text:
a paste-like consistency. In this work, we seek to expand this design space by adapting support bath-assisted printing to the food context. The bath scaffolds the embedded materials and preserves shapes during the printing processes, enabling us to create freeform food with fluid-like materials. We provide users guidelines for choosing the appropriate support bath type and processing methods depending on the printing material's properties. A design tool suite and application examples, including confectionery arts, 4D printed food, and edible displays are also offered to demonstrate the enabled interaction design space.},
	articleno    = 620,
	numpages     = 10,
	keywords     = {Food printing, edible interface, computational fabrication, 3D printing, personal fabrication}
}
@inproceedings{10.1145/3411764.3445095,
	title        = {Neighbourhood Wattch: Using Speculative Design to Explore Values Around Curtailment and Consent in Household Energy Interactions},
	author       = {Snow, Stephen and Khan, Awais Hameed and Glencross, Mashhuda and Horrocks, Neil},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445095},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445095},
	abstract     = {Smart energy technologies provide new opportunities for network demand management, while generating data that can provide inference into household activities and which is increasingly valuable for user profiling and targeted marketing. This paper explores the human values implicated by smart energy technologies as energy consumption emerges as a potentially sensitive and attributable data trail. Using a values-based approach involving semi-structured interviews with 39 Australians, we use speculative design to engage participants with the implications of high frequency household energy data and understand users’ values and attitudes towards curtailment, surveillance, accountability and consent. The principal contributions are (1) a nuanced understanding of user values around privacy, responsibility, trust, collectivism and curtailment in relation to interpersonal household energy use data and considerations for speculative designs in this space, and (2) reflections on the design of mechanisms for consumer participation in demand response for energy networks.},
	articleno    = 643,
	numpages     = 12,
	keywords     = {curtailment, values, consent, smart energy, privacy, IoT, Energy use}
}
@inproceedings{10.1145/3411764.3445077,
	title        = {Unpacking “Boardgames with Apps”: The Hybrid Digital Boardgame Model},
	author       = {J. Rogerson, Melissa and A. Sparrow, Lucy and R. Gibbs, Martin},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445077},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445077},
	abstract     = {Increasingly, modern boardgames incorporate digital apps and tools to deliver content in novel ways. Despite disparate approaches to incorporating digital tools in otherwise non-digital boardgames, there has to date been no detailed classification of the different roles that these tools play in supporting gameplay. In this paper, we present a model for understanding hybrid boardgame play as performing a set of discrete functions. Through a mixed-methods approach incorporating critical play sessions, a survey of 237 boardgame players, and interviews with 18 boardgame designers and publishers, we identified the key functions performed by the digital tools in these games. Using affinity mapping, we grouped these functions into eight core categories, which were tested and refined using a survey of 44 boardgame players and designers. This model defines and classifies the diverse functions that digital tools perform in hybrid digital boardgames, demonstrating their range and potential application for researchers and game designers.},
	articleno    = 111,
	numpages     = 17,
	keywords     = {hybrid digital boardgames, boardgames, hybrid play}
}
@inproceedings{10.1145/3411764.3445047,
	title        = {Chasing Luck: Data-Driven Prediction, Faith, Hunch, and Cultural Norms in Rural Betting Practices},
	author       = {Sultana, Sharifa and Mozumder, Md. Mobaydul Haque and Ahmed, Syed Ishtiaque},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445047},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445047},
	abstract     = {HCI research predominantly uses scientific rationality to explain users’ behaviors, decisions, and interactions with statistical models based and data-driven systems. However, such interactions are often more diverse in real life, and may straddle beyond scientific and economic rationality. Building on a ten-month ethnography at seven Bangladeshi villages, we explore the social and cultural factors that influence the online betting practices among the villagers. We describe how bets harmonize with users’ faith, hunch, and cultural practices, along with statistical recommendations. Drawing on a rich body of social science work on gambling, we contribute to the HCI scholarship in rationality, justification, and postcolonial computing. Finally, we present such betting as an under-appreciated site for HCI that contradicts with the ideological hegemony of statistical rationality, and recommend a smooth integration of AI system with the “other” rationalities of the Global South.},
	articleno    = 89,
	numpages     = 17,
	keywords     = {Betting, Luck, Bangladesh, Faith, Data-driven, Alternative rationalities, Hunch, Rural HCI, Prediction}
}
@inproceedings{10.1145/3411764.3445046,
	title        = {Explainable Automatic Evaluation of the Trail Making Test for Dementia Screening},
	author       = {Prange, Alexander and Barz, Michael and Heimann-Steinert, Anika and Sonntag, Daniel},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445046},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445046},
	abstract     = {The Trail Making Test (TMT) is a frequently used neuropsychological test for assessing cognitive performance. The subject connects a sequence of numbered nodes by using a pen on normal paper. We present an automatic cognitive assessment tool that analyzes samples of the TMT which we record using a digital pen. This enables us to analyze digital pen features that are difficult or impossible to evaluate manually. Our system automatically measures several pen features, including the completion time which is the main performance indicator used by clinicians to score the TMT in practice. In addition, our system provides a structured report of the analysis of the test, for example indicating missed or erroneously connected nodes, thereby offering more objective, transparent and explainable results to the clinician. We evaluate our system with 40 elderly subjects from a geriatrics daycare clinic of a large hospital.},
	articleno    = 382,
	numpages     = 9,
	keywords     = {multimodal, Trail Making Test, cognitive assessment, automatic scoring, digital pen, explainable}
}
@inproceedings{10.1145/3411764.3445044,
	title        = {Exploring the Opportunities for Online Learning Platforms to Support the Emergency Home School Context},
	author       = {Cumbo, Bronwyn J. and Bartindale, Tom and Richardson, Dan},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445044},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445044},
	abstract     = {The COVID-19 pandemic and subsequent closure of schools forced families across the globe to transition to school at home. This unprecedented context is likely to have a lasting impact on the practice of schooling and the role of online, digital platforms within school contexts. In this paper we present a contextual inquiry of an ‘emergency home school context’, detailing how nine young families in Melbourne, Australia adapted to the unexpected introduction of school to the home following the government-directed closure of schools. Through an online interview and photo-journal study, we develop an emplaced understanding of the context detailing how the relations between people and places around the home evolved over time. We present five design considerations for digital platforms to support the emergency home school context, placing focus on the fluid roles, relationships and evolving sense of place.},
	articleno    = 347,
	numpages     = 11,
	keywords     = {online platforms, sense of place, situated learning, COVID-19, families, remote learning, emergency home school}
}
@inproceedings{10.1145/3411764.3445039,
	title        = {StoryCoder: Teaching Computational Thinking Concepts Through Storytelling in a Voice-Guided App for Children},
	author       = {Dietz, Griffin and Le, Jimmy K and Tamer, Nadin and Han, Jenny and Gweon, Hyowon and Murnane, Elizabeth L and Landay, James A.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445039},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445039},
	abstract     = {Computational thinking (CT) education reaches only a fraction of young children, in part because CT learning tools often require expensive hardware or fluent literacy. Informed by needfinding interviews, we developed a voice-guided smartphone application leveraging storytelling as a creative activity by which to teach CT concepts to 5- to 8-year-old children. The app includes two storytelling games where users create and listen to stories as well as four CT games where users then modify those stories to learn about sequences, loops, events, and variables. We improved upon the app design through wizard-of-oz testing (N = 28) and iterative design testing (N = 22) before conducting an evaluation study (N = 22). Children were successfully able to navigate the app, effectively learn about the target computing concepts, and, after using the app, children demonstrated above-chance performance on a near transfer CT concept recognition task.},
	articleno    = 54,
	numpages     = 15,
	keywords     = {storytelling, voice user interface, computational thinking, children}
}
@inproceedings{10.1145/3411764.3445038,
	title        = {Comparison of Methods for Evaluating Complexity of Simplified Texts among Deaf and Hard-of-Hearing Adults at Different Literacy Levels},
	author       = {Alonzo, Oliver and Trussell, Jessica and Dingman, Becca and Huenerfauth, Matt},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445038},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445038},
	abstract     = {Research has explored using Automatic Text Simplification for reading assistance, with prior work identifying benefits and interests from Deaf and Hard-of-Hearing (DHH) adults. While the evaluation of these technologies remains a crucial aspect of research in the area, researchers lack guidance in terms of how to evaluate text complexity with DHH readers. Thus, in this work we conduct methodological research to evaluate metrics identified from prior work (including reading speed, comprehension questions, and subjective judgements of understandability and readability) in terms of their effectiveness for evaluating texts modified to be at various complexity levels with DHH adults at different literacy levels. Subjective metrics and low-linguistic-complexity comprehension questions distinguished certain text complexity levels with participants with lower literacy. Among participants with higher literacy, only subjective judgements of text readability distinguished certain text complexity levels. For all metrics, participants with higher literacy scored higher or provided more positive subjective judgements overall.},
	articleno    = 279,
	numpages     = 12,
	keywords     = {Automatic Text Simplification, Accessibility, Deaf and Hard-of-hearing, Methodological Research}
}
@inproceedings{10.1145/3429360.3468209,
	title        = {Apple Swipe: A Mobile Game Apps for Visually Impaired Users Using Binaural Sounds},
	author       = {Mohd Norowi, Noris and Azman, Habibunnajar and Wahiza Abdul Wahat, Nor},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {196–201},
	doi          = {10.1145/3429360.3468209},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468209},
	abstract     = {This paper describes the development of a mobile game application for a visually impaired users using bidirectional sounds. This basic game is based loosely on the Fruit Ninja game where users need to slash the fruits to score by using the swipe gesture on the mobile phone's touch screen. The significance of this development is based on the simple interface to minimize latency due to heavy graphics computation and to utilize the the audio cues so that it will be suitable to be played by users with visual impairments. System Development Life Cycle which is SDLC have been implemented based on the main five phases. Standard System Development Life Cycle (SDLC) was implemented, including the analysis, design, development, testing and evaluation phases to ensure that the game suits the requirement of the targeted users. The project was conducted in three phases - Preliminary Test, Pilot Test and Final Test. 90% among the users of mixed ability were able to play this game and interacted through gestures such as touching and swiping screen of the mobile device. 75% of the users demonstrated that they could play game without depending on visual cues, i.e. only depending on bidirectional sounds (audio cues). It is hoped that this project can be a reference point for the development of mobile apps games for visually impaired users.},
	numpages     = 6,
	keywords     = {visually impaired users, binaural sounds, mobile games}
}
@inproceedings{10.1145/3429360.3468190,
	title        = {Tracking Diverse Feelings and Activities Encourages Self-Guided Holistic Behavior Change},
	author       = {Khan, Mina and Maes, Pattie},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {104–110},
	doi          = {10.1145/3429360.3468190},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468190},
	abstract     = {Cognitive Behavioral Therapy highlights that people’s thoughts, feelings, and behaviors are interconnected. Self-tracking, however, has mostly focused on a few emotions or activities. We created a mobile/web application to enable the users to track a broad range of daily activities and feelings in unison. In our 3-week study with 15 participants, the application improved the participants’ self-awareness of their activities, feeling, and the correlation between their activities and feelings. Better self-awareness inspired personalized, self-guided, and holistic behavior change as the participants improved their self-care, daily planning and focus, and emotion regulation. Finally, the participants also developed a healthy and organized habit of self-reflection and even reflected on their holistic well-being and the meaning of having a ‘good day’. Behavior change is usually treated as an external and isolated process but our research shows that tracking a broad range of activities and feelings can inspire self-guided holistic behavior change.},
	numpages     = 7,
	keywords     = {activities, emotions, behavior change, self-awareness, well-being, feelings, self-tracking}
}
@inproceedings{10.1145/3429360.3468177,
	title        = {Investigating the Acceptability and Perceived Effectiveness of a Chatbot in Helping Students Assess Their Well-Being},
	author       = {Sia, Dominic Ethan and Yu, Marco Jalen and Daliva, Justine Leo and Montenegro, Jaycee and Ong, Ethel},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {34–40},
	doi          = {10.1145/3429360.3468177},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468177},
	abstract     = {Students are vulnerable to health problems due to numerous stressors and overwhelming pressure at home and in school. With the rapid development in AI technologies, there are many opportunities to develop tools that can assist students affected by these problems. Chatbots can serve as a platform for individuals to share their emotions, gain motivation to maintain a healthy lifestyle, and consider professional help. In this paper, we describe the design of our chatbot, named Abot, to encourage students to improve their lifestyle habits and well-being, which are important components to maintaining an optimal mental health. Validation with 25 senior high school students who used Abot for a one-week period showed a positive improvement in their physical well-being, positive change in their social well-being, and positive change in their academic well-being. Students’ evaluation of Abot on a 4-point Likert scale showed an average score of 3.35 on performance, 3.36 on humanity, and 3.68 on affect, which points to perceived user acceptability of the chatbot as a potential tool to help them manage their health and well-being.},
	numpages     = 7,
	keywords     = {mental well-being, conversational interfaces, physical well-being}
}
@inproceedings{10.1145/3429360.3468176,
	title        = {Together We Learn Better: Leveraging Communities of Practice for MOOC Learners},
	author       = {Gamage, Dilrukshi and Whitting, Mark E},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {28–33},
	doi          = {10.1145/3429360.3468176},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468176},
	abstract     = {MOOC participants often feel isolated and disconnected from their peers. Navigating meaningful peer interactions, generating a sense of belonging, and achieving social presence are all major challenges for MOOC platforms. MOOC users often rely on external social platforms for such connection and peer interaction, however, off-platform networking often distracts participants from their learning. With the intention of resolving this issue, we introduce PeerCollab, a web-based platform that provides affordances to create communities and support meaningful peer interactions, building close-knit groups of learners. We present an initial evaluation through a field study (n=56) over 6 weeks and a controlled experiment (n=22). The result indicates insights on how learners build a sense of belonging and develop peer interactions leading to close-knit learning circles. We find that PeerCollab can provide more meaningful interactions and create a community to bring a culture of social learning to decentralized, and isolated MOOC learners.},
	numpages     = 6,
	keywords     = {MOOCs, Social Learning, Sense of belonging, Community of practice}
}
@inproceedings{10.1145/3429360.3467672,
	title        = {FacialPen: Using Facial Detection to Augment Pen-Based Interaction},
	author       = {Fang, Xinrui and Xia, Chengshuo and Sugiura, Yuta},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {1–8},
	doi          = {10.1145/3429360.3467672},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3467672},
	abstract     = {Pen-based interactions have been ubiquitously adopted on mobile and stationary devices, but the usability can be further augmented through the use of advanced techniques. In this work, we propose FacialPen, a prototype that uses facial gestures to trigger commands for pen-based manipulation. In our prototype, a fisheye camera is mounted to the end of a stylus that provides a broad view from which to capture the human face. We facilitated an elicitation study to identify natural and user-defined gestures for interactions with facial expressions. Different gestures can be further discerned via face detection and a classification pipeline. We designed a sketching demonstration application to explore usage scenarios and evaluated the effectiveness of FacialPen through a qualitative study. The user study posits that FacialPen supports efficiency by reducing screen widgets, enabling the continuity of creation work and liberating the user’s stylus holding postures when switching sketch functions.},
	numpages     = 8,
	keywords     = {facial expression detection, stylus input, elicitation study}
}
@inproceedings{10.1145/3429360.3468198,
	title        = {Scaffolding Social Presence in MOOCs},
	author       = {Gamage, Dilrukshi},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {140–145},
	doi          = {10.1145/3429360.3468198},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468198},
	abstract     = {Massive Open Online Courses (MOOCs) often lack valuable social presences that provide learners opportunities to interact and to be feel as a real person. This subjective experience of being present with a “real” person and having access to their thoughts and emotions increase the learning experience. Although MOOCs provide forums for such interactions, they are often populated with cognitive types of presence limiting social presence. Meaningful social interactions are challenging in MOOCs due to scale and design limitations. This research presents a conceptual framework of 4 phases: Cluster, Orient, Focus and Network to scaffold better social interaction in MOOCs. The framework introduce a re-design of interactions in MOOC forums space — leverages clustered groups by creating many communities in forums spaces with a community leader facilitating the conversations leading social presence. It also provides a community structure with orientation, focus to work in the community and better networking opportunities. An initial integration of the framework to a real MOOC with 27,554 students provides preliminary results indicating effective scaffolding of social presence in MOOC communities, yet the framework poses challenges relying the social interactions centered upon community manger. However, the study opens new directions to leverage communities in MOOCs and potential to scale.},
	numpages     = 6,
	keywords     = {Sense of beloning, MOOCs.Social Presence}
}
@inproceedings{10.1145/3429360.3468192,
	title        = {Identifying High and Low Academic Result Holders Through Smartphone Usage Data},
	author       = {Ahmed, Md Sabbir and Jahangir Rony, Rahat and Ahmed, Nova},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {114–121},
	doi          = {10.1145/3429360.3468192},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468192},
	abstract     = {Nowadays, smartphones have become an inseparable part of students’ life. Many previous studies have explored smartphone usage behavior in different contexts. However, to our best knowledge, smartphone usage behavior of the high and low academic result holders is very less studied. Thus, in the context of Bangladesh, using 7 days’ actual smartphone usage data of high [N=32] and low [N=44] performers, we investigate the smartphone usage of these two groups. Our findings show that low performers are more focused on certain apps of the Launcher category whereas high performers are more focused on certain apps of the Video category. Moreover, we find that low performers’ micro usage and review session number is statistically significantly (p<0.05) higher. Based on different smartphone usage data, our presented machine learning model classifies these two groups of students with 73.33% accuracy. Thus, these findings suggest that high and low performers can be identified through smartphone usage data.},
	numpages     = 8
}
@inproceedings{10.1145/3429360.3468189,
	title        = {CO-ALERT: A Tool for Personalizing COVID-19 Emergency Alert Messages to Support Older Adults},
	author       = {Chun, Minki and Gwak, Suin and Jung, Hyunggu},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {97–103},
	doi          = {10.1145/3429360.3468189},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468189},
	abstract     = {Older adults are more likely to die when infected with COVID-19. People aged 50 or older have a death rate of 30 to 220 times that of the 18 to 29 age group.Each country strives to lower the infection rate by quickly providing the public infectious disease information through emergency alert messages. However, existing emergency alerts messaging systems provide redundant precautions. Also, the National Emergency Alert (NEA) messages are sent through the base transceiver station, the area where the actual COVID-19 confirmed case occurred and the area where the message was received do not match. In this paper, we present CO-ALERT, a tool that effectively provides older adults aged 50 or older with NEA messages. We developed CO-ALERT through a design thinking process to suggest solutions that effectively address the needs of potential target users. User-friendly interfaces of CO-ALERT enable older adults to view NEA messages based on their preferences. We hope the findings of this study contribute to a deeper understanding of the experiences of older adults during COVID-19 pandemic.},
	numpages     = 7,
	keywords     = {design thinking process, COVID-19 pandamic, older adults, emergency alert message, warning}
}
@inproceedings{10.1145/3429360.3468186,
	title        = {Refresher Training through Quiz App for Capacity Building of Community Healthcare Workers or Anganwadi Workers in India},
	author       = {Majhi, Arka and Joshi, Anirudha and Agnihotri, Satish B and Mondal, Aparajita},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {80–88},
	doi          = {10.1145/3429360.3468186},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468186},
	abstract     = {High and persistent child malnutrition levels with tardy reduction, seen in successive health surveys, continue to be a matter of concern in India, drawing attention to the need to revamp the four-decade-old Government program, Integrated Child Development Scheme (ICDS). ICDS field functionaries or Anganwadi Workers’ (AWWs) capacity deficit was identified as a significant factor affecting ICDS’s effectiveness. Considering rising numbers, over 1.4 million AWWs, and continuously advancing knowledge of community healthcare, conventional training pedagogy is ineffective in building and updating AWWs and their supervisors’ capacity, which calls for rethinking, using the ICT approach. Over 6 lakh AWWs in India were smartphone equipped by 2020. An android based quiz app was designed, following AWWs training modules’ content and need assessment results. The study investigates the quiz app’s effectiveness and compares it with conventional classroom instruction, with a group of AWWs, and discusses ways to make it an adequate substitute.},
	numpages     = 9,
	keywords     = {HCI4D, Health Workers, ICDS, ICT4D, Anganwadi Workers, User Interface Design, mobile app}
}
@inproceedings{10.1145/3429360.3468188,
	title        = {Exploring How to Display Referential Action to Support Remote Group Discussion},
	author       = {Wang, Tzu-Yang and Noaki, Yuki and Kuzuoka, Hideaki},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {89–96},
	doi          = {10.1145/3429360.3468188},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468188},
	abstract     = {Nowadays, remote conferences are widely seen in many situations. Although there is little problem to conduct one-on-one remote conferences, remote group discussion still contains many challenges. One of the main issue is that the remote participants often unnotice the referential action performed by the local participants. To solve such problem, we proposed to develop a function that automatically detects the presence of referential action and displays to the remote participant. One of the issues for this function is about what kind of information of the referential action should be provided and how the information should be displayed. In this research, we conducted a lab study to compare two displaying methods: Picture-in-Picture (PiP) and auto-pilot and compare two displaying contents: object being referred and person performing the referential action. The result shows that the PiP method had higher usability and remote participant had higher opportunity to join the conversation with the PiP method. On the other hand, displaying object being referred had higher usability than displaying the person performing the referential action.},
	numpages     = 8,
	keywords     = {PiP, WoZ, referential action, group discussion, remote communication}
}
@inproceedings{10.1145/3429360.3468183,
	title        = {What Makes A Good Reference Manager? A Quantitative Analysis of Bibliography Management Applications},
	author       = {Cai, Tongan and Chen, Chacha and Huang, Ting-Hao and Ritter, Frank E},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {64–69},
	doi          = {10.1145/3429360.3468183},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468183},
	abstract     = {Many researchers and students use reference managers to collect, manage, and format references and citations. While prior work has assessed these tools qualitatively, it is still unclear how to quantitatively evaluate reference managers. This paper starts to quantify the user effort required to use reference managers. We first collected surveys from 69 graduate students to understand their experience with reference managers, and then conducted user studies with 12 participants. In our study, each participant was asked to perform a standardized task using four popular reference managers: Mendeley, Zotero, EndNote, and RefWorks. We used RUI, a keystroke and mouse-move logger, to record the participants’ activities and approximate their physical and mental effort. We also used pre- and post-study surveys to collect users’ feedback and self-reported task load (as expressed by the NASA TLX Index.) The results showed that different reference managers require different levels of effort, and users generally prefer the tools that involve less effort. We also found that although reference managers share similar features, differences in presentation and organization matter. We conclude this work by providing a set of guidelines for both users and developers of reference managers.},
	numpages     = 6,
	keywords     = {mental effort, mouse click, reference managers, keystroke, physical effort, task analysis}
}
@inproceedings{10.1145/3429360.3468214,
	title        = {COMFlex: An Adaptive Haptic Interface with Shape-Changing and Weight-Shifting Mechanism for Immersive Virtual Reality},
	author       = {Ritchie, Jackie and Bontilao, Joselle and Kennelly, Sarah and Topliss, Jack and Dunn, Jessica and Renaud, Andre and Huber, Tim and de Gast, Barro W and Piumsomboon, Thammathip},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {210–214},
	doi          = {10.1145/3429360.3468214},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468214},
	abstract     = {This work explores shape-changing and weight-shifting mechanisms for haptic interfaces to simulate various shapes and sizes in Virtual Reality (VR) for the industrial product design process. The COMFlex system offers haptic feedback in the form of a weight distribution changing (COM) and shape-changing (Flex) device while perceiving a visual representation in VR. Any state changes to the virtual representation are reflected by the COMFlex system, allowing live dynamic feedback to the user. We share initial findings from experimenting with COMFlex in several use cases for our follow up design improvements. Finally, future work is discussed, including physical changes to the device and potential applications.},
	numpages     = 5,
	keywords     = {semi-passive, haptic, tactile, interaction system, virtual reality}
}
@inproceedings{10.1145/3429360.3468212,
	title        = {“COVID Has Made Everyone Digital and Digitally Independent”: Understanding Working Women's DFS and Technology Adoption during COVID Pandemic in Bangladesh},
	author       = {Jahangir Rony, Rahat and Shabnam Khan, Syeda and Sinha, Anik and Saha, Anik and Ahmed, Nova},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {202–209},
	doi          = {10.1145/3429360.3468212},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468212},
	abstract     = {Women in developing nations lag behind from self-empowerment because of some cultural barriers where the integration of technology and digital financial services helps them to be empowered. On the other hand, to avail such technology-based services as Digital Financial Services (DFS), there are also additional challenges for women in developing countries. During the COVID pandemic, the situation has changed all over where both genders had to rely on and adopt technology for working and financial purposes. Our research is an ongoing research and currently we explored n=20 urban formally working women in Bangladesh to understand how COVID impacts them to adopt technology and technology-based services. These women had comparatively less exploration in digital services before the pandemic. COVID instantly increased their technology adoption significantly. However, COVID grows some negative concerns regarding excessive technology impact on their work-life, kids, and finance. Based on findings, we mention a few design recommendations regarding ways of technology usage that will help women to reduce their excessive technology-adoption concerns and help them to use the technology in better ways.},
	numpages     = 8
}
@inproceedings{10.1145/3429360.3468208,
	title        = {Beyond the Scene: A Comparative Analysis of Two Storytelling-Based Conversational Agents},
	author       = {Beredo, Jackylyn and Ong, Ethel},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {189–195},
	doi          = {10.1145/3429360.3468208},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468208},
	abstract     = {Advances in conversational interfaces have facilitated the widespread use of chatbots in assisting humans in their daily lives such as in retail services, healthcare, and education. With the use of Natural Language Processing techniques (NLP), chatbots can leverage on storytelling strategies to engage children in meaningful conversations to narrate and share their stories. In this paper, we compared two existing conversational storytelling agents, Orsen and EREN, by analyzing the dialog logs to examine children’s engagement when sharing their stories with these agents. Taking three dimensions - language production, flow maintenance, and affect; into consideration, results show that the ability of EREN to recognize emotions expressed in the child’s input text can encourage the children to be more open to sharing their stories. Even though the agent cannot generate affect-rich responses, its ability to recognize the emotions made children feel thankful and appreciative of the agent for listening.},
	numpages     = 7,
	keywords     = {Conversational agents, collaborative storytelling, conversation analysis}
}
@inproceedings{10.1145/3429360.3468185,
	title        = {Personal Identification Using Gait Data on Slipper-Device with Accelerometer},
	author       = {Fujii, Miyu and Kato, Kaho and Xia, Chengshuo and Sugiura, Yuta},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {74–79},
	doi          = {10.1145/3429360.3468185},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468185},
	abstract     = {In this paper we presented a method of gait identification by slippers with an accelerometer to perform privacy-friendly personal identification. The gait data from accelerometer during walking is adopted from developed slipper devices as the personal unique data used for identification. Gait data is processed by Fast Fourier Transform to extract the frequency features and the Support vector machine (SVM) is used to identify the subject. Through assessing the different segmentation window size and various sensor positions, the results showed that an average accuracy was 95.0% using six sensors, and an average accuracy of 93.3% using three sensors placed at optimal positions.},
	numpages     = 6,
	keywords     = {gait identification}
}
@inproceedings{10.1145/3429360.3468180,
	title        = {Changing Computer-Usage Behaviors: What Users Want, Use, and Experience},
	author       = {Khan, Mina and Wantlin, Kathryn and Patel, Zeel and Glassman, Elena and Maess, Pattie},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {53–60},
	doi          = {10.1145/3429360.3468180},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468180},
	abstract     = {Computer-related behavior change is helpful for well-being. We conducted a survey to investigate three research questions and further inform the design of computer-related behavior change applications. RQ1: What do people want to change and why/how? RQ2: What applications do people use or have used, why do they work or not, and what additional support is desired? RQ3: What are helpful/unhelpful computer breaks and why? Our survey had 68 participants and three key findings. First, time management is a primary concern, but emotional and physical side-effects are also important. Second, site blockers, self-trackers, and timers are commonly used, but they are ineffective as they are easy-to-ignore and not personalized. Third, away-from-computer breaks, especially involving physical activity, are helpful, whereas on-screen breaks are unhelpful, especially when they are long, because they are not refreshing. We recommend personalized and closed-loop computer-usage behavior change support and especially encouraging off-the-computer computer breaks.},
	numpages     = 8,
	keywords     = {intervention, computer usage, behavior change, user survey, personalization, need-finding}
}
@inproceedings{10.1145/3429360.3468224,
	title        = {The Larger Picture: A Designerly Approach to Making the Invisible Domestic Workloads of Working Women Visible},
	author       = {Dhaundiyal, Dhriti and Pai, Sanket and Cramer, Mechthild and Buchmueller, Sandra and Malhotra, Sugandh and Bath, Corinna},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {221–228},
	doi          = {10.1145/3429360.3468224},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468224},
	abstract     = {The pandemic in 2020 and the resultant global lockdown led to new dynamics in the homestead. Families faced an accelerated process of digitization of conventional processes like education and white collar jobs. Working women with children of school or kindergarten age were forced to redraw the boundaries between the personal and the professional as the entire family essentially functioned from home, which increased prevalent gender inequalities. Tasks like 'planning', care-giving, emotional care etc. go unaccounted for and remain invisible to other members of the household. We present a feminist design research project that explores how design research can contribute to greater social justice and gender equality by a fairer distribution of domestic labour. We conducted semi-structured interviews in India during the pandemic lockdown, to elicit both explicit as well as tacit information on daily workloads of working women with families. We found disparity in domestic duties between genders, with specific regard to the circumstances created by the 2020 pandemic conditions. Based on our findings and analysis, we prototyped a visualization tool that makes invisible domestic work visible. Our research contribution is a design research methodology to generate insights to enable creation of design interventions for social justice. This was achieved through use of established design research methods, that are conventionally used in face-to-face settings, which were then adapted to exceptional pandemic conditions that required social distancing where communication was remote, and usually virtual.},
	numpages     = 8,
	keywords     = {Invisible Work, Design Research Methods, Household Gender Parity}
}
@inproceedings{10.1145/3429360.3468201,
	title        = {Brief Considerations on the Phenomenon of Humor in HCI},
	author       = {Niculescu, Andreea I.},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {152–156},
	doi          = {10.1145/3429360.3468201},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468201},
	abstract     = {This paper discusses the topic of humor in Human Computer Interaction (HCI). Despite being an important element of social life with countless benefits, such as promoting likeability, improving team work, boosting mood and health, helping with content retention etc., humor seems to be rather neglected in HCI. Therefore, in this paper we aim to analyze the reasons for this apparent lack of interest, review some humor applications successfully deployed out-side-the-lab and propose solutions for promoting research on this topic in our community. The main contribution of this paper is to provide a floor for discussion on humor relevance for HCI applications.},
	numpages     = 5,
	keywords     = {Humor, Playfulness, User Satisfaction}
}
@inproceedings{10.1145/3429360.3468179,
	title        = {HyperButton: In-Video Question Answering via Interactive Buttons and Hyperlinks},
	author       = {Kim, Jeongyeon and Park, Junyong and Lu, I Hao},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {48–52},
	doi          = {10.1145/3429360.3468179},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468179},
	abstract     = {Despite the advantages of video-based learning content, the video involves learners as passive viewers instead of active participants. We first conducted formative interviews with 12 participants to investigate natural user behaviors when learners have questions while watching online video lectures, and the result reveals that learners usually use web search to find answers for questions. Based on the formative interview results, we designed and developed HyperButton, an interactive video interface that supports collaborative question answering via in-video buttons and hyperlinks. In the user study, we find that HyperButton significantly improves the usability of the video interface. We further discuss design implications for an interactive video interface augmented with learner-generated material at scale.},
	numpages     = 5,
	keywords     = {video-based learning, learnersourcing, interactive learning}
}
@inproceedings{10.1145/3429360.3468173,
	title        = {Collaborative Development of Outing Assistants for People with Dementia: A Case Study on a Co-Design Approach},
	author       = {Omata, Atsushi and Ishikawa, Shogo and Kobayashi, Mia and Kiriyama, Shinya},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {21–24},
	doi          = {10.1145/3429360.3468173},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468173},
	abstract     = {People with dementia (PwD) have been conducting educational activities to live well with dementia. Appropriate CHI design is needed to support the lives of PwD. However, current prototypical systems are mostly designed for needs on the surface and do not approach hidden needs. To develop an system that PwD wants to use on a daily basis, we conducted a co-production practice with PwD focussing on outing their home. We collaborate with a group of early-onset dementia who wanted their opinions to be reflected in ICT. A participatory design workshop was undertaken to discuss the development of outing assistants. As a result, it was found that they did not want the system to be responsible for intervening in their disabilities, but to positively encourage their activities. To conduct a case study for outing assists, we focused on a person with dementia’s activity to verify whether it contributes to her life. The system was implemented as a voice and visual interaction system, designed to encourage a positive relationship between the supporter and her. Our results indicate that the system design to support PwD should produce positive interaction and should be adapted to the individual context.},
	numpages     = 4,
	keywords     = {speech dialogue system, co-design, dementia}
}
@inproceedings{10.1145/3429360.3468223,
	title        = {Are Learners Satisfied with Their MOOC Experiences? Assessing and Improving Online Learners’ Interactions},
	author       = {Wang, Jiaqi and Shen, Hua and Chen, Chacha and Ritter, Frank},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {215–220},
	doi          = {10.1145/3429360.3468223},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468223},
	abstract     = {With the prevalence of the COVID-19 pandemic, most students study remotely online, which can unleash the benefits of massive open online course (MOOC) platforms. MOOC platforms offer various advantages over traditional education. Still, it is inevitable that there still remain significant challenges that hamper the development and popularity of MOOCs. Interactions and collaborated learning remain as vital weaknesses. In this paper, we are interested in improving MOOC interactions by investigating learners’ experience with current popular MOOC platforms starting with a survey. We also conducted a task analysis on three popular MOOC platforms, Coursera, LinkedIn Learning, and Canvas, to analyze whether and how they include key interaction functions. We found that learner-instructor and teamwork interaction affect users’ experience most. Based on our findings, we propose a set of comprehensive guidelines, called IN-MOOC, to facilitate interpersonal interactions on MOOC platforms. In summary, IN-MOOC provides comprehensive and hierarchical guidelines to improve users’ experience via enhancing interpersonal interaction on MOOC platforms.},
	numpages     = 6,
	keywords     = {guidelines, interaction improvement, MOOC}
}
@inproceedings{10.1145/3429360.3468207,
	title        = {Improving The Usability of Personal Health Record in Mobile Health Application for People with Autoimmune Disease},
	author       = {Salamah, Yasmin and Asyifa, Rahma Dany and Asfarian, Auzi},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {180–188},
	doi          = {10.1145/3429360.3468207},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468207},
	abstract     = {Personal Health Record (PHR) is a technology that usually is targeted to people with chronic illness or in the elderly and designed to supplement medical care with health monitoring outside traditional care environments in hospitals such as in person-visits through a mobile application. The widespread adoption and use of PHRs will not occur unless it provides good usability for users. Autoimmune is a condition where an immune system response attacks its host. There are 80+ types of autoimmune diseases. Some autoimmune diseases are life-threatening, and most are debilitating and require a lifetime of treatment. The variability in the development of daily symptoms and the condition of the patients with autoimmune disease increases the need for PHR. Thymun is a mobile application made for people with autoimmune disease and contains PHR as its main feature. In this study, we do a usability evaluation in the previous iteration and also gather the needs and problems that patients have with their traditional way of monitoring their health. After the founded usability problems and new found needs we then redesign the product in the 2nd iteration and then conduct usability evaluation. It was found that the feature with the smallest usability score is symptoms recording. The results of the interview after the test obtained qualitative information about the problems experienced by participants when undergoing the test and the participants’ perceptions as users of the application design when using the prototype. Finally, a post-test survey was carried out using the SUS test instrument, which obtained a usability score of 74. The 2nd iteration has a better satisfaction rate,mission usability score and more positive remarks.},
	numpages     = 9,
	keywords     = {Personal Health Record, Usability Evaluation, Autoimmune Disease, mHealth}
}
@inproceedings{10.1145/3429360.3468203,
	title        = {Designing a Chatbot for Survivors of Sexual Violence: Exploratory Study for Hybrid Approach Combining Rule-Based Chatbot and ML-Based Chatbot},
	author       = {Maeng, Wookjae and Lee, Joonhwan},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {160–166},
	doi          = {10.1145/3429360.3468203},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468203},
	abstract     = {Chatbots are developed using two approaches: rule-based and ML-based. The former has a scripted tree structure consisting of questions and answers, while the latter can understand the intent of a user’s question and generate answers from machine learning. Despite these benefits, each method has drawbacks: rule-based chatbots cannot answer slightly different questions with the same meaning in the patterns, and ML-based chatbots have difficulty performing continuous conversations while keeping the conversation context. We propose the concept of a hybrid chatbot that combines a rule-based chatbot and an ML-based chatbot to overcome the limitations of each. We conducted an exploratory study to investigate how a hybrid chatbot could support a survivor of sexual violence. A total of 349 questions asked from the stance of survivors were collected and analyzed. We found that the most frequently asked questions were about the punishment for sexual violence, the police report, and the list of support centers. Also, 30% of the questions omitted contextual information about sexual violence, and 10% of questions consisted of only keywords, not complete sentences. We suggest two design implications for the hybrid chatbot based on the survey’s findings: 1) dialog flow for helping survivors understand the abuse experience sufficiently to report the sexual violence to police, and 2) contextualization strategies for connecting dialog flow with questions from the survivors.},
	numpages     = 7,
	keywords     = {chatbot, sexual violence, survivors of sexual violence, hybrid chatbot}
}
@inproceedings{10.1145/3429360.3468204,
	title        = {A Case Study on the Design of Touchscreen-Based User Interfaces for Multilingual Older Adults from Southeast Asian Backgrounds},
	author       = {Khan, Sumbul and Achenbach, Attila and Quin Yow, Wei and Blessing, Lucienne},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {167–173},
	doi          = {10.1145/3429360.3468204},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468204},
	abstract     = {There is limited research on design guidelines for multilingual older adults, especially those with dementia, and from Southeast Asian backgrounds. In this paper, we investigate usability issues and user experience of a touchscreen-based dual-language cognitive intervention tool with cognitively healthy older adults and older adults in early stages of dementia from multilingual backgrounds. We present the iterative design and development process of our dual-language intervention tool, including usability and user experience testing with multilingual older adults. Our observations of usability issues and user experience during testing of the intervention tool with older adults primarily pertain to (a) language, (b) motivation, and (c) user interaction. From the observed needs, we derived preliminary design guidelines for touchscreen-based user interfaces. Our observations and preliminary design guidelines for touchscreen-based user interfaces are significant due to their focus on the needs of multilingual users older adults from Southeast Asian backgrounds.},
	numpages     = 7,
	keywords     = {Serious Games, Developing Countries, Design Guidelines, Accessibility, Dementia, Bilingualism, User Interfaces, Older Adults}
}
@inproceedings{10.1145/3429360.3468193,
	title        = {A User-Based Mid-Air Hand Gesture Set for Spreadsheets},
	author       = {Takayama, Yuta and Ichikawa, Yuu and Shizuki, Buntarou and Kawaguchi, Ikkaku and Takahashi, Shin},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {122–128},
	doi          = {10.1145/3429360.3468193},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468193},
	abstract     = {The spreadsheet is one of the most popular general user interfaces. Table manipulation, such as cell insertion and removal, is usually performed by selecting a menu command or using shortcut keys. However, the enormous number of shortcut keys makes them difficult to learn and remember. We sought to design a mid-air hand gesture-based interface for table manipulation in spreadsheet applications. As hand gestures and table manipulations are both spatial in nature, there should be a natural mapping between them. In this paper, we performed two user studies to derive a user-defined gesture set allowing 13 types of table manipulation. In the first study, we collected mid-air hand gestures devised by participants for manipulations implemented in existing spreadsheet software. In the second study, we asked other participants to vote for their most preferred gestures. We analyzed the characteristics of the collected gestures and votes, and created a final user-defined gesture set.},
	numpages     = 7,
	keywords     = {Natural User Interface (NUI), Table manipulation, Spreadsheet., Gesture interface, User-base gestures}
}
@inproceedings{10.1145/3429360.3468178,
	title        = {Disrupting Tertiary User-Centered Design Course with Design Thinking 2.0},
	author       = {Sari, Eunice and Zulaikha, Ellya},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {41–47},
	doi          = {10.1145/3429360.3468178},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468178},
	abstract     = {COVID-19 pandemic has disrupted the way teaching and learning conducted in tertiary education institutions, including in Indonesia. The pandemic has not yet finished; thus, education institutions need to consider this disruption as a long-term situation and therefore need to make a significant adjustment. Design Thinking has been used for a long time to solve complex problems, but there has not been any comprehensive implementation of Design Thinking in tertiary education. In this study, we present some of the ongoing research we conducted since last year in Cohort 1 to critically evaluate and redefine the UX Design Research course delivered by the Industrial Design Department of a state university in Indonesia. The intervention of the Design Thinking framework, the so-called Design Thinking 2.0, has led to significant changes in the course and gradually improved the teaching and learning in Cohorts 2 and 3. Authentic learning goals and appropriate support mechanisms have provided sustainable improvement of the course.},
	numpages     = 7,
	keywords     = {Business Design, UX Design, Digital Transformation, Design Thinking 2.0, Covid-19, Customer Experience, UX, Design Research, CX, User Experience, Learning Experience Design, Experiential Learning}
}
@inproceedings{10.1145/3429360.3468172,
	title        = {Word-Copying on a Website as a Word Complexity Indicator and the Relation to Web Users’ Preferred Languages},
	author       = {Kirsh, Ilan},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {16–20},
	doi          = {10.1145/3429360.3468172},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468172},
	abstract     = {The first step toward accessibility improvement in the context of Human-Computer Interaction (HCI) is the identification of potential barriers. A recent study shows that words that are frequently copied to the clipboard by web users are relatively complex. A plausible reason is that users copy challenging words to search for a translation or more information. Accordingly, tracking word-copying operations of web users may be useful in identifying complex words. This study focuses on the users that apply word-copying. It shows significant differences in the frequency of word-copying operations among different populations of users. On the examined website, whose content is in English, users whose preferred language is not English copied single words to the clipboard significantly more frequently than users whose preferred language is English. Further analysis of the data also shows that word-copying was more frequent among users whose preferred languages have low proximity to English, such as Asian languages, compared to Western European languages. These results support the observation that word-copying indicates complexity, as it is reasonable to expect that native speakers of foreign languages (and especially of languages that are considerably different from the website’s language) are more likely to need help with complex words. Word complexity is subjective and audience-dependent. This study contributes to the understanding of which users tend to use word-copying, and accordingly, in which context word-copying data can be used as a word complexity indicator. It also introduces a new practical approach for detecting language barriers in order to improve language accessibility on global websites.},
	numpages     = 5,
	keywords     = {Clipboard, Complex Word Identification (CWI), Copy, User Behavior, Language Barriers, Web Analytics., Accessibility, Text Simplification, Browser}
}
@inproceedings{10.1145/3429360.3468171,
	title        = {Hover-Based Reachability Technique for Executing Single-Touch Gesture on Smartphone},
	author       = {Ikeda, Ryo and Hakka, Kyohei and Shizuki, Buntarou},
	year         = 2021,
	booktitle    = {Asian CHI Symposium 2021},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {Asian CHI Symposium 2021},
	pages        = {9–15},
	doi          = {10.1145/3429360.3468171},
	isbn         = 9781450382038,
	url          = {https://doi.org/10.1145/3429360.3468171},
	abstract     = {When operating a smartphone with only one hand, users typically use their thumb; however, there may be areas on the screen that the thumb cannot reach. Several reachability techniques have been developed to enable users to access such areas, but many of these techniques are designed to enable users to perform only a tap gesture, so other single-touch gestures such as long-tap, double-tap, swipe, and drag cannot be performed. To enable all single-touch gestures for unreachable areas, we designed a hover-based reachability technique that uses a cursor. In addition, we conducted a pilot study to compare user performance with our technique and that of existing techniques, One-Handed Mode (OM) and Event Forward Cursor (EC). The results showed that our technique was faster than EC, which uses the same cursor technique as ours, except for the double-tap gesture when the target was small. However, our technique was slower than OM, which is the technique that shrinks the entire screen. Lastly, we discuss possible improvements of our technique on the basis of the results.},
	numpages     = 7,
	keywords     = {hover sensing, mobile device, reachability, touchscreens}
}
@inproceedings{10.1145/3491102.3517742,
	title        = {Unpacking Invisible Work Practices, Constraints, and Latent Power Relationships in Child Welfare through Casenote Analysis},
	author       = {Saxena, Devansh and Moon, Seh Young and Shehata, Dahlia and Guha, Shion},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517742},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517742},
	abstract     = {Caseworkers are trained to write detailed narratives about families in Child-Welfare (CW) which informs collaborative high-stakes decision-making. Unlike other administrative data, these narratives offer a more credible source of information with respect to workers’ interactions with families as well as underscore the role of systemic factors in decision-making. SIGCHI researchers have emphasized the need to understand human discretion at the street-level to be able to design human-centered algorithms for the public sector. In this study, we conducted computational text analysis of casenotes at a child-welfare agency in the midwestern United States and highlight patterns of invisible street-level discretionary work and latent power structures that have direct implications for algorithm design. Casenotes offer a unique lens for policymakers and CW leadership towards understanding the experiences of on-the-ground caseworkers. As a result of this study, we highlight how street-level discretionary work needs to be supported by sociotechnical systems developed through worker-centered design. This study offers the first computational inspection of casenotes and introduces them to the SIGCHI community as a critical data source for studying complex sociotechnical systems.},
	articleno    = 120,
	numpages     = 22,
	keywords     = {invisible labor, topic modeling, child-welfare system, worker-centered design, casenotes, human discretion, computational text analysis}
}
@inproceedings{10.1145/3491102.3517735,
	title        = {Visualizing Instructions for Physical Training: Exploring Visual Cues to Support Movement Learning from Instructional Videos},
	author       = {Semeraro, Alessandra and Turmo Vidal, Laia},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517735},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517735},
	abstract     = {Instructional videos for physical training have gained popularity in recent years among sport and fitness practitioners, due to the proliferation of affordable and ubiquitous forms of online training. Yet, learning movement this way poses challenges: lack of feedback and personalised instructions, and having to rely on personal imitation capacity to learn movements. We address some of these challenges by exploring visual cues’ potential to help people imitate movements from instructional videos. With a Research through Design approach, focused on strength training, we augmented an instructional video with different sets of visual cues: directional cues, body highlights, and metaphorical visualizations. We tested each set with ten practitioners over three recorded sessions, with follow-up interviews. Through thematic analysis, we derived insights on the effect of each set of cues for supporting movement learning. Finally, we generated design takeaways to inform future HCI work on visual cues for instructional training videos.},
	articleno    = 90,
	numpages     = 16,
	keywords     = {fitness, sports, movement learning, instructional videos, Visual cues, physical training, video learning}
}
@inproceedings{10.1145/3491102.3517703,
	title        = {Supporting the Contact Tracing Process with WiFi Location Data: Opportunities and Challenges},
	author       = {Hall, Kaely and Yoo, Dong Whi and Zhang, Wenrui and Bin Morshed, Mehrab and Das Swain, Vedant and Abowd, Gregory D. and De Choudhury, Munmun and Endert, Alex and Stasko, John and Kim, Jennifer G},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517703},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517703},
	abstract     = {Contact tracers assist in containing the spread of highly infectious diseases such as COVID-19 by engaging community members who receive a positive test result in order to identify close contacts. Many contact tracers rely on community member’s recall for those identifications, and face limitations such as unreliable memory. To investigate how technology can alleviate this challenge, we developed a visualization tool using de-identified location data sensed from campus WiFi and provided it to contact tracers during mock contact tracing calls. While the visualization allowed contact tracers to find and address inconsistencies due to gaps in community member’s memory, it also introduced inconsistencies such as false-positive and false-negative reports due to imperfect data, and information sharing hesitancy. We suggest design implications for technologies that can better highlight and inform contact tracers of potential areas of inconsistencies, and further present discussion on using imperfect data in decision making.},
	articleno    = 76,
	numpages     = 14,
	keywords     = {contact tracing, WiFi data, visualization}
}
@inproceedings{10.1145/3491102.3517689,
	title        = {ProGesAR: Mobile AR Prototyping for Proxemic and Gestural Interactions with Real-World IoT Enhanced Spaces},
	author       = {Ye, Hui and Fu, Hongbo},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517689},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517689},
	abstract     = {Real-world IoT enhanced spaces involve diverse proximity- and gesture-based interactions between users and IoT devices/objects. Prototyping such interactions benefits various applications like the conceptual design of ubicomp space. AR (Augmented Reality) prototyping provides a flexible way to achieve early-stage designs by overlaying digital contents on real objects or environments. However, existing AR prototyping approaches have focused on prototyping AR experiences or context-aware interactions from the first-person view instead of full-body proxemic and gestural (pro-ges for short) interactions of real users in the real world. In this work, we conducted interviews to figure out the challenges of prototyping pro-ges interactions in real-world IoT enhanced spaces. Based on the findings, we present ProGesAR, a mobile AR tool for prototyping pro-ges interactions of a subject in a real environment from a third-person view, and examining the prototyped interactions from both the first- and third- person views. Our interface supports the effects of virtual assets dynamically triggered by a single subject, with the triggering events based on four features: location, orientation, gesture, and distance. We conduct a preliminary study by inviting participants to prototype in a freeform manner using ProGesAR. The early-stage findings show that with ProGesAR, users can easily and quickly prototype their design ideas about pro-ges interactions.},
	articleno    = 130,
	numpages     = 14,
	keywords     = {Proxemic interaction, Mobile augmented reality, Gestural interaction, AR prototyping}
}
@inproceedings{10.1145/3491102.3517683,
	title        = {“A Second Voice”: Investigating Opportunities and Challenges for Interactive Voice Assistants to Support Home Health Aides},
	author       = {Bartle, Vince and Lyu, Janice and El Shabazz-Thompson, Freesoul and Oh, Yunmin and Chen, Angela Anqi and Chang, Yu-Jan and Holstein, Kenneth and Dell, Nicola},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517683},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517683},
	abstract     = {Home health aides are a vulnerable group of frontline caregivers who provide personal and medically-oriented care in patients’ homes. Their work is difficult and unpredictable, involving a mix of physical and emotional labor as they adapt to patients’ changing needs. Our paper presents an exploratory, qualitative study with 32 participants, that investigates design opportunities for Interactive Voice Assistants (IVAs) to support aides’ essential care work. We explore challenges and opportunities for IVAs to (1) fill gaps in aides’ access to information and care coordination, (2) assist with decision making and task completion, (3) advocate on behalf of aides, and (4) provide emotional support. We then discuss key implications of our work, including how materiality may impact perceived ownership and usage of IVAs, the need to carefully consider tensions around surveillance, accountability, data collection, and reporting, and the challenges of centering aides as essential workers in complex home health care contexts.},
	articleno    = 45,
	numpages     = 17,
	keywords     = {intelligent agent, home health care, future of work., AI, Voice assistant, home health aides, community health}
}
@inproceedings{10.1145/3491102.3517667,
	title        = {Participatory Design Goes to School: Co-Teaching as a Form of Co-Design for Educational Technology},
	author       = {Nicholson, Rebecca and Bartindale, Tom and Kharrufa, Ahmed and Kirk, David and Walker-Gleaves, Caroline},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517667},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517667},
	abstract     = {Educational technologies offer benefits in the classroom but there are barriers to their successful integration, including teachers’ pedagogical beliefs and their skills and experience. Participatory Design (PD) approaches offer one way in which teachers can be directly involved in the design of classroom technologies, however PD processes alone fail to address the challenges of integrating technology within existing practices. In this paper we propose co-teaching as a novel form of co-design practice. We describe a two year longitudinal Co-Teaching project resulting in the development and use of three digital designs for the classroom. Using the TPACK model to guide our reflections we offer insights into the ways that co-teaching can support the design and integration of educational technologies. We suggest that co-teaching as a form of co-design practice offers a way to move teachers from passive adopters of technology to active participants in the design and integration of educational technologies.},
	articleno    = 150,
	numpages     = 17,
	keywords     = {Co-Teaching, Co-Design, Educational Technology, Participatory Design}
}
@inproceedings{10.1145/3491102.3517653,
	title        = {Great Chain of Agents: The Role of Metaphorical Representation of Agents in Conversational Crowdsourcing},
	author       = {Jung, Ji-Youn and Qiu, Sihang and Bozzon, Alessandro and Gadiraju, Ujwal},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517653},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517653},
	abstract     = {Conversational agents are being widely adopted across several domains to serve a variety of purposes ranging from providing intelligent assistance to companionship. Recent literature has shown that users develop intuitive folk theories and a metaphorical understanding of conversational agents (CAs) due to the lack of a mental model of the agents. However, investigation of metaphorical agent representation in the HCI community has mainly focused on the human level, despite non-human metaphors for agents being prevalent in the real world. We adopted Lakoff and Turner’s ‘Great Chain of Being’ framework to systematically investigate the impact of using non-human metaphors to represent conversational agents on worker engagement in crowdsourcing marketplaces. We designed a text-based conversational agent that assists crowd workers in task execution. Through a between-subjects experimental study (N = 341), we explored how different human and non-human metaphors affect worker engagement, the perceived cognitive load of workers, intrinsic motivation, and their trust in the agents. Our findings bridge the gap of how users experience CAs with non-human metaphors in the context of conversational crowdsourcing.},
	articleno    = 57,
	numpages     = 22,
	keywords     = {Great chain of being, Crowdsourcing, Conversational agent, Human-agent interaction, Engagement, Trust, Human-AI interaction, Conceptual metaphors}
}
@inproceedings{10.1145/3491102.3517643,
	title        = {Many Islands, Many Problems: An Empirical Examination of Online Safety Behaviors in the Caribbean},
	author       = {Wilkinson, Daricia and Knijnenburg, Bart},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517643},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517643},
	abstract     = {Little is known about non-Western social media users’ motivations for adopting behaviors that protect them against pervasive threats to their privacy, security, and personal well-being. Drawing on Rogers’ Protection Motivation Theory (PMT), this survey study explores Caribbean people’s (N=551) perceptions of safety threats and the factors contributing to their intention to adopt protective behaviors. Our analysis revealed that prior victimization was associated with increased perceptions of vulnerability and severity of harms, which, in turn, influenced elevated safety protection behaviors. For harassment-related harms in particular, participants’ trust in social media sites increased their intention to adopt protective behaviors. We observe significant country-to-country differences, which we contextualize through interviews with experts throughout the region. Our findings provide a new understanding of users’ mental models, behaviors, and attitudes with respect to online safety. We conclude by discussing theoretical and practical implications and outline opportunities for the design of inclusive and culturally-aware safety tools.},
	articleno    = 102,
	numpages     = 25,
	keywords     = {protection motivation theory, Caribbean, Online safety, survey, social media}
}
@inproceedings{10.1145/3491102.3517638,
	title        = {The Digital Landscape of Nudging: A Systematic Literature Review of Empirical Research on Digital Nudges},
	author       = {Bergram, Kristoffer and Djokovic, Marija and Bezen\c{c}on, Val\'{e}ry and Holzer, Adrian},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517638},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517638},
	abstract     = {Research output related to digital nudging has increased ten-fold over the last five years. Nudging in the digital realm differs from its analog counterpart in important ways. For instance, online, choice architectures can be interconnected and personalized using real time data. In the face of this development, it is crucial to understand the current state of the literature and to map out possible research gaps. This paper addresses this issue and provides a systematic review of empirical studies where digital nudges have been evaluated. The systematic review covers 73 peer-reviewed papers containing 109 separate studies where 231 digital nudges have been evaluated. Our results lead to nine open research questions to be addressed in the future by the research community.},
	articleno    = 62,
	numpages     = 16,
	keywords     = {nudge patterns, digital nudges, digital nudging, personalization, interconnectedness, choice architecture, review}
}
@inproceedings{10.1145/3491102.3517630,
	title        = {Visualization Accessibility in the Wild: Challenges Faced by Visualization Designers},
	author       = {Joyner, Shakila Cherise S and Riegelhuth, Amalia and Garrity, Kathleen and Kim, Yea-Seul and Kim, Nam Wook},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517630},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517630},
	abstract     = {Data visualizations are now widely used across many disciplines. However, many of them are not easily accessible for visually impaired people. In this work, we use three-staged mixed methods to understand the current practice of accessible visualization design for visually impaired people. We analyzed 95 visualizations from various venues to inspect how they are made inaccessible. To understand the rationale and context behind the design choices, we also conducted surveys with 144 practitioners in the U.S. and follow-up interviews with ten selected survey participants. Our findings include the difficulties of handling modern complex and interactive visualizations and the lack of accessibility support from visualization tools in addition to personal and organizational factors making it challenging to perform accessible design practices.},
	articleno    = 83,
	numpages     = 19,
	keywords     = {visual impairment, inclusive design, data visualization, a11y}
}
@inproceedings{10.1145/3491102.3517612,
	title        = {OneLabeler: A Flexible System for Building Data Labeling Tools},
	author       = {Zhang, Yu and Wang, Yun and Zhang, Haidong and Zhu, Bin and Chen, Siming and Zhang, Dongmei},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517612},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517612},
	abstract     = {Labeled datasets are essential for supervised machine learning. Various data labeling tools have been built to collect labels in different usage scenarios. However, developing labeling tools is time-consuming, costly, and expertise-demanding on software development. In this paper, we propose a conceptual framework for data labeling and OneLabeler based on the conceptual framework to support easy building of labeling tools for diverse usage scenarios. The framework consists of common modules and states in labeling tools summarized through coding of existing tools. OneLabeler supports configuration and composition of common software modules through visual programming to build data labeling tools. A module can be a human, machine, or mixed computation procedure in data labeling. We demonstrate the expressiveness and utility of the system through ten example labeling tools built with OneLabeler. A user study with developers provides evidence that OneLabeler supports efficient building of diverse data labeling tools.},
	articleno    = 93,
	numpages     = 22,
	keywords     = {framework, interactive machine learning, toolkit, visual programming, data labeling}
}
@inproceedings{10.1145/3491102.3517561,
	title        = {Sad or Just Jealous? Using Experience Sampling to Understand and Detect Negative Affective Experiences on Instagram},
	author       = {Ruensuk, Mintra and Kim, Taewan and Hong, Hwajung and Oakley, Ian},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517561},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517561},
	abstract     = {Social Network Services (SNSs) evoke diverse affective experiences. While most are positive, many authors have documented both the negative emotions that can result from browsing SNS and their impact: Facebook depression is a common term for the more severe results. However, while the importance of the emotions experienced on SNSs is clear, methods to catalog them, and systems to detect them, are less well developed. Accordingly, this paper reports on two studies using a novel contextually triggered Experience Sampling Method to log surveys immediately after using Instagram, a popular image-based SNS, thus minimizing recall biases. The first study improves our understanding of the emotions experienced while using SNSs. It suggests that common negative experiences relate to appearance comparison and envy. The second study captures smartphone sensor data during Instagram sessions to detect these two emotions, ultimately achieving peak accuracies of 95.78% (binary appearance comparison) and 93.95% (binary envy).},
	articleno    = 147,
	numpages     = 18,
	keywords     = {Social media, Instagram, Smartphones, Experience sampling, Affect detection}
}
@inproceedings{10.1145/3491102.3517552,
	title        = {“I Don’t Want People to Look At Me Differently”: Designing User-Defined Above-the-Neck Gestures for People with Upper Body Motor Impairments},
	author       = {Zhao, Xuan and Fan, Mingming and Han, Teng},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517552},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517552},
	abstract     = {Recent research proposed eyelid gestures for people with upper-body motor impairments (UMI) to interact with smartphones without finger touch. However, such eyelid gestures were designed by researchers. It remains unknown what eyelid gestures people with UMI would want and be able to perform. Moreover, other above-the-neck body parts (e.g., mouth, head) could be used to form more gestures. We conducted a user study in which 17 people with UMI designed above-the-neck gestures for 26 common commands on smartphones. We collected a total of 442 user-defined gestures involving the eyes, the mouth, and the head. Participants were more likely to make gestures with their eyes and preferred gestures that were simple, easy-to-remember, and less likely to draw attention from others. We further conducted a survey (N=24) to validate the usability and acceptance of these user-defined gestures. Results show that user-defined gestures were acceptable to both people with and without motor impairments.},
	articleno    = 1,
	numpages     = 15,
	keywords     = {user-defined gestures, people with motor impairments, gesture elicitation, above-the-neck gestures}
}
@inproceedings{10.1145/3491102.3517485,
	title        = {CrossData: Leveraging Text-Data Connections for Authoring Data Documents},
	author       = {Chen, Zhutian and Xia, Haijun},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517485},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517485},
	abstract     = {Data documents play a central role in recording, presenting, and disseminating data. Despite the proliferation of applications and systems designed to support the analysis, visualization, and communication of data, writing data documents remains a laborious process, requiring a constant back-and-forth between data processing and writing tools. Interviews with eight professionals revealed that their workflows contained numerous tedious, repetitive, and error-prone operations. The key issue that we identified is the lack of persistent connection between text and data. Thus, we developed CrossData, a prototype that treats text-data connections as persistent, interactive, first-class objects. By automatically identifying, establishing, and leveraging text-data connections, CrossData enables rich interactions to assist in the authoring of data documents. An expert evaluation with eight users demonstrated the usefulness of CrossData, showing that it not only reduced the manual effort in writing data documents but also opened new possibilities to bridge the gap between data exploration and writing.},
	articleno    = 95,
	numpages     = 15,
	keywords     = {Natural Language Processing, Interactive Article, Data Document, Text-based Editing, Language-oriented Authoring}
}
@inproceedings{10.1145/3491102.3502129,
	title        = {Designing and Assessing a Virtual Reality Simulation to Build Resilience to Street Harassment},
	author       = {Jicol, Crescent and Feltham, Julia and Yoon, Jinha and Proulx, Michael J and O'Neill, Eamonn and Lutteroth, Christof},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502129},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502129},
	abstract     = {Street harassment is a widespread problem that can constrain people’s freedom to enjoy public spaces safely, along with many other negative psychological impacts. However, very little research has looked at how immersive technology can help in addressing it. We conducted three studies to investigate the design decisions, ethical issues and efficacy of an immersive simulation of street harassment: an online design study (n=20), an interview study with experts working in the area (n=9), and a comparative lab study investigating design, ethics and efficacy (n=44). Our results deepen understanding of the design decisions that contribute to a realistic psychological experience, such as the effects of screen-based video vs passive VR vs interactive VR. They also highlight important ethical issues such as traumatisation and potential for victim blaming, and how they can be approached in an ethical manner. Finally, they provide insights into efficacy in terms of perceived usefulness, competence and empathy.},
	articleno    = 117,
	numpages     = 14,
	keywords     = {virtual reality, street harassment, ethics, design}
}
@inproceedings{10.1145/3491102.3502036,
	title        = {“Rewind to the Jiggling Meat Part”: Understanding Voice Control of Instructional Videos in Everyday Tasks},
	author       = {Zhao, Yaxi and Jaber, Razan and McMillan, Donald and Munteanu, Cosmin},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502036},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502036},
	abstract     = {Voice interaction has long been envisioned as enabling users to transform physical interaction into hands-free, such as allowing fine-grained control of instructional videos without physically disengaging from the task at hand. While significant engineering advances have brought us closer to this ideal, we do not fully understand the user requirements for voice interactions that should be supported in such contexts. This paper presents an ecologically-valid wizard-of-oz elicitation study exploring realistic user requirements for an ideal instructional video playback control while cooking. Through the analysis of the issued commands and performed actions during this non-linear and complex task, we identify (1) patterns of command formulation, (2) challenges for design, and (3) how task and voice-based commands are interwoven in real-life. We discuss implications for the design and research of voice interactions for navigating instructional videos while performing complex tasks.},
	articleno    = 58,
	numpages     = 11,
	keywords     = {Wizard-of-Oz, Conversational Interaction, Non-Linear Instructional Video, Voice-Based Navigation}
}
@inproceedings{10.1145/3491102.3501999,
	title        = {Human-AI Collaboration via Conditional Delegation: A Case Study of Content Moderation},
	author       = {Lai, Vivian and Carton, Samuel and Bhatnagar, Rajat and Liao, Q. Vera and Zhang, Yunfeng and Tan, Chenhao},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501999},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501999},
	abstract     = {Despite impressive performance in many benchmark datasets, AI models can still make mistakes, especially among out-of-distribution examples. It remains an open question how such imperfect models can be used effectively in collaboration with humans. Prior work has focused on AI assistance that helps people make individual high-stakes decisions, which is not scalable for a large amount of relatively low-stakes decisions, e.g., moderating social media comments. Instead, we propose conditional delegation as an alternative paradigm for human-AI collaboration where humans create rules to indicate trustworthy regions of a model. Using content moderation as a testbed, we develop novel interfaces to assist humans in creating conditional delegation rules and conduct a randomized experiment with two datasets to simulate in-distribution and out-of-distribution scenarios. Our study demonstrates the promise of conditional delegation in improving model performance and provides insights into design for this novel paradigm, including the effect of AI explanations.},
	articleno    = 54,
	numpages     = 18
}
@inproceedings{10.1145/3491102.3501991,
	title        = {Reflection in Theory and Reflection in Practice: An Exploration of the Gaps in Reflection Support among Personal Informatics Apps},
	author       = {Cho, Janghee and Xu, Tian and Zimmermann-Niefield, Abigail and Voida, Stephen},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501991},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501991},
	abstract     = {Personal informatics (PI) systems have been developed to support reflection. While reflection is considered an indispensable activity in PI use, how and when reflection occurs is still under-studied. In this paper, we present an analysis of the interactive features of 123 commercial PI apps, revealing that reflective practices are unevenly supported. The lack of features that encourage user-driven reflection, scaffolding for setting goals and configuring data collection and presentation, and consideration of wider implications stand to limit meaning-making and frustrate nuanced insight generation based on lived experiences. Based on our findings, we discuss how reflection is currently misrepresented in personal informatics tools, identify and characterize the gaps between theoretical research on reflection and interface features in current apps, and offer suggestions about how reflection could be better supported.},
	articleno    = 142,
	numpages     = 23,
	keywords     = {agency, mobile apps, reflection, personal informatics, self-tracking}
}
@inproceedings{10.1145/3491102.3501969,
	title        = {Understanding the Digital Lives of Youth: Analyzing Media Shared within Safe Versus Unsafe Private Conversations on Instagram},
	author       = {Ali, Shiza and Razi, Afsaneh and Kim, Seunghyun and Alsoubai, Ashwaq and Gracie, Joshua and De Choudhury, Munmun and Wisniewski, Pamela J. and Stringhini, Gianluca},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501969},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501969},
	abstract     = {We collected Instagram Direct Messages (DMs) from 100 adolescents and young adults (ages 13-21) who then flagged their own conversations as safe or unsafe. We performed a mixed-method analysis of the media files shared privately in these conversations to gain human-centered insights into the risky interactions experienced by youth. Unsafe conversations ranged from unwanted sexual solicitations to mental health related concerns, and images shared in unsafe conversations tended to be of people and convey negative emotions, while those shared in regular conversations more often conveyed positive emotions and contained objects. Further, unsafe conversations were significantly shorter, suggesting that youth disengaged when they felt unsafe. Our work uncovers salient characteristics of safe and unsafe media shared in private conversations and provides the foundation to develop automated systems for online risk detection and mitigation.},
	articleno    = 148,
	numpages     = 14,
	keywords     = {unsafe private conversations, Teens, Instagram, Image Analysis, Datasets, Adolescents}
}
@inproceedings{10.1145/3491102.3501943,
	title        = {‘It Is Not Always Discovery Time’: Four Pragmatic Approaches in Designing AI Systems},
	author       = {Windl, Maximiliane and Feger, Sebastian S. and Zijlstra, Lara and Schmidt, Albrecht and Wozniak, Pawel W.},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501943},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501943},
	abstract     = {While systems that use Artificial Intelligence (AI) are increasingly becoming part of everyday technology use, we do not fully understand how AI changes design processes. A structured understanding of how designers work with AI is needed to improve the design process and educate future designers. To that end, we conducted interviews with designers who participated in projects which used AI. While past work focused on AI systems created by experienced designers, we focus on the perspectives of a diverse sample of interaction designers. Our results show that the design process of an interactive system is affected when AI is integrated and that design teams adapt their processes to accommodate AI. Based on our data, we contribute four approaches adopted by interaction designers working with AI: a priori, post-hoc, model-centric, and competence-centric. Our work contributes a pragmatic account of how design processes for AI systems are enacted.},
	articleno    = 50,
	numpages     = 12,
	keywords     = {data work, process, artificial intelligence, design}
}
@inproceedings{10.1145/3491102.3501901,
	title        = {Weaving Stories: Toward Repertoires for Designing Things},
	author       = {Oogjes, Doenja and Wakkary, Ron},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501901},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501901},
	abstract     = {While much work is underway within the context of posthuman design, this research is often described from a dominantly human perspective. It rarely accounts for the creative capacities of nonhumans in design, such as materials, tools, and software. There is a need to further engage with posthuman theories conceptually, materially, and methodologically. We approach this challenge through Ron Wakkary's concept of repertoires: actions the human designer can take to increase participation of nonhumans in design research practice. This paper reports on potential repertoires' development by exploring three approaches from outside of HCI: describing the landscape, noticing, and translations. We use these methods to account for weaving events that the first author was engaged in. Through critical reflection of these accounts, we contribute three repertoires and an example of applying the theoretical framework of Designing Things.},
	articleno    = 98,
	numpages     = 21,
	keywords     = {posthuman design, more-than-human, posthumanism, repertoires, first-person, research through design, e-textiles, weaving, designing things}
}
@inproceedings{10.1145/3491102.3517791,
	title        = {You Complete Me: Human-AI Teams and Complementary Expertise},
	author       = {Zhang, Qiaoning and Lee, Matthew L and Carter, Scott},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517791},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517791},
	abstract     = {People consider recommendations from AI systems in diverse domains ranging from recognizing tumors in medical images to deciding which shoes look cute with an outfit. Implicit in the decision process is the perceived expertise of the AI system. In this paper, we investigate how people trust and rely on an AI assistant that performs with different levels of expertise relative to the person, ranging from completely overlapping expertise to perfectly complementary expertise. Through a series of controlled online lab studies where participants identified objects with the help of an AI assistant, we demonstrate that participants were able to perceive when the assistant was an expert or non-expert within the same task and calibrate their reliance on the AI to improve team performance. We also demonstrate that communicating expertise through the linguistic properties of the explanation text was effective, where embracing language increased reliance and distancing language reduced reliance on AI.},
	articleno    = 114,
	numpages     = 28,
	keywords     = {trust, explainable AI, human-AI teams, complementary expertise}
}
@inproceedings{10.1145/3491102.3517734,
	title        = {For What It’s Worth: Humans Overwrite Their Economic Self-Interest to Avoid Bargaining With AI Systems},
	author       = {Erlei, Alexander and Das, Richeek and Meub, Lukas and Anand, Avishek and Gadiraju, Ujwal},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517734},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517734},
	abstract     = {As algorithms are increasingly augmenting and substituting human decision-making, understanding how the introduction of computational agents changes the fundamentals of human behavior becomes vital. This pertains to not only users, but also those parties who face the consequences of an algorithmic decision. In a controlled experiment with 480 participants, we exploit an extended version of two-player ultimatum bargaining where responders choose to bargain with either another human, another human with an AI decision aid or an autonomous AI-system acting on behalf of a passive human proposer. Our results show strong responder preferences against the algorithm, as most responders opt for a human opponent and demand higher compensation to reach a contract with autonomous agents. To map these preferences to economic expectations, we elicit incentivized subject beliefs about their opponent’s behavior. The majority of responders maximize their expected value when this is line with approaching the human proposer. In contrast, responders predicting income maximization for the autonomous AI-system overwhelmingly override economic self-interest to avoid the algorithm.},
	articleno    = 113,
	numpages     = 18,
	keywords     = {Market Interaction, AI system, Human-AI Interaction, Ultimatum Bargaining, Online Experiment, Decision Support System}
}
@inproceedings{10.1145/3491102.3517732,
	title        = {Capable but Amoral? Comparing AI and Human Expert Collaboration in Ethical Decision Making},
	author       = {Tolmeijer, Suzanne and Christen, Markus and Kandul, Serhiy and Kneer, Markus and Bernstein, Abraham},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517732},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517732},
	abstract     = {While artificial intelligence (AI) is increasingly applied for decision-making processes, ethical decisions pose challenges for AI applications. Given that humans cannot always agree on the right thing to do, how would ethical decision-making by AI systems be perceived and how would responsibility be ascribed in human-AI collaboration? In this study, we investigate how the expert type (human vs. AI) and level of expert autonomy (adviser vs. decider) influence trust, perceived responsibility, and reliance. We find that participants consider humans to be more morally trustworthy but less capable than their AI equivalent. This shows in participants’ reliance on AI: AI recommendations and decisions are accepted more often than the human expert’s. However, AI team experts are perceived to be less responsible than humans, while programmers and sellers of AI systems are deemed partially responsible instead.},
	articleno    = 160,
	numpages     = 17,
	keywords     = {Responsibility, Human-AI Collaboration, Trust, Ethical AI}
}
@inproceedings{10.1145/3491102.3517722,
	title        = {Monitoring Screen Time or Redesigning It? Two Approaches to Supporting Intentional Social Media Use},
	author       = {Zhang, Mingrui Ray and Lukoff, Kai and Rao, Raveena and Baughan, Amanda and Hiniker, Alexis},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517722},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517722},
	abstract     = {Existing designs helping people manage their social media use include: 1) external supports that monitor and limit use; 2) internal supports that change the interface itself. Here, we design and deploy Chirp, a mobile Twitter client, to independently examine how users experience external and internal supports. To develop Chirp, we identified 16 features that influence users’ sense of agency on Twitter through a survey of 129 participants and a design workshop. We then conducted a four-week within-subjects deployment with 31 participants. Our internal supports (including features to filter tweets and inform users when they have exhausted new content) significantly increased users’ sense of agency, while our external supports (a usage dashboard and nudges to close the app) did not. Participants valued our internal supports and said that our external supports were for “other people.” Our findings suggest that design patterns promoting agency may serve users better than screen time tools.},
	articleno    = 60,
	numpages     = 19,
	keywords     = {sense of agency, social media, mobile phone, digital wellbeing, twitter}
}
@inproceedings{10.1145/3491102.3517716,
	title        = {A Systematic Review and Thematic Analysis of Community-Collaborative Approaches to Computing Research},
	author       = {Cooper, Ned and Horne, Tiffanie and Hayes, Gillian R and Heldreth, Courtney and Lahav, Michal and Holbrook, Jess and Wilcox, Lauren},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517716},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517716},
	abstract     = {HCI researchers have been gradually shifting attention from individual users to communities when engaging in research, design, and system development. However, our field has yet to establish a cohesive, systematic understanding of the challenges, benefits, and commitments of community-collaborative approaches to research. We conducted a systematic review and thematic analysis of 47 computing research papers discussing participatory research with communities for the development of technological artifacts and systems, published over the last two decades. From this review, we identified seven themes associated with the evolution of a project: from establishing community partnerships to sustaining results. Our findings suggest that several tensions characterize these projects, many of which relate to the power and position of researchers, and the computing research environment, relative to community partners. We discuss the implications of our findings and offer methodological proposals to guide HCI, and computing research more broadly, towards practices that center communities.},
	articleno    = 73,
	numpages     = 18,
	keywords     = {Meta-Analysis/Literature Survey, Research Methods}
}
@inproceedings{10.1145/3491102.3517697,
	title        = {Exploring Experiences of Self-Directed Care Budgets: Design Implications for Socio-Technical Interventions},
	author       = {Glick, Peter and Clarke, Rachel E and Crivellaro, Clara},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517697},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517697},
	abstract     = {The role of HCI in informal caregivers’ lives has been a focus of research for some time. Yet to gain significance in HCI, are the implications of healthcare systems’ transformation into a personalised care paradigm, where citizens gain choice and control over the delivery of their care. We provide a first HCI paper to examine self-directed care budgets for disabled citizens, where care funding is controlled by the individual. We explore how digital technology can assist citizens, promoting peer support to create meaningful, personalised healthcare infrastructures. This qualitative study contributes insights from interviews and focus groups with 24 disabled citizens, informal caregivers and healthcare officers, to provide understanding of their experiences and practices. These insights highlight relational care, invisible labour, power struggles with authorities and how citizens seek socio-technical capability. We contribute design implications for self-directed care budgets and HCI research concerned with developing technologies that support this population.},
	articleno    = 44,
	numpages     = 14,
	keywords     = {disability, Caregivers, healthcare, Personal Health Budgets, self-directed care budgets}
}
@inproceedings{10.1145/3491102.3517685,
	title        = {Press A to Jump: Design Strategies for Video Game Learnability},
	author       = {Poretski, Lev and Tang, Anthony},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517685},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517685},
	abstract     = {Learnability is a core aspect of software usability. Video games are not an exception, as game designers need to teach players how to play their creations. We analyzed 40 contemporary video games to identify how video games approach learning experiences. We found that games have advanced far beyond using simple tutorials or demonstration screens and adopt a range of repeatable and reusable design strategies using visual cues to facilitate learning. We provide a detailed descriptive framework of these design strategies, elucidating how and when they can be used, and describing how the visual cues are used to build them. Our research can be useful for both general HCI researchers and practitioners seeking to tap into the rich ideas from video game learnability design looking for practical solutions for their work.},
	articleno    = 155,
	numpages     = 26,
	keywords     = {learnability, Video games, design strategies, visual cues}
}
@inproceedings{10.1145/3491102.3517677,
	title        = {Virtual Transcendent Dream: Empowering People through Embodied Flying in Virtual Reality},
	author       = {Liu, Pinyao and Stepanova, Ekaterina R. and Kitson, Alexandra and Schiphorst, Thecla and Riecke, Bernhard E.},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517677},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517677},
	abstract     = {Flying dreams have the potential to evoke a feeling of empowerment (or self-efficacy, confidence in our ability to succeed) and self-transcendent experience (STE), which have been shown to contribute to an individual’s overall well-being. However, these exceptional dreaming experiences remain difficult to induce at will. Inspired by the potential of Virtual Reality (VR) to support profound emotional experiences, we explored if a VR flying interface with more embodied self-motion cues could contribute to the benefits associated with flying dreams (i.e., STE and empowerment). Our results indicated that a flying interface with more self-motion cues indeed better supported STE and empowerment. We derived several design considerations: obscurity, extraordinary light and supportive setting. Our results contribute to the discourse around design guidelines for self-transcendence and empowerment in VR, which may further be applied to the improvement of mental well-being.},
	articleno    = 133,
	numpages     = 18,
	keywords     = {self-transcendence, Dreaming, flight simulation, empowerment, gravity imagery, vection, transcendent dream, virtual reality}
}
@inproceedings{10.1145/3491102.3517622,
	title        = {Towards Conviviality in NavigatingHealth Information on Social Media},
	author       = {Karusala, Naveena and Anderson, Richard},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517622},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517622},
	abstract     = {HCI is increasingly concerned with health information quality and spread of misinformation on social media. Despite many major platforms having been adopted across the world, the situated evaluation and sharing of health information is underexplored across diverse health systems and cultural and political contexts. Drawing on semi-structured interviews, we study the navigation of health information on social media in urban and rural South India, backdropped by plural knowledges around health and the specific politics and sociality of health and social media in this setting. We use Ivan Illich’s concept of tools for conviviality [49] to distinguish between how people creatively use tools versus how tools manage and impose values on people—participants aimed to use health information towards care beyond institutionalized healthcare, but insidious misinformation and information-sharing practices served to commodify, spark uncertainty in, and discipline caring behavior. We use our findings to expand understandings of the use of health information on social media and how positionality shapes how people are affected by and respond to misinformation. We also draw attention to the structural aspects of health misinformation in the Indian context and how the design of social media platforms might play a role in addressing it.},
	articleno    = 43,
	numpages     = 14,
	keywords     = {social media, health information, misinformation, India}
}
@inproceedings{10.1145/3491102.3517614,
	title        = {Sensemaking, Support, Safety, Retribution, Transformation: A Restorative Justice Approach to Understanding Adolescents’ Needs for Addressing Online Harm},
	author       = {Xiao, Sijia and Cheshire, Coye and Salehi, Niloufar},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517614},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517614},
	abstract     = {Online harm is a prevalent issue in adolescents’ online lives. Restorative justice teaches us to focus on those who have been harmed, ask what their needs are, and engage in the offending party and community members to collectively address the harm. In this research, we conducted interviews and design activities with harmed adolescents to understand their needs to address online harm. They also identified the key stakeholders relevant to their needs, the desired outcomes, and the preferred timing to achieve them. We identified five central needs of harmed adolescents: sensemaking, emotional support and validation, safety, retribution, and transformation. We find that addressing the needs of those who are harmed online usually requires concerted efforts from multiple stakeholders online and offline. We conclude by discussing how platforms can implement design interventions to meet some of these

repository: HighTemplar-wjiang/Crawlers

repo_name: HighTemplar-wjiang/Crawlers