644},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376644},
	abstract     = {Autonomous vehicle (AV) systems are developing at a rapid pace, not only in technological capabilities, but also in human-centered directions. Despite this development, we lack a nuanced understanding of driver preference in decision scenarios that semi-AVs will face, and of possible misalignment between semi-AV decisions and user preference. Using an online survey, we explore how participants would like semi-AVs to act and alert them of the vehicles' decisions in various scenarios. Participants reported varying levels of comfort with autonomy, desire to takeover control, and desire for AV informing. Individual differences, including level of experience with autonomy and situation awareness, affected perceptions of the vehicle. Our results highlight the importance of considering driver preference in AV decision-making, and we present an influence diagram that situates this factor among others. We also derive five design principles, including that a previous positive AV experience can lead to more harmful consequences for AVs when not aligned with driver preference.},
	numpages     = 13,
	keywords     = {transition of control, notifications, online study, decision-making, autonomous vehicles, driver preferences}
}
@inproceedings{10.1145/3313831.3376638,
	title        = {A Case for Humans-in-the-Loop: Decisions in the Presence of Erroneous Algorithmic Scores},
	author       = {De-Arteaga, Maria and Fogliato, Riccardo and Chouldechova, Alexandra},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376638},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376638},
	abstract     = {The increased use of algorithmic predictions in sensitive domains has been accompanied by both enthusiasm and concern. To understand the opportunities and risks of these technologies, it is key to study how experts alter their decisions when using such tools. In this paper, we study the adoption of an algorithmic tool used to assist child maltreatment hotline screening decisions. We focus on the question: Are humans capable of identifying cases in which the machine is wrong, and of overriding those recommendations? We first show that humans do alter their behavior when the tool is deployed. Then, we show that humans are less likely to adhere to the machine's recommendation when the score displayed is an incorrect estimate of risk, even when overriding the recommendation requires supervisory approval. These results highlight the risks of full automation and the importance of designing decision pipelines that provide humans with autonomy.},
	numpages     = 12,
	keywords     = {algorithm aversion, decision support, automation bias, human-in-the-loop, algorithm assisted decision making, child welfare}
}
@inproceedings{10.1145/3313831.3376625,
	title        = {Mirror Ritual: An Affective Interface for Emotional Self-Reflection},
	author       = {Rajcic, Nina and McCormack, Jon},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376625},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376625},
	abstract     = {This paper introduces a new form of real-time affective interface that engages the user in a process of conceptualisation of their emotional state. Inspired by Barrett's Theory of Constructed Emotion, 'Mirror Ritual' aims to expand upon the user's accessible emotion concepts, and to ultimately provoke emotional reflection and regulation. The interface uses classified emotions – obtained through facial expression recognition -- as a basis for dynamically generating poetry. The perceived emotion is used to seed a poetry generation system based on OpenAI's GPT-2 model, fine-tuned on a specially curated corpus. We evaluate the device's ability to foster a personalised, meaningful experience for individual users over a sustained period. A qualitative analysis revealed that participants were able to affectively engage with the mirror, with each participant developing a unique interpretation of its poetry in the context of their own emotional landscape.},
	numpages     = 13,
	keywords     = {affective interface, poetry, emotion, computational creativity, affective computing, generative networks, theory of constructed emotion}
}
@inproceedings{10.1145/3313831.3376602,
	title        = {Relationship Between Visual Complexity and Aesthetics of Webpages},
	author       = {Miniukovich, Aliaksei and Marchese, Maurizio},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376602},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376602},
	abstract     = {Substantial HCI research investigated the relationship between webpage complexity and aesthetics, but without a definitive conclusion. Some research showed an inverse linear correlation, some other showed an inverted u-shaped curve, while the rest showed no relationship at all. Such a lack of clarity complicates hypothesis formulation and result interpretation for future research, and lowers the reliability and generalizability of potential advice for Web design practice. We re-collected complexity and aesthetics ratings for five datasets previously used in webpage aesthetics and complexity research. The results were mixed, but suggested an inverse linear relationship with a weaker u-shaped sub-component. A subsequent visual inspection of revealed several confounding factors that may have led to the mixed results, including some webpages looking broken or archaic. The second data collection showed that accounting for these factors generally eliminates the u-shaped tendency of the complexity-aesthetics relationship, at least, for a relatively homogeneous sample of English-speaking participants.},
	numpages     = 13,
	keywords     = {visual aesthetics, graphical user interfaces, web design, quantitative analyses, user study}
}
@inproceedings{10.1145/3313831.3376598,
	title        = {"And This, Kids, Is How I Met Your Mother": Consumerist, Mundane, and Uncanny Futures with Sex Robots},
	author       = {Troiano, Giovanni Maria and Wood, Matthew and Harteveld, Casper},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–17},
	doi          = {10.1145/3313831.3376598},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376598},
	abstract     = {Sex Robots are no longer science fiction and may soon be-come widespread. While much discussion has developed in academia on their moral and social impact, sex robots have yet to be examined from a critical design perspective and are under-explored in HCI. We use the Story Completion Method(SCM) to explore commonplace assumptions around futures with sex robots and discuss those from a critical design perspective. Thirty five participants completed a story stem of a human encountering a sex robot or vice-versa. Through thematic analysis, we show narratives of consumerist relation-ships between humans and sex robots, stories that describe sex robots as highly-efficient sex workers that (out)perform humans in routinal sex activities, and narratives that explore sex robots as empathetic and sentient beings. Our participant-created stories both reinforce and challenge established norms of sex robots and raise questions that concern responsible design and ethics in HCI. Finally, we show opportunities and limitations of using multiple-perspective story stems in SCM},
	numpages     = 17,
	keywords     = {speculative design, sexual HCI, story completion method, ethics, human-robot interaction, research fiction, sex robots}
}
@inproceedings{10.1145/3313831.3376594,
	title        = {Prehabilitation: Care Challenges and Technological Opportunities},
	author       = {Zhu, Haining and Moffa, Zachary J. and Gui, Xinning and Carroll, John M.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376594},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376594},
	abstract     = {Millions of surgeries are performed in the US annually, and numbers are trending upwards. Traditional rehabilitative interventions are struggling to meet current demands, and researchers have turned to pre-operative interventions, or prehabilitation, to improve patient functions. However, existing literature primarily discusses efficacy or the use of commercial sensing devices, and lacks a clear comprehension of healthcare professionals' (HPs') needs and perspectives. User-centered stakeholder understandings are crucial for a technology's adoption, but prehabilitation literature lacks such understandings. Therefore we conduct semi-structured interviews with 12 prehabilitation healthcare professionals (HPs) to offer descriptions of care challenges, tool usage, and perspectives regarding suitable and effective technologies. These data can assist designers in fostering prehabilitation processes via tailored prehabilitation tools which meet HPs' needs and expectations.},
	numpages     = 13,
	keywords     = {surgical care, user-centered design, nutritional health, prehabilitation, rehabilitation, physical health, psychological health}
}
@inproceedings{10.1145/3313831.3376576,
	title        = {Senorita: A Chorded Keyboard for Sighted, Low Vision, and Blind Mobile Users},
	author       = {Rakhmetulla, Gulnar and Arif, Ahmed Sabbir},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376576},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376576},
	abstract     = {Senorita is a novel two-thumb virtual chorded keyboard for mobile devices. It arranges the letters on eight keys in a single row by the bottom edge of the device based on letter frequencies and the anatomy of the thumbs. Unlike most chorded methods, it provides visual cues to perform the chording actions in sequence, instead of simultaneously, when the actions are unknown, facilitating "learning by doing". Its compact design leaves most of the screen available and its position near the edge accommodates eyes-free text entry. In a longitudinal study with a smartphone, Senorita yielded on average 14 wpm. In a short-term study with a tablet, it yielded on average 9.3 wpm. In the final longitudinal study, it yielded 3.7 wpm with blind users, surpassing their Qwerty performance. Low vision users yielded 5.8 wpm. Further, almost all users found Senorita effective, easy to learn, and wanted to keep use it.},
	numpages     = 13,
	keywords     = {mobile, chords, tablets, text input, accessibility, blind}
}
@inproceedings{10.1145/3313831.3376562,
	title        = {Do You Feel Like Passing Through Walls?: Effect of Self-Avatar Appearance on Facilitating Realistic Behavior in Virtual Environments},
	author       = {Ogawa, Nami and Narumi, Takuji and Kuzuoka, Hideaki and Hirose, Michitaka},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376562},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376562},
	abstract     = {Preventing users from walking through virtual boundaries (e.g., walls) is an important issue to be addressed in room-scale virtual environments (VEs), considering the safety and design limitations. Sensory feedback from wall collisions has been shown to be effective; however, it can disrupt the immersion. We assumed that a greater sense of presence would discourage users from walking through walls and conducted a two-factor between-subjects experiment (N = 92) that controls the anthropomorphism (realistic or abstract) and visibility (full-body or hand-only) of self-avatars. We analyzed the participants' behaviors and the moment they first penetrated the wall in game-like VEs that gradually instigated participants to penetrate the walls. The results showed that the realistic full-body self-avatar was the most effective for discouraging the participants from penetrating the walls. Furthermore, the participants with lower presence tended to walk through the walls sooner. This study can contribute to applications that require realistic user responses in VEs.},
	numpages     = 14,
	keywords     = {presence, self-avatar, body ownership}
}
@inproceedings{10.1145/3313831.3376558,
	title        = {Un-Authorised View: Leveraging Volunteer Expertise in Heritage},
	author       = {Tsenova, Violeta and Wood, Gavin and Dolfini, Andrea and Tindley, Annie and Kirk, David},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376558},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376558},
	abstract     = {Volunteers are an underused but important resource in presenting plural heritages within large heritage organizations. We report on a qualitative study at a heritage site in the UK which combined explorations of volunteers' practice and digital design. The study comprised of observational fieldwork with co-creative activities across eight linked workshops, where we explored the site with volunteers, and how we might leverage existing working structures to make new design prototypes. Our collective account contributes new insights on working with volunteers and the opportunities that arise from acknowledging them as genius loci - recognising them as experts of their own experience and capturing and supporting their skills as storytellers. Working with the volunteering staff in a co-design process we created innovative designs including our Un-authorised View, which draws out the unique perspectives and the personal stories at heritage destinations.},
	numpages     = 14,
	keywords     = {cultural probes, critical heritage, plural heritages, vr design, digital storytelling, genius loci}
}
@inproceedings{10.1145/3313831.3376551,
	title        = {Will Deleting History Make Alexa More Trustworthy? Effects of Privacy and Content Customization on User Experience of Smart Speakers},
	author       = {Cho, Eugene and Sundar, S. Shyam and Abdullah, Saeed and Motalebi, Nasim},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376551},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376551},
	abstract     = {"Always-on" smart speakers have raised privacy and security concerns, to address which vendors have introduced customizable privacy settings. But, does the act of customizing one's privacy preferences have any effects on user experience and trust? To address this question, we developed an app for Amazon Alexa and conducted a user study (N = 90). Our data show that the affordance to customize privacy settings enhances trust and usability for regular users, while it has adverse effects on power users. In addition, only enabling privacy-setting customization without allowing content customization negatively affects trust among users with higher privacy concerns. When they can customize both content and privacy settings, user trust is highest. That is, while privacy customization may cause reactance among power users, allowing privacy-concerned individuals to simultaneously customize content can help to alleviate the resultant negative effect on trust. These findings have implications for designing more privacy-sensitive and trustworthy smart speakers.},
	numpages     = 13,
	keywords     = {privacy concern, power usage, voice assistant(s), security, customization, smart speaker(s)}
}
@inproceedings{10.1145/3313831.3376543,
	title        = {ProtoSpray: Combining 3D Printing and Spraying to Create Interactive Displays with Arbitrary Shapes},
	author       = {Hanton, Ollie and Wessely, Michael and Mueller, Stefanie and Fraser, Mike and Roudaut, Anne},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376543},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376543},
	abstract     = {ProtoSpray is a fabrication method that combines 3D printing and spray coating, to create interactive displays of arbitrary shapes. Our approach makes novel use of 3D printed conductive channels to create base electrodes on 3D shapes. This is then combined with spraying active materials to produce illumination. We demonstrate the feasibility and benefits of this combined approach in 6 evaluations exploring different shaped topologies. We analyze factors such as spray orientations, surface topologies and printer resolutions, to discuss how spray nozzles can be integrated into traditional 3D printers. We present a series of ProtoSprayed objects demonstrating how our technique goes beyond existing fabrication techniques by allowing creation of displays on objects with curvatures as complex as a Mobius strip. Our work provides a platform to empower makers to use displays as a fabrication material.},
	numpages     = 13,
	keywords     = {rapid prototyping, electroluminescence, fabrication, 3d printing, display, spraying}
}
@inproceedings{10.1145/3313831.3376536,
	title        = {Heartbeats in the Wild: A Field Study Exploring ECG Biometrics in Everyday Life},
	author       = {Lehmann, Florian and Buschek, Daniel},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376536},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376536},
	abstract     = {This paper reports on an in-depth study of electrocardiogram (ECG) biometrics in everyday life. We collected ECG data from 20 people over a week, using a non-medical chest tracker. We evaluated user identification accuracy in several scenarios and observed equal error rates of 9.15% to 21.91%, heavily depending on 1) the number of days used for training, and 2) the number of heartbeats used per identification decision. We conclude that ECG biometrics can work in the wild but are less robust than expected based on the literature, highlighting that previous lab studies obtained highly optimistic results with regard to real life deployments. We explain this with noise due to changing body postures and states as well as interrupted measures. We conclude with implications for future research and the design of ECG biometrics systems for real world deployments, including critical reflections on privacy.},
	numpages     = 14,
	keywords     = {field study, electrocardiogram, biometrics, ecg}
}
@inproceedings{10.1145/3313831.3376534,
	title        = {Robustness of Eye Movement Biometrics Against Varying Stimuli and Varying Trajectory Length},
	author       = {Schr\"{o}der, Christoph and Al Zaidawi, Sahar Mahdie Klim and Prinzler, Martin H.U. and Maneth, Sebastian and Zachmann, Gabriel},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–7},
	doi          = {10.1145/3313831.3376534},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376534},
	abstract     = {Recent results suggest that biometric identification based on human's eye movement characteristics can be used for authentication. In this paper, we present three new methods and benchmark them against the state-of-the-art. The best of our new methods improves the state-of-the-art performance by 5.2 percentage points. Furthermore, we investigate some of the factors that affect the robustness of the recognition rate of different classifiers on gaze trajectories, such as the type of stimulus and the tracking trajectory length. We find that the state-of-the-art method only works well when using the same stimulus for testing that was used for training. By contrast, our novel method more than doubles the identification accuracy for these transfer cases. Furthermore, we find that with only 90 seconds of eye tracking data, 86.7% accuracy can be achieved.},
	numpages     = 7,
	keywords     = {gaze detection, eye tracking, eye movement biometrics}
}
@inproceedings{10.1145/3313831.3376530,
	title        = {Opportunities and Challenges in Involving Users in Project-Based HCI Education},
	author       = {Roldan, Wendy and Gao, Xin and Hishikawa, Allison Marie and Ku, Tiffany and Li, Ziyue and Zhang, Echo and Froehlich, Jon E. and Yip, Jason},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376530},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376530},
	abstract     = {Users are fundamental to HCI. However, little is known about how HCI education introduces students to working with users, particularly those different from themselves. To better understand design students' engagement, reactions, and reflections with users, we investigate a case study of a graduate-level 10-week prototyping studio course that partnered with a children's co-design team. HCI students participated in two co-design sessions with children to design a STEM learning experience for youth. We conducted participant observations, interviews with 14 students, and analyzed final artifacts. Our findings demonstrate the communication challenges and strategies students experienced, how students observed issues of power dynamics, and students' perceived value in engaging with users. We contribute empirical evidence of how HCI students directly interact with target users, principles for reflective HCI pedagogy, and highlight the need for more intentional investigation into HCI educational practice.},
	numpages     = 15,
	keywords     = {user-centered design, reflection, hci education}
}
@inproceedings{10.1145/3313831.3376521,
	title        = {Awareness, Understanding, and Action: A Conceptual Framework of User Experiences and Expectations about Indoor Air Quality Visualizations},
	author       = {Kim, Sunyoung and Li, Muyang},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376521},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376521},
	abstract     = {With the advent of new sensors and technologies, smart devices that monitor the level of indoor air quality (IAQ) are increasingly available to create a healthy home environment. However, little has been studied regarding design principles for effective IAQ visualizations to help better understand and improve IAQ. We analyzed Amazon reviews of IAQ monitors and their design components for IAQ visualizations. Based on our findings, we created a conceptual framework to explain the process of facilitating an effective IAQ visualization with a proposed set of design considerations in each stage. The process includes helping users easily understand what is happing to IAQ (awareness), what it means to them (understanding), and what to do with the information (action), which results in two outcomes, knowledge gain and emotional relief. We hope our framework can help practitioners and researchers in designing eco-feedback system and beyond to advance both research and practice.},
	numpages     = 12,
	keywords     = {design principles, peripheral display, indoor air quality}
}
@inproceedings{10.1145/3313831.3376518,
	title        = {Reinforcement Learning for the Adaptive Scheduling of Educational Activities},
	author       = {Bassen, Jonathan and Balaji, Bharathan and Schaarschmidt, Michael and Thille, Candace and Painter, Jay and Zimmaro, Dawn and Games, Alex and Fast, Ethan and Mitchell, John C.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376518},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376518},
	abstract     = {Adaptive instruction for online education can increase learning gains and decrease the work required of learners, instructors, and course designers. Reinforcement Learning (RL) is a promising tool for developing instructional policies, as RL models can learn complex relationships between course activities, learner actions, and educational outcomes. This paper demonstrates the first RL model to schedule educational activities in real time for a large online course through active learning. Our model learns to assign a sequence of course activities while maximizing learning gains and minimizing the number of items assigned. Using a controlled experiment with over 1,000 learners, we investigate how this scheduling policy affects learning gains, dropout rates, and qualitative learner feedback. We show that our model produces better learning gains using fewer educational activities than a linear assignment condition, and produces similar learning gains to a self-directed condition using fewer educational activities and with lower dropout rates.},
	numpages     = 12,
	keywords     = {reinforcement learning, adaptive learning, online education}
}
@inproceedings{10.1145/3313831.3376515,
	title        = {Infrastructural Speculations: Tactics for Designing and Interrogating Lifeworlds},
	author       = {Wong, Richmond Y. and Khovanskaya, Vera and Fox, Sarah E. and Merrill, Nick and Sengers, Phoebe},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376515},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376515},
	abstract     = {This paper introduces "infrastructural speculations," an orientation toward speculative design that considers the complex and long-lived relationships of technologies with broader systems, beyond moments of immediate invention and design. As modes of speculation are increasingly used to interrogate questions of broad societal concern, it is pertinent to develop an orientation that foregrounds the "lifeworld" of artifacts-the social, perceptual, and political environment in which they exist. While speculative designs often imply a lifeworld, infrastructural speculations place lifeworlds at the center of design concern, calling attention to the cultural, regulatory, environmental, and repair conditions that enable and surround particular future visions. By articulating connections and affinities between speculative design and infrastructure studies research, we contribute a set of design tactics for producing infrastructural speculations. These tactics help design researchers interrogate the complex and ongoing entanglements among technologies, institutions, practices, and systems of power when gauging the stakes of alternate lifeworlds.},
	numpages     = 15,
	keywords     = {infrastructure, futures, design research, lifeworld, infrastructure studies, speculative design}
}
@inproceedings{10.1145/3313831.3376513,
	title        = {TangibleCircuits: An Interactive 3D Printed Circuit Education Tool for People with Visual Impairments},
	author       = {Davis, Josh Urban and Wu, Te-Yen and Shi, Bo and Lu, Hanyi and Panotopoulou, Athina and Whiting, Emily and Yang, Xing-Dong},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376513},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376513},
	abstract     = {We present a novel haptic and audio feedback device that allows blind and visually impaired (BVI) users to understand circuit diagrams. TangibleCircuits allows users to interact with a 3D printed tangible model of a circuit which provides audio tutorial directions while being touched. Our system comprises an automated parsing algorithm which extracts 3D printable models as well as an audio interfaces from a Fritzing diagram. To better understand the requirements of designing technology to assist BVI users in learning hardware computing, we conducted a series of formative inquiries into the accessibility limitations of current circuit tutorial technologies. In addition, we derived insights and design considerations gleaned from conducting a formal comparative user study to understand the effectiveness of TangibleCircuits as a tutorial system. We found that BVI users were better able to understand the geometric, spatial and structural circuit information using TangibleCircuits, as well as enjoyed learning with our tool.},
	numpages     = 13,
	keywords     = {tangible user interfaces, accessibility, universal design, circuit prototyping, education tools}
}
@inproceedings{10.1145/3313831.3376493,
	title        = {Giving Voice to Silent Data: Designing with Personal Music Listening History},
	author       = {Wirfs-Brock, Jordan and Mennicken, Sarah and Thom, Jennifer},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–11},
	doi          = {10.1145/3313831.3376493},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376493},
	abstract     = {Music streaming services collect listener data to support personalization and discovery of their extensive catalogs. Yet this data is typically used in ways that are not immediately apparent to listeners. We conducted design workshops with ten Spotify listeners to imagine future voice assistant (VA) interactions leveraging logged music data. We provided participants with detailed personal music listening data, such as play-counts and temporal patterns, which grounded their design ideas in their current behaviors. In the interactions participants designed, VAs did not simply speak their data out loud; instead, participants envisioned how data could implicitly support introspection, behavior change, and exploration. We present reflections on how VAs could evolve from voice-activated remote controls to intelligent music coaches and how personal data can be leveraged as a design resource.},
	numpages     = 11,
	keywords     = {voice assistants, co-design, music, personal informatics, participatory design, speculative design}
}
@inproceedings{10.1145/3313831.3376491,
	title        = {Touch Me Gently: Recreating the Perception of Touch Using a Shape-Memory Alloy Matrix},
	author       = {Muthukumarana, Sachith and Elvitigala, Don Samitha and Forero Cortes, Juan Pablo and Matthies, Denys J.C. and Nanayakkara, Suranga},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376491},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376491},
	abstract     = {We present a wearable forearm augmentation that enables the recreation of natural touch sensation by applying shear-forces onto the skin. In contrast to previous approaches, we arrange light-weight and stretchable 3x3cm plasters in a matrix onto the skin. Individual plasters were embedded with lines of shape-memory alloy (SMA) wires to generate shear-forces. Our design is informed by a series of studies investigating the perceptibility of different sizes, spacings, and attachments of plasters on the forearm. Our matrix arrangement enables the perception of touches, for instance, feeling ones wrist being grabbed or the arm being stroked. Users rated the recreated touch sensations as being fairly similar to a real touch (4.1/5). Even without a visual representation, users were able to correctly distinguish them with an overall accuracy of 94.75%. Finally, we explored two use cases showing how AR and VR could be empowered with experiencing recreated touch sensations on the forearm.},
	numpages     = 12,
	keywords     = {touch perception, pinching, recreation of touch, wearable, shape memory alloys, haptics}
}
@inbook{10.1145/3313831.3376489,
	title        = {Head-Coupled Kinematic Template Matching: A Prediction Model for Ray Pointing in VR},
	author       = {Henrikson, Rorik and Grossman, Tovi and Trowbridge, Sean and Wigdor, Daniel and Benko, Hrvoje},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	pages        = {1–14},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376489},
	abstract     = {This paper presents a new technique to predict the ray pointer landing position for selection movements in virtual reality (VR) environments. The technique adapts and extends a prior 2D kinematic template matching method to VR environments where ray pointers are used for selection. It builds on the insight that the kinematics of a controller and Head-Mounted Display (HMD) can be used to predict the ray's final landing position and angle. An initial study provides evidence that the motion of the head is a key input channel for improving prediction models. A second study validates this technique across a continuous range of distances, angles, and target sizes. On average, the technique's predictions were within 7.3° of the true landing position when 50% of the way through the movement and within 3.4° when 90%. Furthermore, compared to a direct extension of Kinematic Template Matching, which only uses controller movement, this head-coupled approach increases prediction accuracy by a factor of 1.8x when 40% of the way through the movement.},
	numpages     = 14
}
@inproceedings{10.1145/3313831.3376470,
	title        = {Wireality: Enabling Complex Tangible Geometries in Virtual Reality with Worn Multi-String Haptics},
	author       = {Fang, Cathy and Zhang, Yang and Dworman, Matthew and Harrison, Chris},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–10},
	doi          = {10.1145/3313831.3376470},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376470},
	abstract     = {Today's virtual reality (VR) systems allow users to explore immersive new worlds and experiences through sight. Unfortunately, most VR systems lack haptic feedback, and even high-end consumer systems use only basic vibration motors. This clearly precludes realistic physical interactions with virtual objects. Larger obstacles, such as walls, railings, and furniture are not simulated at all. In response, we developed Wireality, a self-contained worn system that allows for individual joints on the hands to be accurately arrested in 3D space through the use of retractable wires that can be programmatically locked. This allows for convincing tangible interactions with complex geometries, such as wrapping fingers around a railing. Our approach is lightweight, low-cost, and low-power, criteria important for future, worn consumer uses. In our studies, we further show that our system is fast-acting, spatially-accurate, high-strength, comfortable, and immersive.},
	numpages     = 10,
	keywords     = {haptics, force feedback, virtual reality, string-driven, grasp, touch}
}
@inproceedings{10.1145/3313831.3376457,
	title        = {How Mandatory Second Factor Affects the Authentication User Experience},
	author       = {Abbott, Jacob and Patil, Sameer},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376457},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376457},
	abstract     = {Recent years have seen growing organizational adoption of two-factor authentication as organizations seek to limit the damage caused by password breaches. However, research on the user experience of two-factor authentication in a real-world setting is relatively scant. To fill this gap, we conducted multiple waves of an online survey of users at a large public university during its multi-phase rollout of mandatory two-factor authentication for faculty, staff, and students. In addition, we examined multiple months of logs of all authentication events at the university. We found no significant changes in user experience and acceptance of two-factor authentication when it was mandatory for select systems that dealt with sensitive information. However, these factors degraded when users were forced to use two-factor authentication for logging into every single university resource. Our findings can serve as important guidance for the implementation of two-factor authentication in organizations in a way that can help achieve a balance between security and user experience.},
	numpages     = 13,
	keywords     = {user experience, ux, multi-factor authentication, security, two-factor authentication, login, 2fa, university it}
}
@inbook{10.1145/3313831.3376455,
	title        = {Integrated Development Environment with Interactive Scatter Plot for Examining Statistical Modeling},
	author       = {Asai, Kentaro and Fukusato, Tsukasa and Igarashi, Takeo},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	pages        = {1–7},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376455},
	abstract     = {The development of a statistical modeling program requires example data to observe and verify the behavior of the program. Such example data are either taken from an existing dataset or synthesized using commands. Programmers may want to directly design an arbitrary dataset or modify it interactively, but it is difficult to do so in current development environments. We therefore propose combining a code editor with an interactive scatter plot editor to efficiently understand the behavior of statistical modeling algorithms. The user interactively creates and modifies the dataset on the scatter plot editor, while the system continuously executes the code in the editor, taking the data as input, and shows the result in the editor. This paper presents the design rationale behind the system and introduces several usage scenarios.},
	numpages     = 7
}
@inproceedings{10.1145/3313831.3376452,
	title        = {C-Space: An Interactive Prototyping Platform for Collaborative Spatial Design Exploration},
	author       = {Son, Kihoon and Chun, Hwiwon and Park, Sojin and Hyun, Kyung Hoon},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376452},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376452},
	abstract     = {C-Space is an interactive prototyping platform for collaborative spatial design exploration. Spatial design projects often begin with conceptualization that includes abstract diagramming, zoning, and massing to provide a foundation for making design decisions. Specifically, abstract diagrams guide designers to explore alternative designs without thinking prematurely about the details. However, complications arise when communicating ambiguous and incomplete designs to collaborators. To overcome this drawback, designers devote considerable amounts of time and resources into searching for design references and creating rough prototypes to explicate their design concepts better. Therefore, this study proposes C-Space, a novel design support system that integrates the abstract diagram with design reference retrieval and prototyping through a tangible user interface and augmented reality. Through a user study with 12 spatial designers, we verify that C-Space promotes rapid and robust spatial design exploration, inducing collaborative discussions and motivating users to interact with designs.},
	numpages     = 13,
	keywords     = {design collaboration, design support system, spatial design, augmented reality, human-computer interaction, tangible user interface, prototyping}
}
@inbook{10.1145/3313831.3376440,
	title        = {Evaluating the End-User Experience of Private Browsing Mode},
	author       = {Abu-Salma, Ruba and Livshits, Benjamin},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	pages        = {1–12},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376440},
	abstract     = {In this paper, we investigate why users of private browsing mode misunderstand the benefits and limitations of private browsing. We design and conduct a three-part study: (1) an analytic evaluation of the user interface of private mode in different browsers; (2) a qualitative user study to explore user mental models of private browsing; (3) a participatory design study to investigate why existing browser disclosures, the in-browser explanations of private mode, do not communicate the actual protection of private mode. We find the user interface of private mode in different browsers violated well-established design guidelines and heuristics. Further, most participants had incorrect mental models of private browsing, influencing their understanding and usage of private mode. We also find existing browser disclosures did not explain the primary security goal of private mode. Drawing from the results of our study, we extract a set of recommendations to improve the design of disclosures.},
	numpages     = 12
}
@inproceedings{10.1145/3313831.3376433,
	title        = {Designing and Evaluating 'In the Same Boat', A Game of Embodied Synchronization for Enhancing Social Play},
	author       = {Robinson, Raquel Breejon and Reid, Elizabeth and Fey, James Collin and Depping, Ansgar E. and Isbister, Katherine and Mandryk, Regan L.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376433},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376433},
	abstract     = {Social closeness is important for health and well-being, but is difficult to maintain over a distance. Games can help connect people by strengthening existing relationships or creating new ones through shared playful experiences. We present the design and evaluation of 'In the Same Boat' (ITSB), a two-player infinite runner designed to foster social closeness in distributed dyads. ITSB leverages the synchronization of both players' input to steer a canoe down a river and avoid obstacles. We created two versions: embodied controls, which use players' physiological signals (breath rate, facial expressions), and standard keyboard controls. Results from a study with 35 dyads indicate that ITSB fostered affiliation, and while embodied controls were less intuitive, people enjoyed them more. Further, photos of the dyads were rated as happier and closer in the embodied condition, indicating the potential of embodied controls to foster social closeness in synchronized play over a distance.},
	numpages     = 14,
	keywords     = {physiological data, emotion, body games, social games}
}
@inproceedings{10.1145/3313831.3376431,
	title        = {Molder: An Accessible Design Tool for Tactile Maps},
	author       = {Shi, Lei and Zhao, Yuhang and Gonzalez Penuela, Ricardo and Kupferstein, Elizabeth and Azenkot, Shiri},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376431},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376431},
	abstract     = {Tactile materials are powerful teaching aids for students with visual impairments (VIs). To design these materials, designers must use modeling applications, which have high learning curves and rely on visual feedback. Today, Orientation and Mobility (O&M) specialists and teachers are often responsible for designing these materials. However, most of them do not have professional modeling skills, and many are visually impaired themselves. To address this issue, we designed Molder, an accessible design tool for interactive tactile maps, an important type of tactile materials that can help students learn O&M skills. A designer uses Molder to design a map using tangible input techniques, and Molder provides auditory feedback and high-contrast visual feedback. We evaluated Molder with 12 participants (8 with VIs, 4 sighted). After a 30-minute training session, the participants were all able to use Molder to design maps with customized tactile and interactive information.},
	numpages     = 14,
	keywords     = {tactile maps, visual impairments, design tool}
}
@inproceedings{10.1145/3313831.3376427,
	title        = {Soundr: Head Position and Orientation Prediction Using a Microphone Array},
	author       = {Yang, Jackie (Junrui) and Banerjee, Gaurab and Gupta, Vishesh and Lam, Monica S. and Landay, James A.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376427},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376427},
	abstract     = {Although state-of-the-art smart speakers can hear a user's speech, unlike a human assistant these devices cannot figure out users' verbal references based on their head location and orientation. Soundr presents a novel interaction technique that leverages the built-in microphone array found in most smart speakers to infer the user's spatial location and head orientation using only their voice. With that extra information, Soundr can figure out users references to objects, people, and locations based on the speakers' gaze, and also provide relative directions. To provide training data for our neural network, we collected 751 minutes of data (50x that of the best prior work) from human speakers leveraging a virtual reality headset to accurately provide head tracking ground truth. Our results achieve an average positional error of 0.31m and an orientation angle accuracy of 34.3° for each voice command. A user study to evaluate user preferences for controlling IoT appliances by talking at them found this new approach to be fast and easy to use.},
	numpages     = 12,
	keywords     = {internet of things, machine learning, acoustic source localization, smart speakers}
}
@inproceedings{10.1145/3313831.3376418,
	title        = {Toward Automated Feedback on Teacher Discourse to Enhance Teacher Learning},
	author       = {Jensen, Emily and Dale, Meghan and Donnelly, Patrick J. and Stone, Cathlyn and Kelly, Sean and Godley, Amanda and D'Mello, Sidney K.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376418},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376418},
	abstract     = {Like anyone, teachers need feedback to improve. Due to the high cost of human classroom observation, teachers receive infrequent feedback which is often more focused on evaluating performance than on improving practice. To address this critical barrier to teacher learning, we aim to provide teachers with detailed and actionable automated feedback. Towards this end, we developed an approach that enables teachers to easily record high-quality audio from their classes. Using this approach, teachers recorded 142 classroom sessions, of which 127 (89%) were usable. Next, we used speech recognition and machine learning to develop teacher-generalizable computer-scored estimates of key dimensions of teacher discourse. We found that automated models were moderately accurate when compared to human coders and that speech recognition errors did not influence performance. We conclude that authentic teacher discourse can be recorded and analyzed for automatic feedback. Our next step is to incorporate the automatic models into an interactive visualization tool that will provide teachers with objective feedback on the quality of their discourse.},
	numpages     = 13,
	keywords     = {audio recording, automatic speech recognition, classroom discourse, natural language processing, dialogic instruction}
}
@inproceedings{10.1145/3313831.3376404,
	title        = {"Person, Shoes, Tree. Is the Person Naked?" What People with Vision Impairments Want in Image Descriptions},
	author       = {Stangl, Abigale and Morris, Meredith Ringel and Gurari, Danna},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376404},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376404},
	abstract     = {Access to digital images is important to people who are blind or have low vision (BLV). Many contemporary image description efforts do not take into account this population's nuanced image description preferences. In this paper, we present a qualitative study that provides insight into 28 BLV people's experiences with descriptions of digital images from news websites, social networking sites/platforms, eCommerce websites, employment websites, online dating websites/platforms, productivity applications, and e-publications. Our findings reveal how image description preferences vary based on the source where digital images are encountered and the surrounding context. We provide recommendations for the development of next-generation image description technologies inspired by our empirical analysis.},
	numpages     = 13,
	keywords     = {visual impairment, image captions, alt text, accessibility}
}
@inproceedings{10.1145/3313831.3376391,
	title        = {Preparing for the Unexpected: Community Framework for Social Media Use and Social Support by Trail Thru-Hikers},
	author       = {Kotut, Lindah and Horning, Michael and Stelter, Timothy L. and McCrickard, D. Scott},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376391},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376391},
	abstract     = {A months-long hike of the Appalachian Trail often involve long-term preparation and life-altering decisions. Would-be hikers leverage institutional knowledge from literature and online forums to physically and mentally prepare for such an arduous hike. Their use of social platforms provide useful insights on motivations for undertaking the thru-hike, how they deal with unexpected conditions on the trail and understand choices made in conditions of scarcity. By analyzing over 100,000 Reddit posts and comments in r/AppalachianTrail and applying a Sense of Community theory, we sought to understand hikers' identity as community members, how their emotional and practical needs are met, and how they evolve. We found that the role and language of thru-hikers change as they progress from pre-hike, on-hike, and post-hike stages, from a questioner early on, to an expert post-hike. We conclude with design recommendations to support offline communities online.},
	numpages     = 13,
	keywords     = {thru-hike, information seeking, trail community, long-distance hiking, rural computing, appalachian trail}
}
@inproceedings{10.1145/3313831.3376367,
	title        = {Tactile Presentation of Network Data: Text, Matrix or Diagram?},
	author       = {Yang, Yalong and Marriott, Kim and Butler, Matthew and Goncu, Cagatay and Holloway, Leona},
	year         = 2020,
	booktitle    = {Proceedings of the

license: MIT

license_type: permissive

branch_name: refs/heads/master

extension: bib