text:
workflows by significantly increasing the proportion of contentious cases reviewed. We also found that the relevance of AI-provided arguments (selected from guidelines either randomly or by experts) affected experts' accuracy at revising AI-suggested labels. Our work contributes a novel perspective on the design of AI for contentious clinical assessments.},
	numpages     = 14,
	keywords     = {medical data analysis, ambiguity, artificial intelligence}
}
@inproceedings{10.1145/3313831.3376496,
	title        = {Framing Effects Influence Interface Feature Decisions},
	author       = {Cockburn, Andy and Lewis, Blaine and Quinn, Philip and Gutwin, Carl},
	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          = {10.1145/3313831.3376496},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376496},
	abstract     = {Studies in psychology have shown that framing effects, where the positive or negative attributes of logically equivalent choices are emphasised, influence people's decisions. When outcomes are uncertain, framing effects also induce patterns of choice reversal, where decisions tend to be risk averse when gains are emphasised and risk seeking when losses are emphasised. Studies of these effects typically use potent framing stimuli, such as the mortality of people suffering from diseases or personal financial standing. We examine whether these effects arise in users' decisions about interface features, which typically have less visceral consequences, using a crowd-sourced study based on snap-to-grid drag-and-drop tasks (n = 842). The study examined several framing conditions: those similar to prior psychological research, and those similar to typical interaction choices (enabling/disabling features). Results indicate that attribute framing strongly influences users' decisions, that these decisions conform to patterns of risk seeking for losses, and that patterns of choice reversal occur.},
	numpages     = 11,
	keywords     = {risky choice framing, framing effects, interface decisions, attribute framing}
}
@inproceedings{10.1145/3313831.3376490,
	title        = {CreaTable Content and Tangible Interaction in Aphasia},
	author       = {Neate, Timothy and Roper, Abi and Wilson, Stephanie and Marshall, Jane and Cruice, Madeline},
	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          = {10.1145/3313831.3376490},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376490},
	abstract     = {Multimedia digital content (combining pictures, text and music) is ubiquitous. The process of creating such content using existing tools typically requires complex, language-laden interactions which pose a challenge for users with aphasia (a language impairment following brain injury). Tangible interactions offer a potential means to address this challenge, however, there has been little work exploring their potential for this purpose. In this paper, we present CreaTable a platform that enables us to explore tangible interaction as a means of supporting digital content creation for people with aphasia. We report details of the co-design of CreaTable and findings from a digital creativity workshop. Workshop findings indicated that CreaTable enabled people with aphasia to create something they would not otherwise have been able to. We report how users' aphasia profiles affected their experience, describe tensions in collaborative content creation and provide insight into more accessible content creation using tangibles.},
	numpages     = 14,
	keywords     = {aphasia, creativity support, accessibility, content creation, tangibles, co-design, creativity, multimedia}
}
@inproceedings{10.1145/3313831.3376474,
	title        = {Co-Designing Digital Tools to Enhance Speech and Language Therapy Training in Ghana},
	author       = {Hudson, Lorraine and Amponsah, Clement and Bampoe, Josephine Ohenewa and Marshall, Julie and Owusu, Nana Akua Victoria and Hussein, Khalid and Linington, Jess and Banks Gross, Zoe and Stokes, Jane and McNaney, R\'{o}is\'{\i}n},
	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          = {10.1145/3313831.3376474},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376474},
	abstract     = {Ghana has a population of over 27 million people, of which 1 in 15 may have a communication disability. The number of speech and language therapists (SLTs) available to support these people remains remarkably small, presenting a major workforce challenge. As an emerging profession, there remain significant challenges around educating the first generation of SLTs. Ghana, however, has a healthy digital infrastructure which can be taken advantage of. We describe a comprehensive study which aimed to co-design a set of locally appropriate digital tools to enhance SLT training in Ghana. We contribute insights into how digital tools could support social learning and the transition from student to independent practitioner and future clinical supervisor. We offer a set of design recommendations for creating an online Community of Practice to enhance continuing professional development.},
	numpages     = 13,
	keywords     = {ghana, co-design, mobile learning, speech and language therapy}
}
@inproceedings{10.1145/3313831.3376473,
	title        = {Crowdsourcing in China: Exploring the Work Experiences of Solo Crowdworkers and Crowdfarm Workers},
	author       = {Wang, Yihong and Papangelis, Konstantinos and Saker, Michael and Lykourentzou, Ioanna and Chamberlain, Alan and Khan, Vassilis-Javed},
	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          = {10.1145/3313831.3376473},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376473},
	abstract     = {Recent research highlights the potential of crowdsourcing in China. Yet very few studies explore the workplace context and experiences of Chinese crowdworkers. Those that do, focus mainly on the work experiences of solo crowdworkers but do not deal with issues pertaining to the substantial amount of people working in 'crowdfarms'. This article addresses this gap as one of its primary concerns. Drawing on a study that involves 48 participants, our research explores, compares and contrasts the work experiences of solo crowdworkers to those of crowdfarm workers. Our findings illustrate that the work experiences and context of the solo workers and crowdfarm workers are substantially different, with regards to their motivations, the ways they engage with crowdsourcing, the tasks they work on, and the crowdsourcing platforms they utilize. Overall, our study contributes to furthering the understandings on the work experiences of crowdworkers in China.},
	numpages     = 13,
	keywords     = {crowdsourcing, reputation management, motivations and attitudes, work life balance, tasks, crowdfarms, crowdworkers, platform satisfaction, work experience}
}
@inproceedings{10.1145/3313831.3376471,
	title        = {Touching and Being in Touch with the Menstruating Body},
	author       = {Campo Woytuk, Nadia and S\o{}ndergaard, Marie Louise Juul and Ciolfi Felice, Marianela and Balaam, Madeline},
	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          = {10.1145/3313831.3376471},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376471},
	abstract     = {We describe a Research through Design project-Curious Cycles-a collection of objects and interactions which encourage people to be in close contact with their menstruating body. Throughout a full menstrual cycle, five participants used Curious Cycles to look at their bodies in unfamiliar ways and to touch their bodily fluids, specifically, menstrual blood, saliva, and cervical mucus. The act of touching and looking led to the construction of new knowledge about the self and to a nurturing appreciation for the changing body. Yet, participants encountered and reflected upon frictions within themselves, their home, and their social surroundings, which stem from societal stigma and preconceptions about menstruation and bodily fluids. We call for and show how interaction design can engage with technologies that mediate self-touch as a first step towards reconfiguring the way menstruating bodies are treated in society.},
	numpages     = 14,
	keywords     = {women's health, menstruation, touching, menstrual cycles, research through design, feminist hci}
}
@inproceedings{10.1145/3313831.3376469,
	title        = {Towards Value-Adaptive Instruction: A Data-Driven Method for Addressing Bias in Argument Evaluation Tasks},
	author       = {Diana, Nicholas and Stamper, John and Koedinger, Ken},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–11},
	doi          = {10.1145/3313831.3376469},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376469},
	abstract     = {As the media landscape is increasingly populated by less than reputable sources of information, educators have turned to argument evaluation training as a potential solution. Unfortunately, the bias literature suggests that our ability to objectively evaluate an argument is, to a large extent, determined by the relationship between our own beliefs and the beliefs latent in the argument we are evaluating. If the argument supports our worldview, we are much more likely to overlook logical errors. Teachers recognize this need to adapt argument evaluation instruction to the specific beliefs of students. For instance, a teacher might intentionally assign a student an argument that the student disagrees with. Unfortunately, this kind of value-adaptive instruction is infrequent due to its unscalability. We propose a novel method for data-driven value-adaptive instruction in instructional technologies. This method can be used to combat bias in real-world contexts and support human reasoning during media consumption.},
	numpages     = 11,
	keywords     = {human-computer interaction, civic technology, educational technology, adaptive instruction, civic education}
}
@inproceedings{10.1145/3313831.3376468,
	title        = {Adults' and Children's Mental Models for Gestural Interactions with Interactive Spherical Displays},
	author       = {Soni, Nikita and Gleaves, Schuyler and Neff, Hannah and Morrison-Smith, Sarah and Esmaeili, Shaghayegh and Mayne, Ian and Bapat, Sayli and Schuman, Carrie and Stofer, Kathryn A. and Anthony, Lisa},
	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          = {10.1145/3313831.3376468},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376468},
	abstract     = {Interactive spherical displays offer numerous opportunities for engagement and education in public settings. Prior work established that users' touch-gesture patterns on spherical displays differ from those on flatscreen tabletops, and speculated that these differences stem from dissimilarity in how users conceptualize interactions with these two form factors. We analyzed think-aloud data collected during a gesture elicitation study to understand adults' and children's (ages 7 to 11) conceptual models of interaction with spherical displays and compared them to conceptual models of interaction with tabletop displays from prior work. Our findings confirm that the form factor strongly influenced users' mental models of interaction with the sphere. For example, participants conceptualized that the spherical display would respond to gestures in a similar way as real-world spherical objects like physical globes. Our work contributes new understanding of how users draw upon the perceived affordances of the sphere as well as prior touchscreen experience during their interactions.},
	numpages     = 12,
	keywords     = {touchscreen gestures, touchscreen displays, mental models, adults, children, interactive spherical displays}
}
@inproceedings{10.1145/3313831.3376460,
	title        = {Storytelling to Sensemaking: A Systematic Framework for Designing Auditory Description Display for Interactives},
	author       = {Smith, Taliesin L. 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          = {10.1145/3313831.3376460},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376460},
	abstract     = {Auditory description display is verbalized text typically used to describe live, recorded, or graphical displays to support access for people who are blind or visually impaired. Significant prior research has resulted in guidelines for auditory description for non-interactive or minimally interactive contexts. A lack of auditory description for complex interactive environments remains a tremendous barrier to access for people with visual impairments. In this work, we present a systematic design framework for designing auditory description within complex interactive environments. We illustrate how modular descriptions aligned with this framework can result in an interactive storytelling experience constructed through user interactions. This framework has been used in a set of published and widely used interactive science simulations, and in its generalized form could be applied to a variety of contexts.},
	numpages     = 12,
	keywords     = {non-visual access, interactive information spaces, auditory description display, description design}
}
@inproceedings{10.1145/3313831.3376454,
	title        = {How Visualizing Inferential Uncertainty Can Mislead Readers About Treatment Effects in Scientific Results},
	author       = {Hofman, Jake M. and Goldstein, Daniel G. and Hullman, Jessica},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376454},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376454},
	abstract     = {When presenting visualizations of experimental results, scientists often choose to display either inferential uncertainty (e.g., uncertainty in the estimate of a population mean) or outcome uncertainty (e.g., variation of outcomes around that mean) about their estimates. How does this choice impact readers' beliefs about the size of treatment effects? We investigate this question in two experiments comparing 95% confidence intervals (means and standard errors) to 95% prediction intervals (means and standard deviations). The first experiment finds that participants are willing to pay more for and overestimate the effect of a treatment when shown confidence intervals relative to prediction intervals. The second experiment evaluates how alternative visualizations compare to standard visualizations for different effect sizes. We find that axis rescaling reduces error, but not as well as prediction intervals or animated hypothetical outcome plots (HOPs), and that depicting inferential uncertainty causes participants to underestimate variability in individual outcomes.},
	numpages     = 12,
	keywords     = {judgment and decision making, confidence intervals, effect sizes, uncertainty visualization, prediction intervals}
}
@inproceedings{10.1145/3313831.3376451,
	title        = {Tempura: Query Analysis with Structural Templates},
	author       = {Wu, Tongshuang and Wongsuphasawat, Kanit and Ren, Donghao and Patel, Kayur and DuBois, 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        = {1–12},
	doi          = {10.1145/3313831.3376451},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376451},
	abstract     = {Analyzing queries from search engines and intelligent assistants is difficult. A key challenge is organizing queries into interpretable, context-preserving, representative, and flexible groups. We present structural templates, abstract queries that replace tokens with their linguistic feature forms, as a query grouping method. The templates allow analysts to create query groups with structural similarity at different granularities. We introduce Tempura, an interactive tool that lets analysts explore a query dataset with structural templates. Tempura summarizes a query dataset by selecting a representative subset of templates to show the query distribution. The tool also helps analysts navigate the template space by suggesting related templates likely to yield further explorations. Our user study shows that Tempura helps analysts examine the distribution of a query dataset, find labeling errors, and discover model error patterns and outliers.},
	numpages     = 12,
	keywords     = {query analysis, error analysis, natural language processing}
}
@inproceedings{10.1145/3313831.3376450,
	title        = {Investigating User Expectations on the Roles of Family-Shared AI Speakers},
	author       = {Park, Sunjeong and Lim, Youn-kyung},
	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          = {10.1145/3313831.3376450},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376450},
	abstract     = {AI assistants that use a voice user interface (VUI), such as AI speakers, have become popular in family homes. However, it is still unclear what roles the AI speaker can support within the family unit. We investigated the roles of an AI speaker as a family-shared technology. By conducting a one-week participatory user study, we discovered that family members' co-ownership toward the AI speaker was the key in the development of its family-oriented roles. Our findings showed seven domains of user expectations on these roles, and we realized that all the expectations can be represented as family cohesion. In addition, privacy awareness was emphasized regarding personal supports. Finally, we discuss a new perspective for AI speaker design and offer two suggestions: 1) leveraging human-likeness to develop its potential roles of supporting the unit of a family and 2) interpreting the home context to seamlessly connect family and personal supporting roles.},
	numpages     = 13,
	keywords     = {family, participatory design study, AI speaker}
}
@inproceedings{10.1145/3313831.3376446,
	title        = {Recognizing Affiliation: Using Behavioural Traces to Predict the Quality of Social Interactions in Online Games},
	author       = {Frommel, Julian and Sagl, Valentin and Depping, Ansgar E. and Johanson, Colby and Miller, Matthew K. 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        = {1–16},
	doi          = {10.1145/3313831.3376446},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376446},
	abstract     = {Online social interactions in multiplayer games can be supportive and positive or toxic and harmful; however, few methods can easily assess interpersonal interaction quality in games. We use behavioural traces to predict affiliation between dyadic strangers, facilitated through their social interactions in an online gaming setting. We collected audio, video, in-game, and self-report data from 23 dyads, extracted 75 features, trained Random Forest and Support Vector Machine models, and evaluated their performance predicting binary (high/low) as well as continuous affiliation toward a partner. The models can predict both binary and continuous affiliation with up to 79.1% accuracy (F1) and 20.1% explained variance (R2) on unseen data, with features based on verbal communication demonstrating the highest potential. Our findings can inform the design of multiplayer games and game communities, and guide the development of systems for matchmaking and mitigating toxic behaviour in online games.},
	numpages     = 16,
	keywords     = {cooperative games, prediction, recognition, affiliation, evaluation, machine learning, bonding, social interaction}
}
@inproceedings{10.1145/3313831.3376442,
	title        = {Wrex: A Unified Programming-by-Example Interaction for Synthesizing Readable Code for Data Scientists},
	author       = {Drosos, Ian and Barik, Titus and Guo, Philip J. and DeLine, Robert and Gulwani, Sumit},
	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          = {10.1145/3313831.3376442},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376442},
	abstract     = {Data wrangling is a difficult and time-consuming activity in computational notebooks, and existing wrangling tools do not fit the exploratory workflow for data scientists in these environments. We propose a unified interaction model based on programming-by-example that generates readable code for a variety of useful data transformations, implemented as a Jupyter notebook extension called Wrex. User study results demonstrate that data scientists are significantly more effective and efficient at data wrangling with Wrex over manual programming. Qualitative participant feedback indicates that Wrex was useful and reduced barriers in having to recall or look up the usage of various data transform functions. The synthesized code allowed data scientists to verify the intended data transformation, increased their trust and confidence in Wrex, and fit seamlessly within their cell-based notebook workflows. This work suggests that presenting readable code to professional data scientists is an indispensable component of offering data wrangling tools in notebooks.},
	numpages     = 12,
	keywords     = {data science, program synthesis, computational notebooks}
}
@inproceedings{10.1145/3313831.3376438,
	title        = {Outline Pursuits: Gaze-Assisted Selection of Occluded Objects in Virtual Reality},
	author       = {Sidenmark, Ludwig and Clarke, Christopher and Zhang, Xuesong and Phu, Jenny and Gellersen, Hans},
	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          = {10.1145/3313831.3376438},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376438},
	abstract     = {In 3D environments, objects can be difficult to select when they overlap, as this affects available target area and increases selection ambiguity. We introduce Outline Pursuits which extends a primary pointing modality for gaze-assisted selection of occluded objects. Candidate targets within a pointing cone are presented with an outline that is traversed by a moving stimulus. This affords completion of the selection by gaze attention to the intended target's outline motion, detected by matching the user's smooth pursuit eye movement. We demonstrate two techniques implemented based on the concept, one with a controller as the primary pointer, and one in which Outline Pursuits are combined with head pointing for hands-free selection. Compared with conventional raycasting, the techniques require less movement for selection as users do not need to reposition themselves for a better line of sight, and selection time and accuracy are less affected when targets become highly occluded.},
	numpages     = 13,
	keywords     = {smooth pursuits, occlusion, eye tracking, virtual reality}
}
@inproceedings{10.1145/3313831.3376436,
	title        = {Augmenting Static Visualizations with PapARVis Designer},
	author       = {Chen, Zhutian and Tong, Wai and Wang, Qianwen and Bach, Benjamin and Qu, Huamin},
	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          = {10.1145/3313831.3376436},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376436},
	abstract     = {This paper presents an authoring environment for augmenting static visualizations with virtual content in augmented reality.Augmenting static visualizations can leverage the best of both physical and digital worlds, but its creation currently involves different tools and devices, without any means to explicitly design and debug both static and virtual content simultaneously. To address these issues, we design an environment that seamlessly integrates all steps of a design and deployment workflow through its main features: i) an extension to Vega, ii) a preview, and iii) debug hints that facilitate valid combinations of static and augmented content. We inform our design through a design space with four ways to augment static visualizations. We demonstrate the expressiveness of our tool through examples, including books, posters, projections, wall-sized visualizations. A user study shows high user satisfaction of our environment and confirms that participants can create augmented visualizations in an average of 4.63 minutes.},
	numpages     = 12,
	keywords     = {data visualization authoring, augmented static visualization, visualization in augmented reality}
}
@inproceedings{10.1145/3313831.3376423,
	title        = {Enemy Within: Long-Term Motivation Effects of Deep Player Behavior Models for Dynamic Difficulty Adjustment},
	author       = {Pfau, Johannes and Smeddinck, Jan David and Malaka, Rainer},
	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          = {10.1145/3313831.3376423},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376423},
	abstract     = {Balancing games and producing content that remains interesting and challenging is a main cost factor in the design and maintenance of games. Dynamic difficulty adjustments (DDA) can successfully tune challenge levels to player abilities, but when implemented with classic heuristic parameter tuning (HPT) often turns out to be very noticeable, e.g. as "rubber-banding". Deep learning techniques can be employed for deep player behavior modeling (DPBM), enabling more complex adaptivity, but effects over frequent and longer-lasting game engagements, as well as how it compares to HPT has not been empirically investigated. We present a situated study of the effects of DDA via DPBM as compared to HPT on intrinsic motivation, perceived challenge and player motivation in a real-world MMORPG. The results indicate that DPBM can lead to significant improvements in intrinsic motivation and players prefer game experience episodes featuring DPBM over experience episodes with classic difficulty management.},
	numpages     = 10,
	keywords     = {games, MMORPGs, neural networks, deep learning, player modeling, dynamic difficulty adjustment}
}
@inproceedings{10.1145/3313831.3376401,
	title        = {See, Feel, Move: Player Behaviour Analysis through Combined Visualization of Gaze, Emotions, and Movement},
	author       = {Kepplinger, Daniel and Wallner, G\"{u}nter and Kriglstein, Simone and Lankes, Michael},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376401},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376401},
	abstract     = {Playtesting of games often relies on a mixed-methods approach to obtain more holistic insights about and, in turn, improve the player experience. However, triangulating the different data sources and visualizing them in an integrated manner such that they contextualize each other still proves challenging. Despite its potential value for gauging player behaviour, this area of research continues to be underexplored. In this paper, we propose a visualization approach that combines commonly tracked movement data with - from a visualization perspective rarely considered - gaze behaviour and emotional responses. We evaluated our approach through a qualitative expert study with five professional game developers. Our results show that both the individual visualization of gaze, emotions, and movement but especially their combination are valuable to understand and form hypotheses about player behaviour. At the same time, our results stress that careful attention needs to be paid to ensure that the visualization remains legible and does not obfuscate information.},
	numpages     = 14,
	keywords     = {visual game analytics, playtesting, information visualization, emotions, gaze, movement analysis}
}
@inproceedings{10.1145/3313831.3376393,
	title        = {Exploring Eyes-Free Bezel-Initiated Swipe on Round Smartwatches},
	author       = {Wong, Pui Chung and Zhu, Kening and Yang, Xing-Dong and Fu, Hongbo},
	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          = {10.1145/3313831.3376393},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376393},
	abstract     = {Bezel-based gestures expand the interaction space of touch-screen devices (e.g., smartphones and smartwatches). Existing works have mainly focused on bezel-initiated swipe (BIS) on square screens. To investigate the usability of BIS on round smartwatches, we design six different circular bezel layouts, by dividing the bezel into 6, 8, 12, 16, 24, and 32 segments. We evaluate the user performance of BIS on these layouts in an eyes-free situation. The results show that the performance of BIS is highly orientation dependent, and varies significantly among users. Using the Support-Vector-Machine (SVM) model significantly increases the accuracy on 6-, 8-, 12-, and 16-segment layouts. We then compare the performance of personal and general SVM models, and find that personal models significantly improve the accuracy for 8-, 12-, 16-, and 24-segment layouts. Lastly, we discuss the potential smartwatch applications enabled by the BIS.},
	numpages     = 11,
	keywords     = {round smartwatches, bezel, bezel-initiated gestures, eyes-free}
}
@inproceedings{10.1145/3313831.3376387,
	title        = {Sensock: 3D Foot Reconstruction with Flexible Sensors},
	author       = {Zhang, Hechuan and Chen, Zhiyong and Guo, Shihui and Lin, Juncong and Shi, Yating and Liu, Xiangyang and Ma, Yong},
	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          = {10.1145/3313831.3376387},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376387},
	abstract     = {Capturing 3D foot models is important for applications such as manufacturing customized shoes and creating clubfoot orthotics. In this paper, we propose a novel prototype, Sensock, to offer a fully wearable solution for the task of 3D foot reconstruction. The prototype consists of four soft stretchable sensors, made from silk fibroin yarn. We identify four characteristic foot girths based on the existing knowledge of foot anatomy, and measure their lengths with the resistance value of the stretchable sensors. A learning-based model is trained offline and maps the foot girths to the corresponding 3D foot shapes. We compare our method with existing solutions using red-green-blue (RGB) or RGBD (RGB-depth) cameras, and show the advantages of our method in terms of both efficiency and accuracy. In the user experiment, we find that the relative error of Sensock is lower than 0.55%. It performs consistently across different trials and is considered comfortable and suitable for long-term wearing.},
	numpages     = 13,
	keywords     = {3d reconstruction, flexible sensors, foot modeling}
}
@inproceedings{10.1145/3313831.3376385,
	title        = {Evaluating the Information Security Awareness of Smartphone Users},
	author       = {Bitton, Ron and Boymgold, Kobi and Puzis, Rami and Shabtai, Asaf},
	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          = {10.1145/3313831.3376385},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376385},
	abstract     = {Information security awareness (ISA) is a practice focused on the set of skills which help a user successfully mitigate social engineering (SE) attacks. Evaluating the ISA of users is crucial, since early identification of users who are more vulnerable to SE attacks improves system security. Previous studies for evaluating the ISA of smartphone users rely on subjective data sources (questionnaires) and do not address the differences between classes of SE attacks. This paper presents a framework for evaluating the ISA of smartphone users for specific attack classes. In addition to questionnaires, we utilize objective data sources: a mobile agent, a network traffic monitor, and cybersecurity challenges. We evaluated the framework by conducting a long-term user study involving 162 users. The results show that: the self-reported behavior of users differs significantly from their actual behavior and the ISA level derived from the actual behavior of users is highly correlated with their ability to mitigate SE attacks.},
	numpages     = 13,
	keywords     = {social engineering, mobile devices, information security awareness, human factors}
}
@inproceedings{10.1145/3313831.3376376,
	title        = {Conversational Agency in Augmentative and Alternative Communication},
	author       = {Valencia, Stephanie and Pavel, Amy and Santa Maria, Jared and Yu, Seunga (Gloria) and Bigham, Jeffrey P. and Admoni, Henny},
	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          = {10.1145/3313831.3376376},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376376},
	abstract     = {Augmented communicators (ACs) use augmentative and alternative communication (AAC) technologies to speak. Prior work in AAC research has looked to improve efficiency and expressivity of AAC via device improvements and user training. However, ACs also face constraints in communication beyond their device and individual abilities such as when they can speak, what they can say, and who they can address. In this work, we recast and broaden this prior work using conversational agency as a new frame to study AC communication. We investigate AC conversational agency with a study examining different conversational tasks between four triads of expert ACs, their close conversation partners (paid aide or parent), and a third party (experimenter). We define metrics to analyze AAC conversational agency quantitatively and qualitatively. We conclude with implications for future research to enable ACs to easily exercise conversational agency.},
	numpages     = 12,
	keywords     = {agency, aac, accessibility, cerebral palsy, conversation}
}
@inproceedings{10.1145/3313831.3376373,
	title        = {PuffPacket: A Platform for Unobtrusively Tracking the Fine-Grained Consumption Patterns of E-Cigarette Users},
	author       = {Adams, Alexander T. and Mandel, Ilan and Shats, Anna and Robin, Alina and Choudhury, Tanzeem},
	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          = {10.1145/3313831.3376373},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376373},
	abstract     = {The proliferation of e-cigarettes and portable vaporizers presents new opportunities for accurately and unobtrusively tracking e-cigarette use. PuffPacket is a hardware and soft-ware research platform that leverages the technology built into vaporizers, e-cigarettes and other electronic drug delivery devices to ubiquitously track their usage. The system piggybacks on the signals these devices use to directly measure and track the nicotine consumed by users. PuffPacket augments e-cigarettes with Bluetooth to calculate the frequency, intensity, and duration of each inhalation. This information is augmented with smartphone-based location and activity information to help identify potential contextual triggers. Puff-Packet is generalizable to a wide variety of electronic nicotine,THC, and other drug delivery devices currently on the mar-ket. The hardware and software for PuffPacket is open-source so it can be expanded upon and leveraged for mobile health tracking research.},
	numpages     = 12,
	keywords     = {e-cigarettes, ends, topology, mobile sensing, addiction, health, research platform, sud}
}
@inproceedings{10.1145/3313831.3376370,
	title        = {Shaping the Design of Smartphone-Based Interventions for Self-Harm},
	author       = {Honary, Mahsa and Bell, Beth and Clinch, Sarah and Vega, Julio and Kroll, Leo and Sefi, Aaron and McNaney, Roisin},
	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          = {10.1145/3313831.3376370},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376370},
	abstract     = {Self-harm is a prevalent issue amongst young people, yet it is thought around 40% will never seek professional help due to stigma surrounding it. It is generally a way of coping with emotional distress and can have a range of triggers which are highly heterogeneous to the individual. In a move towards enhancing the accessibility of personalized interventions for self-harm, we undertook a three-stage study. We first conducted interviews with 4 counsellors in self-harm to understand how they clinically respond to self-harm triggers. We then ran a survey with 37 young people, to explore perceptions of mobile sensing, and current and future uses for smartphone-based interventions. Finally, we ran a workshop with 11 young people to further explore how a context-aware self-management application might be used to support them. We contribute an in-depth understanding of how triggers for self-harm might be identified and subsequently predicted and prevented using mobile-sensing technology.},
	numpages     = 14,
	keywords     = {self-harm, mental health, mobile sensing, co-design, situation-aware app, non-suicidal self-injury, trust, intervention}
}
@inproceedings{10.1145/3313831.3376368,
	title        = {PV-Tiles: Towards Closely-Coupled Photovoltaic and Digital Materials for Useful, Beautiful and Sustainable Interactive Surfaces},
	author       = {Meena, Yogesh Kumar and Seunarine, Krishna and Sahoo, Deepak Ranjan and Robinson, Simon and Pearson, Jennifer and Zhang, Chi and Carnie, Matt and Pockett, Adam and Prescott, Andrew and Thomas, Suzanne K. and Lee, Harrison Ka Hin and Jones, Matt},
	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          = {10.1145/3313831.3376368},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376368},
	abstract     = {The interactive, digital future with its seductive vision of Internet-of-Things connected sensors, actuators and displays comes at a high cost in terms of both energy demands and the clutter it brings to the physical world. But what if such devices were made of materials that enabled them to self-power their interactive features? And, what if those materials were directly used to build aesthetically pleasing environments and objects that met practical physical needs as well as digital ones? In this paper we introduce PV-Tiles ? a novel material that closely couples photovoltaic energy harvesting and light sensing materials with digital interface components. We consider potential contexts, use-cases and light gestures surfaced through co-creation workshops; and, present initial technological designs and prototypes. The work opens a new set of opportunities and collaborations between HCI and material science, stimulating technical and design pointers to accommodate and exploit the material's properties.},
	numpages     = 12,
	keywords     = {connected home, sustainability, self-powered devices, internet of things, interaction design}
}
@inproceedings{10.1145/3313831.3376355,
	title        = {Transforming Robot Programs Based on Social Context},
	author       = {Porfirio, David and Saupp\'{e}, Allison and Albarghouthi, Aws and Mutlu, Bilge},
	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          = {10.1145/3313831.3376355},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376355},
	abstract     = {Social robots have varied effectiveness when interacting with humans in different interaction contexts. A robot programmed to escort individuals to a different location, for instance, may behave more appropriately in a crowded airport than a quiet library, or vice versa. To address these issues, we exploit ideas from program synthesis and propose an approach to transforming the structure of hand-crafted interaction programs that uses user-scored execution traces as input, in which end users score their paths through the interaction based on their experience. Additionally, our approach guarantees that transformations to a program will not violate task and social expectations that must be maintained across contexts. We evaluated our approach by adapting a robot program to both real-world and simulated contexts and found evidence that making informed edits to the robot's program improves user experience.},
	numpages     = 12,
	keywords     = {interaction adaptation, human-robot interaction, program repair, model checking}
}
@inproceedings{10.1145/3313831.3376353,
	title        = {Virtual Reality Without Vision: A Haptic and Auditory White Cane to Navigate Complex Virtual Worlds},
	author       = {Siu, Alexa F. and Sinclair, Mike and Kovacs, Robert and Ofek, Eyal and Holz, Christian and Cutrell, Edward},
	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          = {10.1145/3313831.3376353},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376353},
	abstract     = {Current Virtual Reality (VR) technologies focus on rendering visuospatial effects, and thus are inaccessible for blind or low vision users. We examine the use of a novel white cane controller that enables navigation without vision of large virtual environments with complex architecture, such as winding paths and occluding walls and doors. The cane controller employs a lightweight three-axis brake mechanism to provide large-scale shape of virtual objects. The multiple degrees-of-freedom enables users to adapt the controller to their preferred techniques and grip. In addition, surface textures are rendered with a voice coil actuator based on contact vibrations; and spatialized audio is determined based on the progression of sound through the geometry around the user. We design a scavenger hunt game that demonstrates how our device enables blind users to navigate a complex virtual environment. Seven out of eight users were able to successfully navigate the virtual room (6x6m) to locate targets while avoiding collisions. We conclude with design consideration on creating immersive non-visual VR experiences based on user preferences for cane techniques, and cane material properties.},
	numpages     = 13,
	keywords     = {blindness, white cane, virtual reality, visual impairments, haptic feedback, mobility, 3d audio, auditory feedback}
}
@inproceedings{10.1145/3313831.3376309,
	title        = {"Energy is a Finite Resource": Designing Technology to Support Individuals across Fluctuating Symptoms of Depression},
	author       = {Kornfield, Rachel and Zhang, Renwen and Nicholas, Jennifer and Schueller, Stephen M. and Cambo, Scott A. and Mohr, David C. and Reddy, Madhu},
	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          = {10.1145/3313831.3376309},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376309},
	abstract     = {While the HCI field increasingly examines how digital tools can support individuals in managing mental health conditions, it remains unclear how these tools can accommodate these conditions' temporal aspects. Based on weekly interviews with five individuals with depression, conducted over six weeks, this study identifies design opportunities and challenges related to extending technology-based support across fluctuating symptoms. Our findings suggest that participants perceive events and contexts in daily life to have marked impact on their symptoms. Results also illustrate that ebbs and flows in symptoms profoundly affect how individuals practice depression self-management. While digital tools often aim to reach individuals while they feel depressed, we suggest they should also engage individuals when they are less symptomatic, leveraging their energy and motivation to build habits, establish plans and goals, and generate and organize content to prepare for symptom onset.},
	numpages     = 17,
	keywords     = {depression, personalization, temporality, tailoring, mental health, digital interventions, motivation}
}
@inproceedings{10.1145/3313831.3376303,
	title        = {Knock on Wood: Combining Redirected Touching and Physical Props for Tool-Based Interaction in Virtual Reality},
	author       = {Strandholt, Patrick L. and Dogaru, Oana A. and Nilsson, Niels C. and Nordahl, Rolf and Serafin, Stefania},
	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          = {10.1145/3313831.3376303},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376303},
	abstract     = {When physical props serve as proxies for virtual tools used to manipulate the virtual environment, it is challenging to provide appropriate haptic feedback. Redirected tool-mediated manipulation addresses this challenge by distorting the mapping between physical and virtual tools to provide a sensation of manipulating the virtual environment, when the physical tool comes into contact with another physical prop. For example, a virtual hammer's position can be offset to ensure that physical impacts accompany each strike of a virtual nail. We demonstrate the idea by showing that it can be used to create sensations of impact and resistance when driving a virtual nail into a surface, when tightening a virtual screw, and when sawing through a virtual plank. The results of a user study indicate that the proposed approach is perceived as more realistic than interaction with a single physical prop or controller and no notable detriments to precision were observed.},
	numpages     = 13,
	keywords     = {virtual reality, redirected touching, passive haptics}
}
@inproceedings{10.1145/3313831.3376296,
	title        = {Investigating the Necessity of Delay in Marking Menu Invocation},
	author       = {Henderson, Jay and Malacria, Sylvain and Nancel, Mathieu and Lank, Edward},
	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          = {10.1145/3313831.3376296},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376296},
	abstract     = {Delayed display of menu items is a core design component of marking menus, arguably to prevent visual distraction and foster the use of mark mode. We investigate these assumptions, by contrasting the original marking menu design with immediately-displayed marking menus. In three controlled experiments, we fail to reveal obvious and systematic performance or usability advantages to using delay and mark mode. Only in very constrained settings – after significant training and only two items to learn – did traditional marking menus show a time improvement of about 260~ms. Otherwise, we found an overall decrease in performance with delay, whether participants exhibited practiced or unpracticed behaviour. Our final study failed to demonstrate that an immediately-displayed menu interface is more visually disrupting than a delayed menu. These findings inform the costs and benefits of incorporating delay in marking menus, and motivate guidelines for situations in which its use is desirable.},
	numpages     = 13,
	keywords     = {marking menu, delay}
}
@inproceedings{10.1145/3313831.3376295,
	title        = {BrailleBlocks: Computational Braille Toys for Collaborative Learning},
	author       = {Gadiraju, Vinitha and Muehlbradt, Annika and Kane, Shaun 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        = {1–12},
	doi          = {10.1145/3313831.3376295},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376295},
	abstract     = {Braille literacy has fallen in recent years, and many blind children now grow up without learning Braille. However, learning Braille can increase employment chances and improve literacy skills. We introduce BrailleBlocks, a system to help visually impaired children learn and practice Braille alongside a sighted parent. BrailleBlocks comprises a set of tangible blocks and pegs, each block representing a Braille cell, and an associated application with games. The system automatically tracks and recognizes the blocks so that parents can follow along even if they cannot read Braille. We conducted a user study to test BrailleBlocks with five families, with five parents and six visually impaired children. The contributions of this work are a novel approach to Braille education toys, observations of how visually impaired children and sighted parents used this system together, their insights on current issues with Braille educational tools, and actionable feedback for future Braille-based learning tools.},
	numpages     = 12,
	keywords     = {collaboration, blind, visually impaired, children, accessibility, education, braille}
}
@inproceedings{10.1145/3313831.3376294,
	title        = {Patriarchy, Maternal Health and Spiritual Healing: Designing Maternal Health Interventions in Pakistan},
	author       = {Mustafa, Maryam and Batool, Amna and Fatima, Beenish and Nawaz, Fareeda and Toyama, Kentaro and Raza, Agha Ali},
	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          = {10.1145/3313831.3376294},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376294},
	abstract     = {We examine the opportunities and challenges in designing for maternal health in low-income, low-resource communities in patriarchal and religious contexts. Pakistan faces a crisis in maternal health with a maternal mortality ratio of 178 deaths per 100,000 live births, as compared to the developed-country average of just 12 deaths per 100,000. Through a 6-month long qualitative, empirical study we examine the prevalent beliefs and practices around maternal health in Pakistan, the access women have to health-care, the existing religious practices that influence them and the agency they exert in their own health-care decision making. We reveal the rampant misinformation among mothers and health workers, house-hold power dynamics that impact maternal health and the deep link between maternal health and religious beliefs. We also show how current maternal health care interventions fit poorly into this context and discuss alternate design recommendations for meeting the maternal health needs of these women.},
	numpages     = 13,
	keywords     = {maternal health, hci4d, patriarchy}
}
@inproceedings{10.1145/3313831.3376266,
	title        = {A View on the Viewer: Gaze-Adaptive Captions for Videos},
	author       = {Kurzhals, Kuno and G\"{o}bel, Fabian and Angerbauer, Katrin and Sedlmair, Michael and Raubal, Martin},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376266},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376266},
	abstract     = {Subtitles play a crucial role in cross-lingual distribution of multimedia content and help communicate information where auditory content is not feasible (loud environments, hearing impairments, unknown languages). Established methods utilize text at the bottom of the screen, which may distract from the video. Alternative techniques place captions closer to related content (e.g., faces) but are not applicable to arbitrary videos such as documentations. Hence, we propose to leverage live gaze as indirect input method to adapt captions to individual viewing behavior. We implemented two gaze-adaptive methods and compared them in a user study (n=54) to traditional captions and audio-only videos. The results show that viewers with less experience with captions prefer our gaze-adaptive methods as they assist them in reading. Furthermore, gaze distributions resulting from our methods are closer to natural viewing behavior compared to the traditional approach. Based on these results, we provide design implications for gaze-adaptive captions.},
	numpages     = 12,
	keywords     = {multimedia, subtitles, gaze input, eye tracking, gaze-responsive display, video captions}
}
@inproceedings{10.1145/3313831.3376824,
	title        = {Towards A Design For Life: Redesigning For Reminiscence With Looked After Children},
	author       = {Gray, Stuart and Hahn, Rachel and Cater, Kirsten and Watson, Debbie and Williams, Keir and Metcalfe, Tom and Meineck, Chloe},
	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          = {10.1145/3313831.3376824},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376824},
	abstract     = {For 'looked-after' and adopted children, physical objects are often the only remaining link to their pasts; a portal to stories of former families, homes, and events. The act of reminiscence, known as 'life story work', can help children to process their pasts and overcome trauma. This paper describes the user-centred redesign of Trove, a digital and physical memory box for storing and curating stories about precious objects. We describe our redesign process, synthesising the insights from previous Trove evaluations with looked-after and adopted children, and three re-design workshops with 4 looked-after children at a therapeutic residential school. Our findings advocate for prioritisation of Trove's digital and physical security, the sustainability of its companionship, and the provision of multimedia storytelling to encourage the construction of identity narratives. Inspired by this, we present and discuss the redeveloped Trove, before analysing our participatory design approach with these complex and under-represented groups.},
	numpages     = 14,
	keywords     = {memory boxes, reminiscence, participatory design, social care, storytelling, children, life story work}
}
@inproceedings{10.1145/3313831.3376823,
	title        = {Support Strategies for Remote Guides in Assisting People with Visual Impairments for Effective Indoor Navigation},
	author       = {Kamikubo, Rie and Kato, Naoya and Higuchi, Keita and Yonetani, Ryo and Sato, Yoichi},
	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          = {10.1145/3313831.3376823},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376823},
	abstract     = {People with visual impairments often require mobility assistance of sighted guides but they are not always available. Recent technological strides have opened up new directions for sighted guidance services, assigning guides from a network of remote workers to provide real-time assistance via audio/video communication. However, little has been known regarding desirable support characteristics of remote guides or challenges experienced in guide practices without the requisite expertise. To recommend support strategies that contribute to facilitating a successful platform for remote sighted guidance, this paper presents a comparative study of the performance of trained and untrained sighted guides who are recruited for a remote scenario in assisting people with visual impairments in indoor navigation. As an outcome of this research, we provide a deeper understanding of design opportunities for HCI to scaffold requirements of remote guides, such that their collaborative efforts and environmental knowledge influence the user experience. Based on our empirical insights, we suggest to develop the expertise of remote guides through: a) preliminary guidance cooperation awareness b) guidelines for verbal description methods, and c) approaches to compensate for the lack of environmental knowledge.},
	numpages     = 12,
	keywords     = {remote assistance, indoor navigation, collaboration, visual impairment}
}
@inproceedings{10.1145/3313831.3376822,
	title        = {Eyes on the Road: Detecting Phone Usage by Drivers Using On-Device Cameras},
	author       = {Khurana, Rushil and Goel, Mayank},
	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          = {10.1145/3313831.3376822},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376822},
	abstract     = {Using a phone while driving is distracting and dangerous. It increases the accident chances by 400%. Several techniques have been proposed in the past to detect driver distraction due to phone usage. However, such techniques usually require instrumenting the user or the car with custom hardware. While detecting phone usage in the car can be done by using the phone's GPS, it is harder to identify whether the phone is used by the driver or one of the passengers. In this paper, we present a lightweight, software-only solution that uses the phone's camera to observe the car's interior geometry to distinguish phone position and orientation. We then use this information to distinguish between driver and passenger phone use. We collected data in 16 different cars with 33 different users and achieved an overall accuracy of 94% when the phone is held in hand and 92.2% when the phone is docked (1 sec. delay). With just a software upgrade, this work can enable smartphones to proactively adapt to the user's context in the car and and substantially reduce distracted driving incidents.},
	numpages     = 11,
	keywords     = {position sensing, driver detection, situational impairments, in-car behavior}
}
@inproceedings{10.1145/3313831.3376820,
	title        = {Craftspeople as Technical Collaborators: Lessons Learned through an Experimental Weaving Residency},
	author       = {Devendorf, Laura and Arquilla, Katya and Wirtanen, Sandra and Anderson, Allison and Frost, Steven},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376820},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376820},
	abstract     = {While craft has had increasing influence on HCI research, HCI researchers tend to engage craft in limited capacities, often focusing on the juxtapositions of "traditional" craft and "innovative" computing. In this paper, we describe the structure and results of a six-week "experimental weaving residency" to show how HCI practitioners, engineers, and craftspeople perform similar work and can productively collaborate to envision new technological interfaces at early stages of development. We address both social and technical challenges of residencies and critically reflect on biases about technical and craft labor that we held prior to the residency. We share our experiences and lessons learned in the hopes of supporting future collaborations with craftspeople and broadening the techniques we use to address design challenges.},
	numpages     = 13,
	keywords     = {artist residencies, smart textiles, weaving, feminist HCI, electrodes, collaboration models}
}
@inproceedings{10.1145/3313831.3376812,
	title        = {Soma Design and Sensory Misalignment},
	author       = {Tennent, Paul and Marshall, Joe and Tsaknaki, Vasiliki and Windlin, Charles and H\"{o}\"{o}k, Kristina and Alfaras, Miquel},
	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          = {10.1145/3313831.3376812},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376812},
	abstract     = {We report on a workshop bringing together researchers working in soma design and sensory misalignment. Creating experiences that make use of sensory misalignment has become increasingly common, often associated with virtual reality research. However, little attention has been paid to how to design such experiences. We argue that the practice of soma design is a relevant candidate method for designing misalignment experiences, since soma design brings with it concepts such as estrangement and disrupting the habitual as a path to design. We further argue that sensory misalignment may in turn extend soma design methods, adding methods for explicitly disrupting sensory perception using technology interventions. Finally, we draw on the findings of that workshop to discuss the ideas of: pluralism in experience; orchestration of overall experience; as well as the broader intersection of soma design and sensory misalignment approaches.},
	numpages     = 12,
	keywords     = {sensory misalignment, bodily sensation, soma design}
}
@inproceedings{10.1145/3313831.3376801,
	title        = {Food Literacy While Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App},
	author       = {Bomfim, Marcela C. C. and Kirkpatrick, Sharon I. and Nacke, Lennart E. and Wallace, James R.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376801},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376801},
	abstract     = {Establishing healthy eating patterns early in life is critical and has implications for lifelong health. Situated interventions are a promising approach to improve eating patterns. However, HCI research has emphasized calorie control and weight loss, potentially leading consumers to prioritize caloric intake over healthy eating patterns. To support healthy eating more holistically, we designed a gameful app called Pirate Bri's Grocery Adventure (PBGA) that seeks to improve food literacy—meaning the interconnected combination of food-related knowledge, skills, and behaviours that empower an individual to make informed food choices— through a situated approach to grocery shopping. Findings from our three-week field study revealed that PBGA was effective for improving players' nutrition knowledge and motivation for healthier food choices and reducing their impulse purchases. Our findings highlight that nutrition apps should promote planning and shopping based on balance, variety, and moderation.},
	numpages     = 13,
	keywords     = {grocery shopping, nutrition, food literacy, gameful design, healthy eating, situated app}
}
@inproceedings{10.1145/3313831.3376800,
	title        = {"I'm Hoping They're an Ethical Company That Won't Do Anything That I'll Regret": Users Perceptions of At-Home DNA Testing Companies},
	author       = {Baig, Khadija and Mohamed, Reham and Theus, Anna-Lena and Chiasson, Sonia},
	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          = {10.1145/3313831.3376800},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376800},
	abstract     = {At-home DNA testing has become increasingly popular due to the ability to be able to gain both ancestry and health information, as well as connect with others who share your DNA. Do users have reasonable mental models of how these systems work? Do users have privacy concerns and what do they understand as the benefits and risks involved? We conducted 27 interviews with Canadian users of at-home DNA testing companies. Our interviews covered perceived and desired data use, data management, data sharing practices, control over data, and any regrets. Our qualitative analysis revealed that many users have inconsistencies in their mental models and liken their DNA data to their data stored with existing technologies, such as social media, rather than health data. They are generally either dismissive of privacy concerns towards themselves or their relatives or they had not considered privacy in their choice. We discuss our findings and propose possible future work in this area.},
	numpages     = 13,
	keywords     = {interviews, at home DNA-testing, privacy}
}
@inproceedings{10.1145/3313831.3376798,
	title        = {Composing Flexibly-Organized Step-by-Step Tutorials from Linked Source Code, Snippets, and Outputs},
	author       = {Head, Andrew and Jiang, Jason and Smith, James and Hearst, Marti A. and Hartmann, Bj\"{o}rn},
	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          = {10.1145/3313831.3376798},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376798},
	abstract     = {Programming tutorials are a pervasive, versatile medium for teaching programming. In this paper, we report on the content and structure of programming tutorials, the pain points authors experience in writing them, and a design for a tool to help improve this process. An interview study with 12 experienced tutorial authors found that they construct documents by interleaving code snippets with text and illustrative outputs. It also revealed that authors must often keep related artifacts of source programs, snippets, and outputs consistent as a program evolves. A content analysis of 200 frequently-referenced tutorials on the web also found that most tutorials contain related artifacts—duplicate code and outputs generated from snippets—that an author would need to keep consistent with each other. To address these needs, we designed a tool called Torii with novel authoring capabilities. An in-lab study showed that tutorial authors can successfully use the tool for the unique affordances identified, and provides guidance for designing future tools for tutorial authoring.},
	numpages     = 12,
	keywords     = {consistency, authoring, literate programming, code editors, code evolution, programming tutorials}
}
@inproceedings{10.1145/3313831.3376791,
	title        = {On Conducting Security Developer Studies with CS Students: Examining a Password-Storage Study with CS Students, Freelancers, and Company Developers},
	author       = {Naiakshina, Alena and Danilova, Anastasia and Gerlitz, Eva and Smith, Matthew},
	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          = {10.1145/3313831.3376791},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376791},
	abstract     = {Ecological validity is a major concern in usable security studies with developers. Many studies are conducted with computer science (CS) students out of convenience, since recruiting professional software developers in sufficient numbers is very challenging. In a password-storage study, Naiakshina et al. (CHI'19) showed that CS students behave similarly to freelance developers recruited online. While this is a promising result for conducting developer studies with students, an open question remains: Do professional developers employed in companies behave similarly as well? To provide more insight into the ecological validity of recruiting students for security developer studies, we replicated the study of Naiakshina et al. with developers from diverse companies in Germany. We found that developers employed in companies performed better than students and freelancers in a direct comparison. However, treatment effects were found to be significant in all groups; the treatment effects on CS students also held for company developers.},
	numpages     = 13,
	keywords     = {usable security and privacy, student developer, security developer study, developer password study}
}
@inproceedings{10.1145/3313831.3376790,
	title        = {StoryMakAR: Bringing Stories to Life With An Augmented Reality & Physical Prototyping Toolkit for Youth},
	author       = {Glenn, Terrell and Ipsita, Ananya and Carithers, Caleb and Peppler, Kylie and Ramani, Karthik},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376790},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376790},
	abstract     = {Makerspaces can support educational experiences in prototyping for children. Storytelling platforms enable high levels of creativity and expression, but have high barriers of entry. We introduce StoryMakAR, which combines making and storytelling. StoryMakAR is a new AR-IoT system for children that uses block programming, physical prototyping, and event-based storytelling to bring stories to life. We reduce the barriers to entry for youth (Age=14-18) by designing an accessible, plug-and-play system through merging both electro-mechanical devices and virtual characters to create stories. We describe our initial design process, the evolution and workflow of StoryMakAR, and results from multiple single-session workshops with 33 high school students. Our preliminary studies led us to understand what students want to make. We provide evidence of how students both engage and have difficulties with maker-based storytelling. We also discuss the potential for StoryMakAR to be used as a learning environment for classrooms and younger students.},
	numpages     = 14,
	keywords     = {children, maker culture, storytelling, augmented reality}
}
@inproceedings{10.1145/3313831.3376777,
	title        = {Techniques for Flexible Responsive Visualization Design},
	author       = {Hoffswell, Jane and Li, Wilmot and Liu, Zhicheng},
	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          = {10.1145/3313831.3376777},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376777},
	abstract     = {Responsive visualizations adapt to effectively present information based on the device context. Such adaptations are essential for news content that is increasingly consumed on mobile devices. However, existing tools provide little support for responsive visualization design. We analyze a corpus of 231 responsive news visualizations and discuss formative interviews with five journalists about responsive visualization design. These interviews motivate four central design guidelines: enable simultaneous cross-device edits, facilitate device-specific customization, show cross-device previews, and support propagation of edits. Based on these guidelines, we present a prototype system that allows users to preview and edit multiple visualization versions simultaneously. We demonstrate the utility of the system features by recreating four real-world responsive visualizations from our corpus.},
	numpages     = 13,
	keywords     = {news, visualization, mobile devices, responsive design}
}
@inproceedings{10.1145/3313831.3376776,
	title        = {Pedagogical Agents for Fostering Question-Asking Skills in Children},
	author       = {Alaimi, Mehdi and Law, Edith and Pantasdo, Kevin Daniel and Oudeyer, Pierre-Yves and Sauzeon, H\'{e}l\`{e}ne},
	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          = {10.1145/3313831.3376776},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376776},
	abstract     = {Question asking is an important tool for constructing academic knowledge, and a self-reinforcing driver of curiosity. However, research has found that question asking is infrequent in the classroom and children's questions are often superficial, lacking deep reasoning. In this work, we developed a pedagogical agent that encourages children to ask divergent-thinking questions, a more complex form of questions that is associated with curiosity. We conducted a study with 95 fifth grade students, who interacted with an agent that encourages either convergent-thinking or divergent-thinking questions. Results showed that both interventions increased the number of divergent-thinking questions and the fluency of question asking, while they did not significantly alter children's perception of curiosity despite their high intrinsic motivation scores. In addition, children's curiosity trait has a mediating effect on question asking under the divergent-thinking agent, suggesting that question-asking interventions must be personalized to each student based on their tendency to be curious.},
	numpages     = 13,
	keywords     = {epistemic curiosity, divergent vs convergent thinking, pedagogical agents, question-asking, educational application}
}
@inproceedings{10.1145/3313831.3376772,
	title        = {Manipulation, Learning, and Recall with Tangible Pen-Like Input},
	author       = {Elkin, Lisa A. and Beau, Jean-Baptiste and Casiez, G\'{e}ry 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          = {10.1145/3313831.3376772},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376772},
	abstract     = {We examine two key human performance characteristics of a pen-like tangible input device that executes a different command depending on which corner, edge, or side contacts a surface. The manipulation time when transitioning between contacts is examined using physical mock-ups of three representative device sizes and a baseline pen mock-up. Results show the largest device is fastest overall and minimal differences with a pen for equivalent transitions. Using a hardware prototype able to sense all 26 different contacts, a second experiment evaluates learning and recall. Results show almost all 26 contacts can be learned in a two-hour session with an average of 94% recall after 24 hours. The results provide empirical evidence for the practicality, design, and utility for this type of tangible pen-like input.},
	numpages     = 12,
	keywords     = {command selection, learning, pen input, tangible interfaces}
}
@inproceedings{10.1145/3313831.3376767,
	title        = {Reframing Disability as Competency: Unpacking Everyday Technology Practices of People with Visual Impairments},
	author       = {Reyes-Cruz, Gisela and Fischer, Joel E. and Reeves, Stuart},
	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          = {10.1145/3313831.3376767},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376767},
	abstract     = {More than a billion people in the world live with some form of visual impairment, and a wide variety of technologies are now routinely used by them in the course of 'getting on' in everyday life. However, little is known about the ways in which assistive and non-assistive technologies are brought to bear on material practices. We present findings from a four-month ethnographic study facilitated by a local branch of a UK charity that supports people with visual impairments. Our study explores mainstream and assistive technology use within their everyday lives. We identify three main sites for technology use: social relations and communication practices, textual reading practices, and mobility practices. Via an ethnographic approach we contribute to understanding how people accomplish such practices, and in doing so, uncover the practical competencies that enable people with visual impairments to conduct their everyday activities. Thus we investigate how disability can be thought of in terms of competencies, arguing that understanding of competencies can enrich the design of technologies that fit the needs of people with visual impairments.},
	numpages     = 13,
	keywords     = {assistive technology, ethnography, disability, visual impairments, ethnomethodology}
}
@inproceedings{10.1145/3313831.3376766,
	title        = {One Does Not Simply RSVP: Mental Workload to Select Speed Reading Parameters Using Electroencephalography},
	author       = {Kosch, Thomas and Schmidt, Albrecht and Thanheiser, Simon and Chuang, Lewis L.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376766},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376766},
	abstract     = {Rapid Serial Visual Presentation (RSVP) has gained popularity as a method for presenting text on wearable devices with limited screen space. Nonetheless, it remains unclear how to calibrate RSVP display parameters, such as spatial alignments or presentation rates, to suit the reader's information processing ability at high presentation speeds. Existing methods rely on comprehension and subjective workload scores, which are influenced by the user's knowledge base and subjective perception. Here, we use electroencephalography (EEG) to directly determine how individual information processing varies with changes in RSVP display parameters. Eighteen participants read text excerpts with RSVP in a repeated-measures design that manipulated the Text Alignment and Presentation Speed of text representation. We evaluated how predictive EEG metrics were of gains in reading speed, subjective workload, and text comprehension. We found significant correlations between EEG and increasing Presentation Speeds and propose how EEG can be used for dynamic selection of RSVP parameters.},
	numpages     = 13,
	keywords     = {electroencephalography, rsvp, working memory, workload-aware interfaces, cognitive load}
}
@inbook{10.1145/3313831.3376764,
	title        = {TRACTUS: Understanding and Supporting Source Code Experimentation in Hypothesis-Driven Data Science},
	author       = {Subramanian, Krishna and Maas, Johannes and Borchers, Jan},
	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/10.1145/3313831.3376764},
	abstract     = {Data scientists experiment heavily with their code, compromising code quality to obtain insights faster. We observed ten data scientists perform hypothesis-driven data science tasks, and analyzed their coding, commenting, and analysis practice. We found that they have difficulty keeping track of their code experiments. When revisiting exploratory code to write production code later, they struggle to retrace their steps and capture the decisions made and insights obtained, and have to rerun code frequently. To address these issues, we designed TRACTUS, a system extending the popular RStudio IDE, that detects, tracks, and visualizes code experiments in hypothesis-driven data science tasks. TRACTUS helps recall decisions and insights by grouping code experiments into hypotheses, and structuring information like code execution output and documentation. Our user studies show how TRACTUS improves data scientists' workflows, and suggest additional opportunities for improvement. TRACTUS is available as an open source RStudio IDE addin at http://hci.rwth-aachen.de/tractus.},
	numpages     = 12
}
@inproceedings{10.1145/3313831.3376761,
	title        = {Beyond the Prototype: Understanding the Challenge of Scaling Hardware Device Production},
	author       = {Khurana, Rushil and Hodges, Steve},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–11},
	doi          = {10.1145/3313831.3376761},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376761},
	abstract     = {The hardware research and development communities have invested heavily in tools and materials that facilitate the design and prototyping of electronic devices. Numerous easy-to-access and easy-to-use tools have streamlined the prototyping of interactive and embedded devices for experts and led to a remarkable growth in non-expert builders. However, there has been little exploration of challenges associated with moving beyond a prototype and creating hundreds or thousands of exact replicas - a process that is still challenging for many. We interviewed 25 individuals with experience taking prototype hardware devices into low volume production. We systematically investigated the common issues faced and mitigation strategies adopted. We present our findings in four main categories: (1) gaps in technical knowledge; (2) gaps in non-technical knowledge; (3) minimum viable rigor in manufacturing preparation; and (4) building relationships and a professional network. Our study unearthed several opportunities for new tools and processes to support the transition beyond a working prototype to cost effective low-volume manufacturing. These would complement the aforementioned tools and materials that support design and prototyping.},
	numpages     = 11,
	keywords     = {low volume electronics manufacturing, long tail hardware, productization, hardware device realization}
}
@inproceedings{10.1145/3313831.3376759,
	title        = {On Pause: How Online Instructional Videos Are Used to Achieve Practical Tasks},
	author       = {Tuncer, Sylvaine and Brown, Barry and Lindwall, Oskar},
	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          = {10.1145/3313831.3376759},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376759},
	abstract     = {Instructional videos have become an important site of everyday learning. This paper explores how these videos are used to complete practical tasks, analyzing video-recorded interactions between pairs of users. Users need to repeatedly pause their videos to be able to follow the instructions, and we document how pausing is used to coordinate and interweave watching and doing. We describe four purposes and types of pausing: finding task objects, turning to action, keeping up, and fixing problems. Building on these results, we discuss how video players could better support following instructions, and the role of basic user interface functions in complex tasks involving different forms of engagement with the physical world and with screen-based activity.},
	numpages     = 12,
	keywords     = {pause button, video interface, video players, ethnomethodology, instructional videos}
}
@inproceedings{10.1145/3313831.3376755,
	title        = {Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development},
	author       = {Troiano, Giovanni Maria and Chen, Qinyu and Alba, \'{A}ngela Vargas and Robles, Gregorio and Smith, Gillian and Cassidy, Michael and Tucker-Raymond, Eli and Puttick, Gillian 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          = {10.1145/3313831.3376755},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376755},
	abstract     = {Game design is increasingly used in modern education to foster Computational Thinking (CT). Yet, it is unclear how and if the game genre of student-designed games impact CT and programming. We explore how game genre impacts CT development and programming routines in Scratch games designed by 8th-grade students using a metrics-based approach (i.e., Dr. Scratch). Our findings show that designing particular games (e.g., action, storytelling) impact CT and programming development. We observe, for instance, that CT skills develop and consolidate fast, after which students can focus on aspects more specific to game design. Based on the results, we suggest that researchers and educators in constructionist learning consider the impact of game genre when designing game-based curricula for the learning of programming and CT.},
	numpages     = 17,
	keywords     = {Dr. Scratch, scratch, computational thinking, game-based learning, game design, video games, constructionist learning}
}
@inproceedings{10.1145/3313831.3376750,
	title        = {Practicing Without a License: Design Research as Psychotherapy},
	author       = {Hirsch, Tad},
	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          = {10.1145/3313831.3376750},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376750},
	abstract     = {This paper considers the potential for participants to experience psychotherapeutic effects through their involvement in design research. Drawing on literature in human-computer interaction, psychotherapy, and feminist sociology, I argue that vulnerable participants may experience qualitative interviews therapeutically when they engage in reflexive activity about sensitive topics with researchers who employ psychotherapeutic techniques that encourage disclosure and reflection. I discuss ethical concerns and suggest the need for trauma-informed research practices, updated consent procedures, and revised pedagogy that better support researchers and participants engaged in emotionally charged encounters.},
	numpages     = 11,
	keywords     = {trauma-informed research, psychotherapy, semi-structured interviewing, emotion work, qualitative research, design research}
}
@inproceedings{10.1145/3313831.3376748,
	title        = {The Curious Case of the Transdiegetic Cow, or a Mission to Foster Other-Oriented Empathy Through Virtual Reality},
	author       = {Kors, Martijn J.L. and van der Spek, Erik D. and Bopp, Julia A. and Millenaar, Karel and van Teutem, Rutger L. and Ferri, Gabriele and Schouten, Ben A.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          = {10.1145/3313831.3376748},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376748},
	abstract     = {Socially aware persuasive games that use immersive technologies often appeal to empathy, prompting users to feel and understand the struggles of another. However, the often sought-after standing in another's shoes' experience, in which users virtually inhabit another in distress, may complicate other-oriented empathy. Following a Research through Design approach, we designed for other-oriented empathy - focusing on a partaker-perspective and diegetic reflection - which resulted in Permanent; a virtual reality game designed to foster empathy towards evacuees from the 2011 Fukushima Daiichi nuclear disaster. We deployed Permanent 'in the wild' and carried out a qualitative study with 78 participants in the Netherlands and Japan to capture user experiences. Content Analysis of the data showed a predominance of other-oriented empathy across countries, and in our Thematic Analysis, we identified the themes of 'Spatial, Other, and Self -Awareness', 'Personal Accounts', 'Ambivalence', and 'Transdiegetic Items', resulting in design insights for fostering other-oriented empathy through virtual reality.},
	numpages     = 13,
	keywords     = {virtual reality, game, interactive narrative, empathy}
}
@inproceedings{10.1145/3313831.3376744,
	title        = {Disseminating Research News in HCI: Perceived Hazards, How-To's, and Opportunities for Innovation},
	author       = {Smith, C. Estelle and Nevarez, Eduardo and Zhu, Haiyi},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376744},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376744},
	abstract     = {Mass media afford researchers critical opportunities to disseminate research findings and trends to the general public. Yet researchers also perceive that their work can be miscommunicated in mass media, thus generating unintended understandings of HCI research by the general public. We conduct a Grounded Theory analysis of interviews with 12 HCI researchers and find that miscommunication can occur at four origins along the socio-technical infrastructure known as the Media Production Pipeline (MPP) for science news. Results yield researchers' perceived hazards of disseminating their work through mass media, as well as strategies for fostering effective communication of research. We conclude with implications for augmenting or innovating new MPP technologies.},
	numpages     = 13,
	keywords     = {journalism, mass communication, mass media, media production pipeline, miscommunication, news production, science communications}
}
@inproceedings{10.1145/3313831.3376734,
	title        = {In-Game and Out-of-Game Social Anxiety Influences Player Motivations, Activities, and Experiences in MMORPGs},
	author       = {Dechant, Martin and Poeller, Susanne and Johanson, Colby and Wiley, Katelyn 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          = {10.1145/3313831.3376734},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376734},
	abstract     = {Socializing is an important part of why people choose to play games and is at the core of many game mechanics. Anxiety and fear about social interactions can lead to withdrawal from socializing in the physical world, yet players with social anxiety preferentially choose MMORPGs — a highly social genre — raising questions of whether social anxiety expresses differently during in-game interactions. In the present study (N=181), we explore whether and how social anxiety translates into MMORPGs. By developing a measure of in-game social anxiety, we find that although fear and apprehension of socializing in the physical and game worlds are related, they differently affect preferences, behaviours, and experiences. Social anxiety in the physical world drives reasons for playing, whereas in-game anxiety affects behaviours, reducing participation in activities related to socializing and difficult in-game challenges. Our findings can inform the design of social games and the links between social anxiety and social gaming.},
	numpages     = 14,
	keywords     = {socializing, social anxiety, online gaming, MMORPG}
}
@inproceedings{10.1145/3313831.3376731,
	title        = {To Write Code: The Cultural Fabrication of Programming Notation and Practice},
	author       = {Arawjo, Ian},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376731},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376731},
	abstract     = {Writing and its means have become detached. Unlike written and drawn practices developed prior to the 20th century, notation for programming computers developed in concert and conflict with discretizing infrastructure such as the shift-key typewriter and data processing pipelines. In this paper, I recall the emergence of high-level notation for representing computation. I show how the earliest inventors of programming notations borrowed from various written cultural practices, some of which came into conflict with the constraints of digitizing machines, most prominently the typewriter. As such, I trace how practices of "writing code" were fabricated along social, cultural, and material lines at the time of their emergence. By juxtaposing early visions with the modern status quo, I question long-standing terminology, dichotomies, and epistemological tendencies in the field of computer programming. Finally, I argue that translation work is a fundamental property of the practice of writing code by advancing an intercultural lens on programming practice rooted in history.},
	numpages     = 15,
	keywords     = {culture, notation, programming, infrastructure, materiality}
}
@inproceedings{10.1145/3313831.3376730,
	title        = {Interacting with Literary Style through Computational Tools},
	author       = {Sterman, Sarah and Huang, Evey and Liu, Vivian and Paulos, Eric},
	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          = {10.1145/3313831.3376730},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376730},
	abstract     = {Style is an important aspect of writing, shaping how audiences interpret and engage with literary works. However, for most people style is difficult to articulate precisely. While users frequently interact with computational word processing tools with well-defined metrics, such as spelling and grammar checkers, style is a significantly more nuanced concept. In this paper, we present a computational technique to help surface style in written text. We collect a dataset of crowdsourced human judgments of style, derive a model of style by training a neural net on this data, and present novel applications for visualizing and browsing style across broad bodies of literature, as well as an interactive text editor with real-time style feedback. We study these interactive style applications with users and discuss implications for enabling this novel approach to style.},
	numpages     = 12,
	keywords     = {text/speech/language, artifact or system, creativity support, humanities}
}
@inproceedings{10.1145/3313831.3376725,
	title        = {An Intermittent Click Planning Model},
	author       = {Park, Eunji and Lee, Byungjoo},
	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          = {10.1145/3313831.3376725},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376725},
	abstract     = {Pointing is the task of tracking a target with a pointer and confirming the target selection through a click action when the pointer is positioned within the target. Little is known about the mechanism by which users plan and execute the click action in the middle of the target tracking process. The Intermittent Click Planning model proposed in this study describes the process by which users plan and execute optimal click actions, from which the model predicts the pointing error rates. In two studies in which users pointed to a stationary target and a moving target, the model proved to accurately predict the pointing error rates (R2 = 0.992 and 0.985, respectively). The model has also successfully identified differences in cognitive characteristics among first-person shooter game players.},
	numpages     = 13,
	keywords     = {intermittent control, click model, internal clock, cue integration, pointing, temporal pointing}
}
@inproceedings{10.1145/3313831.3376721,
	title        = {TransTexture Lamp: Understanding Lived Experiences with Deformation Through a Materiality Lens},
	author       = {Zhong, Ce and Wakkary, Ron and Zhang, Xiao and Chen, Amy Yo Sue},
	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          = {10.1145/3313831.3376721},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376721},
	abstract     = {This paper provides a materiality perspective to understanding lived experiences with a deformable domestic artefact, named transTexture lamp. The lamp is an interactive light with a deformable lampshade surface. We deployed transTexture lamps in the homes of three professional designers for two months with the aim of exploring possible interactions and engagements with the deformable lamp. Our findings show how participants experienced transTexture through pleasurable interactions and how they experienced deformation over time from reflections on these interactions. Analyzing the data through a materiality lens unpacked a creative process of drawing on the deformable lampshade surface, which results in the accumulation of substrates and transformations of deformations. These findings suggest opportunities for future material-centered interaction design research and practices in HCI.},
	numpages     = 13,
	keywords     = {materiality, computational design, material-centered interaction design, research-through-design, deformation}
}
@inproceedings{10.1145/3313831.3376714,
	title        = {Touch\'{e}: Data-Driven Interactive Sword Fighting in Virtual Reality},
	author       = {Dehesa, Javier and Vidler, Andrew and Lutteroth, Christof and Padget, Julian},
	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          = {10.1145/3313831.3376714},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376714},
	abstract     = {VR games offer new freedom for players to interact naturally using motion. This makes it harder to design games that react to player motions convincingly. We present a framework for VR sword fighting experiences against a virtual character that simplifies the necessary technical work to achieve a convincing simulation. The framework facilitates VR design by abstracting from difficult details on the lower "physical" level of interaction, using data-driven models to automate both the identification of user actions and the synthesis of character animations. Designers are able to specify the character's behaviour on a higher "semantic" level using parameterised building blocks, which allow for control over the experience while minimising manual development work. We conducted a technical evaluation, a questionnaire study and an interactive user study. Our results suggest that the framework produces more realistic and engaging interactions than simple hand-crafted interaction logic, while supporting a controllable and understandable behaviour design.},
	numpages     = 14,
	keywords     = {machine learning, sword fighting, gesture recognition, animation, virtual reality}
}
@inproceedings{10.1145/3313831.3376703,
	title        = {INWARD: A Computer-Supported Tool for Video-Reflection Improves Efficiency and Effectiveness in Executive Coaching},
	author       = {Arakawa, Riku and Yakura, Hiromu},
	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          = {10.1145/3313831.3376703},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376703},
	abstract     = {Video-Reflection is a common approach to realize reflection in the field of executive coaching for professional development, which presents a video recording of the coaching session to a coachee in order to make the coachee reflectively think about oneself. However, it requires a great deal of time to watch the full length of the video and is highly dependent on the skills of the coach. We expect that the quality and efficiency of video-reflection can be improved with the support of computers. In this paper, we introduce INWARD, a computational tool that leverages human behavior analysis and video-based interaction techniques. The results of a user study involving 20 coaching sessions with five coaches indicate that INWARD enables efficient video-reflection and, by leveraging meta-reflection, realizes the ameliorated outcome of executive coaching. Moreover, discussions based on comments from the participants support the effectiveness of INWARD and suggest further possibilities of computer-supported approaches.},
	numpages     = 13,
	keywords     = {executive coaching, meta-reflection, video-reflection}
}
@inproceedings{10.1145/3313831.3376694,
	title        = {Towards Participatory Video 2.0},
	author       = {Varghese, Delvin and Olivier, Patrick and Bartindale, Tom and Baillie Smith, Matt},
	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          = {10.1145/3313831.3376694},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376694},
	abstract     = {Participatory video (PV) is an established practice for enabling communities to "speak truth to power" and has been widely used by local, national and international Non-Governmental Organizations (NGOs). However, the digital media landscape has changed dramatically since PV became widely accessible with the rise of the camcorder in the 1980s. Current media practices have evolved considerably since, yet PV remains essentially unchanged. We report on an investigation of current PV practices and reflect on these in terms of what the future for PV holds. We conducted interviews with staff at a global humanitarian network who directly and indirectly engage in community story capture; and explore their reflections on the potentials and barriers to PV use. We propose a new vision for PV that draws on current visual media production, consumption and distribution technologies and practices, and propose principles on which PV 2.0, a new generation of Participatory Video can be founded.},
	numpages     = 13,
	keywords     = {international development, iDocs, ICTD, participatory video, participatory film-making, HCI4D, object based media}
}
@inbook{10.1145/3313831.3376691,
	title        = {ScrAPIr: Making Web Data APIs Accessible to End Users},
	author       = {Alrashed, Tarfah and Almahmoud, Jumana and Zhang, Amy X. and Karger, David R.},
	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/10.1145/3313831.3376691},
	abstract     = {Users have long struggled to extract and repurpose data from websites by laboriously copying or scraping content from web pages. An alternative is to write scripts that pull data through APIs. This provides a cleaner way to access data than scraping; however, APIs are effortful for programmers and nigh-impossible for non-programmers to use. In this work, we empower users to access APIs without programming. We evolve a schema for declaratively specifying how to interact with a data API. We then develop ScrAPIr: a standard query GUI that enables users to fetch data through any API for which a specification exists, and a second GUI that lets users author and share the specification for a given API. From a lab evaluation, we find that even non-programmers can access APIs using ScrAPIr, while programmers can access APIs 3.8 times faster on average using ScrAPIr than using programming.},
	numpages     = 12
}
@inproceedings{10.1145/3313831.3376677,
	title        = {Creativity on Paid Crowdsourcing Platforms},
	author       = {Oppenlaender, Jonas and Milland, Kristy and Visuri, Aku and Ipeirotis, Panos and Hosio, Simo},
	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          = {10.1145/3313831.3376677},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376677},
	abstract     = {Crowdsourcing platforms are increasingly being harnessed for creative work. The platforms' potential for creative work is clearly identified, but the workers' perspectives on such work have not been extensively documented. In this paper, we uncover what the workers have to say about creative work on paid crowdsourcing platforms. Through a quantitative and qualitative analysis of a questionnaire launched on two different crowdsourcing platforms, our results revealed clear differences between the workers on the platforms in both preferences and prior experience with creative work. We identify common pitfalls with creative work on crowdsourcing platforms, provide recommendations for requesters of creative work, and discuss the meaning of our findings within the broader scope of creativity-oriented research. To the best of our knowledge, we contribute the first extensive worker-oriented study of creative work on paid crowdsourcing platforms.},
	numpages     = 14,
	keywords     = {creativity tests, creative tasks, creativity, creative work, crowdsourcing, creativity support tools}
}
@inproceedings{10.1145/3313831.3376672,
	title        = {'I Just Want to Hack Myself to Not Get Distracted': Evaluating Design Interventions for Self-Control on Facebook},
	author       = {Lyngs, Ulrik and Lukoff, Kai and Slovak, Petr and Seymour, William and Webb, Helena and Jirotka, Marina and Zhao, Jun and Van Kleek, Max and Shadbolt, Nigel},
	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          = {10.1145/3313831.3376672},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376672},
	abstract     = {Beyond being the world's largest social network, Facebook is for many also one of its greatest sources of digital distraction. For students, problematic use has been associated with negative effects on academic achievement and general wellbeing. To understand what strategies could help users regain control, we investigated how simple interventions to the Facebook UI affect behaviour and perceived control. We assigned 58 university students to one of three interventions: goal reminders, removed newsfeed, or white background (control). We logged use for 6 weeks, applied interventions in the middle weeks, and administered fortnightly surveys. Both goal reminders and removed newsfeed helped participants stay on task and avoid distraction. However, goal reminders were often annoying, and removing the newsfeed made some fear missing out on information. Our findings point to future interventions such as controls for adjusting types and amount of available information, and flexible blocking which matches individual definitions of 'distraction'.},
	numpages     = 15,
	keywords     = {facebook, problematic use, addiction, ict non-use, focus, distraction, self-control, interruptions}
}
@inproceedings{10.1145/3313831.3376671,
	title        = {Exploring the Quality, Efficiency, and Representative Nature of Responses Across Multiple Survey Panels},
	author       = {Bentley, Frank and O'Neill, Kathleen and Quehl, Katie and Lottridge, Danielle},
	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          = {10.1145/3313831.3376671},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376671},
	abstract     = {A common practice in HCI research is to conduct a survey to understand the generalizability of findings from smaller-scale qualitative research. These surveys are typically deployed to convenience samples, on low-cost platforms such as Amazon's Mechanical Turk or Survey Monkey, or to more expensive market research panels offered by a variety of premium firms. Costs can vary widely, from hundreds of dollars to tens of thousands of dollars depending on the platform used. We set out to understand the accuracy of ten different survey platforms/panels compared to ground truth data for a total of 6,007 respondents on 80 different aspects of demographic and behavioral questions. We found several panels that performed significantly better than others on certain topics, while different panels provided longer and more relevant open-ended responses. Based on this data, we highlight the benefits and pitfalls of using a variety of survey distribution options in terms of the quality, efficiency, and representative nature of the respondents and the types of responses that can be obtained.},
	numpages     = 12,
	keywords     = {surveymonkey, representative, survey, mturk}
}
@inproceedings{10.1145/3313831.3376669,
	title        = {Designing Trans Technology: Defining Challenges and Envisioning Community-Centered Solutions},
	author       = {Haimson, Oliver L. and Gorrell, Dykee and Starks, Denny L. and Weinger, Zu},
	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          = {10.1145/3313831.3376669},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376669},
	abstract     = {Transgender and non-binary people face substantial challenges in the world, ranging from social inequities and discrimination to lack of access to resources. Though technology cannot fully solve these problems, technological solutions may help to address some of the challenges trans people and communities face. We conducted a series of participatory design sessions (total N = 21 participants) to understand trans people's most pressing challenges and to involve this population in the design process. We detail four types of technologies trans people envision: technologies for changing bodies, technologies for changing appearances / gender expressions, technologies for safety, and technologies for finding resources. We found that centering trans people in the design process enabled inclusive technology design that primarily focused on sharing community resources and prioritized connection between community members.},
	numpages     = 13,
	keywords     = {transgender, participatory design, technology design, non-binary, lgbtq+, safety, community, resources}
}
@inproceedings{10.1145/3313831.3376668,
	title        = {Better Because It's New: The Impact of Perceived Novelty on the Added Value of Mid-Air Haptic Feedback},
	author       = {Rutten, Isa and Geerts, 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          = {10.1145/3313831.3376668},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376668},
	abstract     = {Mid-air haptic (MAH) feedback, providing touch feedback through ultrasound, has been considered an attractive substitute for the absence of physical touch during gesture-based interaction. Although the impact of MAH feedback on workload has already received some attention, the impact on other qualities of the user experience, including general attractiveness and experienced pleasure have been less investigated. In this preregistered study, involving 32 participants, we observed an added value of MAH feedback, on top of visual feedback, by increasing the attractiveness and experienced pleasure during gesture-based interaction, but not by decreasing workload. The added value regarding pleasure and attractiveness disappeared however after statistically controlling for perceived novelty. This paper highlights the importance of statistically controlling for novelty when testing the user experience of new technology during first-time use.},
	numpages

license: MIT

license_type: permissive

branch_name: refs/heads/master

extension: bib