text:
{CHI '21},
	doi          = {10.1145/3411764.3445396},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445396},
	abstract     = {Current text visualization techniques typically provide overviews of document content and structure using intrinsic properties such as term frequencies, co-occurrences, and sentence structures. Such visualizations lack conceptual overviews incorporating domain-relevant knowledge, needed when examining documents such as research articles or technical reports. To address this shortcoming, we present ConceptScope, a technique that utilizes a domain ontology to represent the conceptual relationships in a document in the form of a Bubble Treemap visualization. Multiple coordinated views of document structure and concept hierarchy with text overviews further aid document analysis. ConceptScope facilitates exploration and comparison of single and multiple documents respectively. We demonstrate ConceptScope by visualizing research articles and transcripts of technical presentations in computer science. In a comparative study with DocuBurst, a popular document visualization tool, ConceptScope was found to be more informative in exploring and comparing domain-specific documents, but less so when it came to documents that spanned multiple disciplines.},
	articleno    = 19,
	numpages     = 13,
	keywords     = {Knowledge Representation, Visualization, Ontology}
}
@inproceedings{10.1145/3411764.3445395,
	title        = {Medical Maker Response to COVID-19: Distributed Manufacturing Infrastructure for Stopgap Protective Equipment},
	author       = {Lakshmi, Udaya and Hofmann, Megan and Mack, Kelly and Hudson, Scott E. and Mankoff, Jennifer and Arriaga, Rosa I.},
	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          = {10.1145/3411764.3445395},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445395},
	abstract     = {Unprecedented maker efforts arose in response to COVID-19 medical supply gaps worldwide. Makers in the U.S., participated in peer-production activities to manufacture personal protective equipment (PPE). Whereas, medical makers, who innovate exclusively for points of care, pivoted towards safer, reliable PPE. What were their efforts to pivot medical maker infrastructure towards reliable production of safe equipment at higher volumes? We interviewed 13 medical makers as links between institutions, maker communities, and wider regional industry networks. These medical makers organized stopgap manufacturing in institutional spaces to resolve acute shortages (March–May) and chronic shortages (May–July). They act as intermediaries in efforts to prototype and produce devices under regulatory, material, and human constraints of a pandemic. We re-frame their making efforts as repair work to offer an alternate critical view of optimism around making for crisis. We contribute an understanding of these efforts to inform infrastructure design for making with purpose and safety leading to opportunities for community production of safe devices at scale.},
	articleno    = 426,
	numpages     = 13
}
@inproceedings{10.1145/3411764.3445390,
	title        = {Engaging with Nature Sounds & Citizen Science by Designing for Creative & Contextual Audio Encounters},
	author       = {L. Oliver, Jessica and Turkay, Selen and Brereton, Margot and M. Watson, David and Roe, Paul},
	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          = {10.1145/3411764.3445390},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445390},
	abstract     = {Wildlife calls are the best witnesses to the health of ecosystems, if only we know how to listen to them. Efforts to understand and inform restoration of healthy ecosystems with environmental audio recordings languish from insufficient tools to learn and identify sounds in recordings. To address this problem, we designed and playtested the Bristle Whistle Challenge prototype with ten players. We explored how to design delightful interactions with audio for gaining awareness of nature sounds and supporting wildlife conservation through citizen science. We found that rather than presenting audio alone, it was necessary to connect sounds to other senses and experiences in creative ways to impart meaning and enhance engagement. We offer recommendations to design creative and contextual interactions with media to build awareness of nature's wonders. We call for greater efforts in interaction design to engage people with nature, which is the key to turning around our environmental crisis.},
	articleno    = 567,
	numpages     = 14,
	keywords     = {Audio, Wildlife, Games with a Purpose, Creativity, Nature, Learning, Birds, Participatory Design, Emotion, Citizen Science, Agent, Sound, Games, Ludic Design}
}
@inproceedings{10.1145/3411764.3445389,
	title        = {It Takes More Than One Hand to Clap: On the Role of ‘Care’ in Maintaining Design Results.},
	author       = {Kr\"{u}ger, Max and Weibert, Anne and Leal, Debora de Castro and Randall, Dave and Wulf, Volker},
	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          = {10.1145/3411764.3445389},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445389},
	abstract     = {Within Participatory- and Co-Design projects, the issue of sustainability and maintenance of the co-designed artefacts is a crucial yet largely unresolved issue. In this paper, we look back on four years of work on co-designing tools that assist refugees and migrants in their efforts to settle in Germany, the last of which the project has been independently maintained by our community collaborators. We reflect on the role of pre-existing care practices amongst our community collaborators, and a continued openness throughout the project, that allowed a complex constellation of actors to be involved in its ongoing maintenance and our own, often mundane activities which have contributed to the sustainability of the results. Situating our account within an HCI for Social Justice agenda, we thereby contribute to an ongoing discussion about the sustainability of such activities.},
	articleno    = 302,
	numpages     = 14,
	keywords     = {Maintenance, Participatory Design, Care, Sustainability, Co-Design, Migration}
}
@inproceedings{10.1145/3411764.3445378,
	title        = {“Disadvantaged in the American-Dominated Internet”: Sex, Work, and Technology},
	author       = {Barwulor, Catherine and McDonald, Allison and Hargittai, Eszter and Redmiles, Elissa M.},
	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          = {10.1145/3411764.3445378},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445378},
	abstract     = {How do people in a precarious profession leverage technology to grow their business and improve their quality of life? Sex workers sit at the intersection of multiple marginalized identities and make up a sizeable workforce: the United Nations estimates that at least 42 million sex workers are conducting business across the globe. Yet, little research has examined how well technology fulfills sex workers’ business needs in the face of unique social, political, legal, and safety constraints. We present interviews with 29 sex workers in Germany and Switzerland where such work is legal, offering a first HCI perspective on this population’s use of technology. While our participants demonstrate savvy navigation of online spaces, sex workers encounter frustrating barriers due to an American-dominated internet that enforces puritan values globally. Our findings raise concerns about digital discrimination against sex workers and suggest concrete directions for the design of more inclusive technology.},
	articleno    = 563,
	numpages     = 16,
	keywords     = {marginalized population, sex work, harassment, discrimination, qualitative, technology, work, interview, digital workplace, sex}
}
@inproceedings{10.1145/3411764.3445375,
	title        = {Identity Claims That Underlie Ethical Awareness and Action},
	author       = {Chivukula, Shruthi Sai and Hasib, Aiza and Li, Ziqing and Chen, Jingle and Gray, Colin M.},
	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          = {10.1145/3411764.3445375},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445375},
	abstract     = {HCI and STS researchers have previously described the ethical complexity of practice, drawing together aspects of organizational complexity, design knowledge, and ethical frameworks. Building on this work, we investigate the identity claims and beliefs that impact practitioners’ ability to recognize and act upon ethical concerns in a range of technology-focused disciplines. In this paper, we report results from an interview study with 12 practitioners, identifying and describing their identity claims related to ethical awareness and action. We conducted a critically-focused thematic analysis to identify eight distinct claims representing roles relating to learning, educating, following policies, feeling a sense of responsibility, being a member of a profession, a translator, an activist, and deliberative. Based on our findings, we demonstrate how the claims foreground building competence in relation to ethical practice. We highlight the dynamic interplay among these claims and point towards implications for identity work in socio-technical contexts.},
	articleno    = 295,
	numpages     = 13,
	keywords     = {identity claims, ethical action, practice-led research, ethical awareness, technologists}
}
@inproceedings{10.1145/3411764.3445371,
	title        = {A Right Time to Give: Beyond Saving Time in Automated Conditional Donations},
	author       = {Bidwell, Nicola J. and Elsden, Chris and Trotter, Ludwig and Hallwright, Josh and Moore, Sadie and Jeite-Delbridge, Kate and Harding, Mike and Shaw, Peter and Davies, Nigel and Speed, Chris and Vines, John},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445371},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445371},
	abstract     = {Smart Donations is a blockchain-based platform that offers users ‘contracts’ that donate funds to certain causes in response to real-world events e.g., whenever an earthquake is detected or an activist tweets about refugees. We designed Smart donations with Oxfam Australia, trialled it for 8-weeks with 86 people, recorded platform analytics and qualitatively analysed questionnaires and interviews about user experiences. Temporal qualities emerge when automation enforces conditions that contributed to participants’ awareness of events that are usually unconscious, and senses of immediacy in contributing to crisis response and ongoing involvement in situations far-away while awaiting conditions to be met. We suggest data driven automation can reveal diverse temporal registers, in real-world phenomena, sociality, morality and everyday life, which contributes to experiencing a ‘right time’ to donate that is not limited to productivity or efficiency. Thus, we recommend a sensitivity to right time in designing for multiple temporalities in FinTech more generally.},
	articleno    = 49,
	numpages     = 20
}
@inproceedings{10.1145/3411764.3445368,
	title        = {Integrating Machine Learning Data with Symbolic Knowledge from Collaboration Practices of Curators to Improve Conversational Systems},
	author       = {Pinhanez, Claudio Santos and Candello, Heloisa and Cavalin, Paulo and Pichiliani, Mauro Carlos and Appel, Ana Paula and Alves Ribeiro, Victor Henrique and Nogima, Julio and de Bayser, Maira and Guerra, Melina and Ferreira, Henrique and Malfatti, Gabriel},
	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          = {10.1145/3411764.3445368},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445368},
	abstract     = {This paper describes how machine learning training data and symbolic knowledge from curators of conversational systems can be used together to improve the accuracy of those systems and to enable better curatorial tools. This is done in the context of a real-world practice of curators of conversational systems who often embed taxonomically-structured meta-knowledge into their documentation. The paper provides evidence that the practice is quite common among curators, that is used as part of their collaborative practices, and that the embedded knowledge can be mined by algorithms. Further, this meta-knowledge can be integrated, using neuro-symbolic algorithms, to the machine learning-based conversational system, to improve its run-time accuracy and to enable tools to support curatorial tasks. Those results point towards new ways of designing development tools which explore an integrated use of code and documentation by machines.},
	articleno    = 104,
	numpages     = 13,
	keywords     = {Curatorial Practices., Neuro-symbolic Systems, Conversational Systems, Documentation}
}
@inproceedings{10.1145/3411764.3445352,
	title        = {Facilitating Text Entry on Smartphones with QWERTY Keyboard for Users with Parkinson’s Disease},
	author       = {Wang, Yuntao and Yu, Ao and Yi, Xin and Zhang, Yuanwei and Chatterjee, Ishan and Patel, Shwetak and Shi, Yuanchun},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445352},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445352},
	abstract     = {QWERTY is the primary smartphone text input keyboard configuration. However, insertion and substitution errors caused by hand tremors, often experienced by users with Parkinson’s disease, can severely affect typing efficiency and user experience. In this paper, we investigated Parkinson’s users’ typing behavior on smartphones. In particular, we identified and compared the typing characteristics generated by users with and without Parkinson’s symptoms. We then proposed an elastic probabilistic model for input prediction. By incorporating both spatial and temporal features, this model generalized the classical statistical decoding algorithm to correct insertion, substitution and omission errors, while maintaining direct physical interpretation. User study results confirmed that the proposed algorithm outperformed baseline techniques: users reached 22.8 WPM typing speed with a significantly lower error rate and higher user-perceived performance and preference. We concluded that our method could effectively improve the text entry experience on smartphones for users with Parkinson’s disease.},
	articleno    = 735,
	numpages     = 12,
	keywords     = {touch model, QWERTY keyboard, statistical decoding, text entry, Parkinson’s disease}
}
@inproceedings{10.1145/3411764.3445350,
	title        = {Examining the Use of Online Platforms for Employment: A Survey of U.S. Job Seekers},
	author       = {Dillahunt, Tawanna R and Israni, Aarti and Lu, Alex Jiahong and Cai, Mingzhi and Hsiao, Joey Chiao-Yin},
	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          = {10.1145/3411764.3445350},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445350},
	abstract     = {Online employment resources are now as important as offline personal and professional networks, which have been pivotal in finding employment. However, it is unclear, which specific online resources are key to employment and how job seekers take advantage of them. Therefore, in an online survey of 768 job seekers, we investigated which online platforms, specific job search phases, behaviors, and job search strategies job seekers used in their job search, and which of these were associated with positive outcomes. We examined whether these results correlated with demographic factors and found differences in online platform use among income, gender, years of education, and race. Our results suggest that higher-income job seekers were more likely to use different strategies and more likely to get callbacks than lower-income job seekers. We raise new questions around demographics and technology and discuss the need for practitioners to design for a wider variety of job seekers.},
	articleno    = 562,
	numpages     = 23,
	keywords     = {Socio-demographic factors, Employment, job seekers, internet, social media}
}
@inproceedings{10.1145/3411764.3445349,
	title        = {XRgonomics: Facilitating the Creation of Ergonomic 3D Interfaces},
	author       = {Evangelista Belo, Jo\~{a}o Marcelo and Feit, Anna Maria and Feuchtner, Tiare and Gr\o{}nb\ae{}k, Kaj},
	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          = {10.1145/3411764.3445349},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445349},
	abstract     = {Arm discomfort is a common issue in Cross Reality applications involving prolonged mid-air interaction. Solving this problem is difficult because of the lack of tools and guidelines for 3D user interface design. Therefore, we propose a method to make existing ergonomic metrics available to creators during design by estimating the interaction cost at each reachable position in the user’s environment. We present XRgonomics, a toolkit to visualize the interaction cost and make it available at runtime, allowing creators to identify UI positions that optimize users’ comfort. Two scenarios show how the toolkit can support 3D UI design and dynamic adaptation of UIs based on spatial constraints. We present results from a walkthrough demonstration, which highlight the potential of XRgonomics to make ergonomics metrics accessible during the design and development of 3D UIs. Finally, we discuss how the toolkit may address design goals beyond ergonomics.},
	articleno    = 290,
	numpages     = 11,
	keywords     = {Computational Interaction, Optimization, Toolkit, 3D User Interfaces, Adaptive User Interfaces, Ergonomics, Mid-air Interaction}
}
@inproceedings{10.1145/3411764.3445344,
	title        = {Understanding Narrative Linearity for Telling Expressive Time-Oriented Stories},
	author       = {Lan, Xingyu and Xu, Xinyue and Cao, Nan},
	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          = {10.1145/3411764.3445344},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445344},
	abstract     = {Creating expressive narrative visualization often requires choosing a well-planned narrative order that invites the audience in. The narrative can either follow the linear order of story events (chronology), or deviate from linearity (anachronies). While evidence exists that anachronies in novels and films can enhance story expressiveness, little is known about how they can be incorporated into narrative visualization. To bridge this gap, this work introduces the idea of narrative linearity to visualization and investigates how different narrative orders affect the expressiveness of time-oriented stories. First, we conducted preliminary interviews with seven experts to clarify the motivations and challenges of manipulating narrative linearity in time-oriented stories. Then, we analyzed a corpus of 80 time-oriented stories and identified six most salient patterns of narrative orders. Next, we conducted a crowdsourcing study with 221 participants. Results indicated that anachronies have the potential to make time-oriented stories more expressive without hindering comprehensibility.},
	articleno    = 604,
	numpages     = 13,
	keywords     = {Narrative Visualization, Storytelling, Narrative Order}
}
@inproceedings{10.1145/3411764.3445335,
	title        = {Current Practices, Challenges, and Design Implications for Collaborative AR/VR Application Development},
	author       = {Krau\ss{}, Veronika and Boden, Alexander and Oppermann, Leif and Reiners, Ren\'{e}},
	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          = {10.1145/3411764.3445335},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445335},
	abstract     = {Augmented/Virtual Reality (AR/VR) is still a fragmented space to design for due to the rapidly evolving hardware, the interdisciplinarity of teams, and a lack of standards and best practices. We interviewed 26 professional AR/VR designers and developers to shed light on their tasks, approaches, tools, and challenges. Based on their work and the artifacts they generated, we found that AR/VR application creators fulfill four roles: concept developers, interaction designers, content authors, and technical developers. One person often incorporates multiple roles and faces a variety of challenges during the design process from the initial contextual analysis to the deployment. From analysis of their tool sets, methods, and artifacts, we describe critical key challenges. Finally, we discuss the importance of prototyping for the communication in AR/VR development teams and highlight design implications for future tools to create a more usable AR/VR tool chain.},
	articleno    = 454,
	numpages     = 15,
	keywords     = {Augmented Reality, authoring tools, AR/VR, practitioners, AR design, MR, XR, AR development}
}
@inproceedings{10.1145/3411764.3445333,
	title        = {“They See You’re a Girl If You Pick a Pink Robot with a Skirt”: A Qualitative Study of How Children Conceptualize Data Processing and Digital Privacy Risks},
	author       = {Sun, Kaiwen and Sugatan, Carlo and Afnan, Tanisha and Simon, Hayley and Gelman, Susan A. and Radesky, Jenny and Schaub, Florian},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445333},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445333},
	abstract     = {As children become frequent digital technology users, concerns about their digital privacy are increasing. To better understand how young children conceptualize data processing and digital privacy risks, we interviewed 26 children, 4 to 10 years old, from families with higher educational attainment recruited in a college town. Our child participants construed apps’ and services’ data collection and storage practices in terms of their benefits, both to themselves and for user safety, and characterized both data tracking and privacy violations as interpersonal rather than considering automated processes or companies as privacy threats. We identify four factors shaping these mental models and privacy risk perceptions: (1) surface-level visual cues, (2) past digital interactions involving data collection, (3) age and cognitive development, and (4) privacy-related experiences in non-digital contexts. We discuss our findings’ design, educational, and public policy implications toward better supporting children in identifying and reasoning about digital privacy risks.},
	articleno    = 687,
	numpages     = 34,
	keywords     = {Data Processing., Children, Digital Privacy}
}
@inproceedings{10.1145/3411764.3445315,
	title        = {Manipulating and Measuring Model Interpretability},
	author       = {Poursabzi-Sangdeh, Forough and Goldstein, Daniel G and Hofman, Jake M and Wortman Vaughan, Jennifer Wortman and Wallach, Hanna},
	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          = {10.1145/3411764.3445315},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445315},
	abstract     = {With machine learning models being increasingly used to aid decision making even in high-stakes domains, there has been a growing interest in developing interpretable models. Although many supposedly interpretable models have been proposed, there have been relatively few experimental studies investigating whether these models achieve their intended effects, such as making people more closely follow a model’s predictions when it is beneficial for them to do so or enabling them to detect when a model has made a mistake. We present a sequence of pre-registered experiments (N = 3, 800) in which we showed participants functionally identical models that varied only in two factors commonly thought to make machine learning models more or less interpretable: the number of features and the transparency of the model (i.e., whether the model internals are clear or black box). Predictably, participants who saw a clear model with few features could better simulate the model’s predictions. However, we did not find that participants more closely followed its predictions. Furthermore, showing participants a clear model meant that they were less able to detect and correct for the model’s sizable mistakes, seemingly due to information overload. These counterintuitive findings emphasize the importance of testing over intuition when developing interpretable models.},
	articleno    = 237,
	numpages     = 52,
	keywords     = {interpretability, human-centered machine learning, machine-assisted decision making}
}
@inproceedings{10.1145/3411764.3445310,
	title        = {Tele-Immersive Improv: Effects of Immersive Visualisations on Rehearsing and Performing Theatre Online},
	author       = {Branch, Boyd and Efstratiou, Christos and Mirowski, Piotr and Mathewson, Kory W. and Allain, Paul},
	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          = {10.1145/3411764.3445310},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445310},
	abstract     = {Performers acutely need but lack tools to remotely rehearse and create live theatre, particularly due to global restrictions on social interactions during the Covid-19 pandemic. No studies, however, have heretofore examined how remote video-collaboration affects performance. This paper presents the findings of a field study with 16 domain experts over six weeks investigating how tele-immersion affects the rehearsal and performance of improvisational theatre. To conduct the study, an original media server was developed for co-locating remote performers into shared virtual 3D environments which were accessed through popular video conferencing software. The results of this qualitative study indicate that tele-immersive environments uniquely provide performers with a strong sense of co- presence, feelings of physical connection, and an increased ability to enter the social-flow states required for improvisational theatre. Based on our observations, we put forward design recommendations for video collaboration tools tailored to the unique demands of live performance.},
	articleno    = 458,
	numpages     = 13,
	keywords     = {creativity, tele-presence, tele-immersion, presence, mixed reality, improvisation, immersive communication}
}
@inproceedings{10.1145/3411764.3445309,
	title        = {Covert Embodied Choice: Decision-Making and the Limits of Privacy Under Biometric Surveillance},
	author       = {Gordon, Jeremy Raboff and Curran, Max T. and Chuang, John and Cheshire, Coye},
	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          = {10.1145/3411764.3445309},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445309},
	abstract     = {Algorithms engineered to leverage rich behavioral and biometric data to predict individual attributes and actions continue to permeate public and private life. A fundamental risk may emerge from misconceptions about the sensitivity of such data, as well as the agency of individuals to protect their privacy when fine-grained (and possibly involuntary) behavior is tracked. In this work, we examine how individuals adjust their behavior when incentivized to avoid the algorithmic prediction of their intent. We present results from a virtual reality task in which gaze, movement, and other physiological signals are tracked. Participants are asked to decide which card to select without an algorithmic adversary anticipating their choice. We find that while participants use a variety of strategies, data collected remains highly predictive of choice (80% accuracy). Additionally, a significant portion of participants became more predictable despite efforts to obfuscate, possibly indicating mistaken priors about the dynamics of algorithmic prediction.},
	articleno    = 551,
	numpages     = 12,
	keywords     = {virtual reality, prediction, privacy, surveillance, biometrics}
}
@inproceedings{10.1145/3411764.3445303,
	title        = {Chasing Play on TikTok from Populations with Disabilities to Inspire Playful and Inclusive Technology Design},
	author       = {Duval, Jared and Altarriba Bertran, Ferran and Chen, Siying and Chu, Melissa and Subramonian, Divya and Wang, Austin and Xiang, Geoffrey and Kurniawan, Sri and Isbister, Katherine},
	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          = {10.1145/3411764.3445303},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445303},
	abstract     = {There is an open call for technology to be more playful [5, 79] and for tech design to be more inclusive of people with disabilities [80]. In the era of COVID19, it is often unsafe for the public in general and people with disabilities, in particular, to engage in in-person design exercises using traditional methods. This presents a missed opportunity as these populations are already sharing playful content rich with tacit design knowledge that can be used to inspire the design of playful everyday technology. We present our process of scraping play potentials [4] from TikTok from content creators with disabilities to generate design concepts that may inspire future technology design. We share 7 emerging themes from the scraped content, a catalog of design concepts that may inspire designers, and discuss the relevance of the emerging themes and possible implications for the design concepts.},
	articleno    = 492,
	numpages     = 15,
	keywords     = {Design Concepts, Populations with Special Needs, Chasing Play, Inclusive Design, TikTok, Disability, Social Media, Play Potentials}
}
@inproceedings{10.1145/3411764.3445291,
	title        = {Investigating the Accessibility of Crowdwork Tasks on Mechanical Turk},
	author       = {Uzor, Stephen and Jacques, Jason T. and Dudley, John J and Kristensson, Per Ola},
	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          = {10.1145/3411764.3445291},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445291},
	abstract     = {Crowdwork can enable invaluable opportunities for people with disabilities, not least the work flexibility and the ability to work from home, especially during the current Covid-19 pandemic. This paper investigates how engagement in crowdwork tasks is affected by individual disabilities and the resulting implications for HCI. We first surveyed 1,000 Amazon Mechanical Turk (AMT) workers to identify demographics of crowdworkers who identify as having various disabilities within the AMT ecosystem—including vision, hearing, cognition/mental, mobility, reading and motor impairments. Through a second focused survey and follow-up interviews, we provide insights into how respondents cope with crowdwork tasks. We found that standard task factors, such as task completion time and presentation, often do not account for the needs of users with disabilities, resulting in anxiety and a feeling of depression on occasion. We discuss how to alleviate barriers to enable effective interaction for crowdworkers with disabilities.},
	articleno    = 381,
	numpages     = 14,
	keywords     = {crowdwork, accessibility, disability, AMT, crowdsourcing, MTurk}
}
@inproceedings{10.1145/3411764.3445277,
	title        = {The Burden of Survival: How Doctoral Students in Computing Bridge the Chasm of Inaccessibility},
	author       = {Shinohara, Kristen and McQuaid, Mick and Jacobo, Nayeri},
	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          = {10.1145/3411764.3445277},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445277},
	abstract     = {Despite efforts to support students with disabilities in higher education, few continue to pursue doctoral degrees in computing. We conducted an interview study with 12 blind and low vision, and 7 deaf and hard of hearing current and former doctoral students in computing to understand how graduate students adjust to inaccessibility and ineffective accommodations. We asked participants how they worked around inaccessibility, managed ineffective accommodations, and advocated for tools and services. Employing a lens of ableism in our analysis, we found that participants’ extra effort to address accessibility gaps gave rise to a burden of survival, which they sustained to meet expectations of graduate-level productivity. We recommend equitable solutions that acknowledge taken-for-granted workarounds and that actively address inaccessibility in the graduate school context.},
	articleno    = 376,
	numpages     = 13,
	keywords     = {Computing Education Research, Higher Education, Ableism, Accessibility}
}
@inproceedings{10.1145/3411764.3445274,
	title        = {Nudge for Reflection: More Than Just a Channel to Political Knowledge},
	author       = {Zhang, Weiyu and Yang, Tian and Tangi Perrault, Simon},
	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          = {10.1145/3411764.3445274},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445274},
	abstract     = {Reflection, a process that organizes information into a structure that incorporates both own and others’ perspectives, was previously believed to function mainly as an antecedent of political knowledge. In this paper, we first design a simple interface nudge to encourage users to reflect on their views on political issues. Second, we use an experimental study to show that reflection works in a way more than leading to political knowledge. Results from a between-subjects online experiment (N = 168) covering one crucial public issue in Singapore (i.e., fertility) showed that (a) reflection interacts with information access to influence perceived issue knowledge; (b) reflection enhances perceived attitude certainty, including perceived attitude clarity and perceived attitude correctness; (c) reflection promotes willingness to express opinions in private settings.},
	articleno    = 705,
	numpages     = 10,
	keywords     = {nudges, online discussions, civic tech, deliberation, reflection, Citizens, civic engagement}
}
@inproceedings{10.1145/3411764.3445271,
	title        = {Are Current Voice Interfaces Designed to Support Children’s Language Development?},
	author       = {Xu, Ying and Branham, Stacy and Deng, Xinwei and Collins, Penelope and Warschauer, Mark},
	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          = {10.1145/3411764.3445271},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445271},
	abstract     = {With the rapid development of artificial intelligence, voice user interfaces (VUIs) capable of speech-based interaction are poised to support children’s language development by serving as their language partners. This paper reports an analytic evaluation of the currently available voice-based apps targeting young children to examine whether and how they incorporate evidence-based dialogue strategies that effectively support children’s learning. We found that, despite the fact that the current apps support a variety of language activities, most fail to carry out open-ended dialogue and provide extended back-and-forth opportunities, thus limiting their ability to encourage children’s language output and increase children’s language exposure. We discuss four design implications for developing VUIs that initiate dialogue and provide feedback in ways that better facilitate children’s language learning.},
	articleno    = 633,
	numpages     = 12,
	keywords     = {language development, scaffolding, Voice user interfaces, young children}
}
@inproceedings{10.1145/3411764.3445264,
	title        = {Buying the ‘Right’ Thing: Designing Food Recommender Systems with Critical Consumers},
	author       = {Lawo, Dennis and Neifer, Thomas and Esau, Margarita and Stevens, Gunnar},
	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          = {10.1145/3411764.3445264},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445264},
	abstract     = {Critical consumerism is complex as ethical values are difficult to negotiate, appropriate products are hard to find, and product information is overwhelming. Although recommender systems offer solutions to reduce such complexity, current designs are not appropriate for niche practices and use non-personalized intransparent ethics. To support critical consumption, we conducted a design case study on a personalized food recommender system. Therefore, we first conducted an empirical pre-study with 24 consumers to understand value negotiations and current practices, co-designed the recommender system, and finally evaluated it in a real-world trial with ten consumers. Our findings show how recommender systems can support the negotiation of ethical values within the context of consumption practices, reduce the complexity of finding products and stores, and strengthen consumers. In addition to providing implications for the design to support critical consumption practices, we critically reflect on the scope of such recommender systems and its appropriation.},
	articleno    = 85,
	numpages     = 13,
	keywords     = {food, recommender systems, critical consumerism, ethics, co-design, consumer informatics}
}
@inproceedings{10.1145/3411764.3445258,
	title        = {Your Photo is so Funny That I Don’t Mind Violating Your Privacy by Sharing It: Effects of Individual Humor Styles on Online Photo-Sharing Behaviors},
	author       = {Hasan, Rakibul and Bertenthal, Bennett I. and Hugenberg, Kurt and Kapadia, Apu},
	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          = {10.1145/3411764.3445258},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445258},
	abstract     = {We investigate how people’s ‘humor style’ relates to their online photo-sharing behaviors and reactions to ‘privacy primes’. In an online experiment, we queried 437 participants about their humor style, likelihood to share photo-memes, and history of sharing others’ photos. In two treatment conditions, participants were either primed to imagine themselves as the photo-subjects or to consider the photo-subjects’ privacy before sharing memes. We found that participants who frequently use aggressive and self-deprecating humor were more likely to violate others’ privacy by sharing photos. We also replicated the interventions’ paradoxical effects – increasing sharing likelihood – as reported in earlier work and identified the subgroups that demonstrated this behavior through interaction analyses. When primed to consider the subjects’ privacy, only humor deniers (participants who use humor infrequently) demonstrated increased sharing. In contrast, when imagining themselves as the photo-subjects, humor deniers, unlike other participants, did not increase the sharing of photos.},
	articleno    = 556,
	numpages     = 14,
	keywords     = {humor, intervention, decision-making, privacy, online social media, photo-sharing}
}
@inproceedings{10.1145/3411764.3445250,
	title        = {Auditing E-Commerce Platforms for Algorithmically Curated Vaccine Misinformation},
	author       = {Juneja, Prerna and Mitra, Tanushree},
	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          = {10.1145/3411764.3445250},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445250},
	abstract     = {There is a growing concern that e-commerce platforms are amplifying vaccine-misinformation. To investigate, we conduct two-sets of algorithmic audits for vaccine misinformation on the search and recommendation algorithms of Amazon—world’s leading e-retailer. First, we systematically audit search-results belonging to vaccine-related search-queries without logging into the platform—unpersonalized audits. We find 10.47% of search-results promote misinformative health products. We also observe ranking-bias, with Amazon ranking misinformative search-results higher than debunking search-results. Next, we analyze the effects of personalization due to account-history, where history is built progressively by performing various real-world user-actions, such as clicking a product. We find evidence of filter-bubble effect in Amazon’s recommendations; accounts performing actions on misinformative products are presented with more misinformation compared to accounts performing actions on neutral and debunking products. Interestingly, once user clicks on a misinformative product, homepage recommendations become more contaminated compared to when user shows an intention to buy that product.},
	articleno    = 186,
	numpages     = 27,
	keywords     = {search engines, e-commerce platforms, algorithmic bias, search results, vaccine misinformation, personalization, recommendations, health misinformation, algorithmic audits}
}
@inproceedings{10.1145/3411764.3445249,
	title        = {Falx: Synthesis-Powered Visualization Authoring},
	author       = {Wang, Chenglong and Feng, Yu and Bodik, Rastislav and Dillig, Isil and Cheung, Alvin and Ko, Amy J},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445249},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445249},
	abstract     = {Modern visualization tools aim to allow data analysts to easily create exploratory visualizations. When the input data layout conforms to the visualization design, users can easily specify visualizations by mapping data columns to visual channels of the design. However, when there is a mismatch between data layout and the design, users need to spend significant effort on data transformation. We propose Falx, a synthesis-powered visualization tool that allows users to specify visualizations in a similarly simple way but without needing to worry about data layout. In Falx, users specify visualizations using examples of how concrete values in the input are mapped to visual channels, and Falx automatically infers the visualization specification and transforms the data to match the design. In a study with 33 data analysts on four visualization tasks involving data transformation, we found that users can effectively adopt Falx to create visualizations they otherwise cannot implement.},
	articleno    = 106,
	numpages     = 15
}
@inproceedings{10.1145/3411764.3445234,
	title        = {Determining the Effect of Smartphone Alerts and Warnings on Street-Crossing Behavior in Non-Mobility-Impaired Older and Younger Adults},
	author       = {Malik, Jeehan and N. Di Napoli Parr, Morgan and Flathau, Jessica and Tang, Hanxi and K. Kearney, Joseph and M. Plumert, Jodie and Rector, Kyle},
	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          = {10.1145/3411764.3445234},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445234},
	abstract     = {Vehicle manufacturers and government agencies are considering using vehicle-to-pedestrian (V2P) communication to improve pedestrian safety. However, there are unanswered questions about whether people will heed alerts and warnings presented through a smartphone. We conducted between-subject studies with younger and older adults where they physically crossed a virtual street. They received either permissive alerts (safe to cross), prohibitive warnings (not safe to cross), or no alerts or warnings (control). We found that both older and younger adults were highly likely to heed permissive alerts, even when this meant taking gaps between two vehicles that were smaller than they would typically take on their own. We also found that we could shift participants’ road-crossing behavior toward greater caution when they were only alerted to cross very large gaps between two vehicles. Participants stated that alerts and warnings were useful, but that prohibitive warnings were annoying. These findings give insights into V2P design and pedestrian behavior when smartphone assistance is provided.},
	articleno    = 185,
	numpages     = 12,
	keywords     = {Younger Adults, Smartphone Alerts, Virtual Environments, Pedestrian Street Crossing, Older Adults}
}
@inproceedings{10.1145/3411764.3445231,
	title        = {Expressivity in Interaction: A Framework for Design},
	author       = {Bruns, Miguel and Ossevoort, Stijn and Petersen, Marianne Graves},
	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          = {10.1145/3411764.3445231},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445231},
	abstract     = {Expressivity is frequently recurring as a term in HCI, but it is often approached from different perspectives. Affective computing prompted research into emotional expressivity, and with technology becoming more ubiquitous and tangible, the opportunities for expressive behaviors towards systems as well as the expressivity of systems increases. By analyzing exemplar research-through-design cases and a literature survey on the use of expressivity in interaction, we discuss how different perspectives and concepts contribute to understand expressivity in interaction. We integrate these perspectives and make them operational for interaction design by creating a framework including design considerations such as freedom of interaction, action-perception loops, multimodality, subtlety, ambiguity, skill development and temporal form. The framework is a result of a mixed-method approach including a review of existing definitions and scholarly artefacts, and a systematic literature review to identify design cases including an analysis of these design cases. We finally illustrate how the framework has been used to inform the design of a shape-changing soft-robotic interface. As a result, we contribute an integrated framework on how to design for expressivity in interaction.},
	articleno    = 163,
	numpages     = 13,
	keywords     = {Design Case, Expressivity in Interaction, Research-through-Design, Framework}
}
@inproceedings{10.1145/3411764.3445222,
	title        = {Personalizing Ambience and Illusionary Presence: How People Use “Study with Me” Videos to Create Effective Studying Environments},
	author       = {Lee, Yoonjoo and Chung, John Joon Young and Song, Jean Y. and Chang, Minsuk and Kim, Juho},
	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          = {10.1145/3411764.3445222},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445222},
	abstract     = {“Study with me” videos contain footage of people studying for hours, in which social components like conversations or informational content like instructions are absent. Recently, they became increasingly popular on video-sharing platforms. This paper provides the first broad look into what “study with me” videos are and how people use them. We analyzed 30 “study with me” videos and conducted 12 interviews with their viewers to understand their motivation and viewing practices. We identified a three-factor model that explains the mechanism for shaping a satisfactory studying experience in general. One of the factors, a well-suited ambience, was difficult to achieve because of two common challenges: external conditions that prevent studying in study-friendly places and extra cost needed to create a personally desired ambience. We found that the viewers used “study with me” videos to create a personalized ambience at a lower cost, to find controllable peer pressure, and to get emotional support. These findings suggest that the viewers self-regulate their learning through watching “study with me” videos to improve efficiency even when studying alone at home.},
	articleno    = 355,
	numpages     = 13,
	keywords     = {social learning, distraction, motivation, study with me, self-regulated learning, mixed-method, social presence, productivity, interview}
}
@inproceedings{10.1145/3411764.3445201,
	title        = {BezelGlide: Interacting with Graphs on Smartwatches with Minimal Screen Occlusion},
	author       = {Neshati, Ali and Rey, Bradley and Mohommed Faleel, Ahmed Shariff and Bardot, Sandra and Latulipe, Celine and Irani, Pourang},
	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          = {10.1145/3411764.3445201},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445201},
	abstract     = {We present BezelGlide, a novel suite of bezel interaction techniques, designed to minimize screen occlusion and ‘fat finger’ effects, when interacting with common graphs on smartwatches. To explore the design of BezelGlide, we conducted two user studies. First, we quantified the amount of screen occlusion experienced when interacting with the smartwatch bezel. Next, we designed two techniques that involve gliding the finger along the smartwatch bezel for graph interaction. Full BezelGlide (FBG) and Partial BezelGlide (PBG), use the full or a portion of the bezel, respectively, to reduce screen occlusion while scanning a line chart for data. In the common value detection task, we find that PBG outperforms FBG and Shift, a touchscreen occlusion-free technique, both quantitatively and subjectively, also while mobile. We finally illustrate the generzability potential of PBG to interact with common graph types making it a valuable interaction technique for smartwatch users.},
	articleno    = 501,
	numpages     = 13,
	keywords     = {smartwatch, input, visuzation, interaction, data charts}
}
@inproceedings{10.1145/3411764.3445197,
	title        = {SoloFinger: Robust Microgestures While Grasping Everyday Objects},
	author       = {Sharma, Adwait and Hedderich, Michael A. and Bhardwaj, Divyanshu and Fruchard, Bruno and McIntosh, Jess and Nittala, Aditya Shekhar and Klakow, Dietrich and Ashbrook, Daniel and Steimle, J\"{u}rgen},
	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          = {10.1145/3411764.3445197},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445197},
	abstract     = {Using microgestures, prior work has successfully enabled gestural interactions while holding objects. Yet, these existing methods are prone to false activations caused by natural finger movements while holding or manipulating the object. We address this issue with SoloFinger, a novel concept that allows design of microgestures that are robust against movements that naturally occur during primary activities. Using a data-driven approach, we establish that single-finger movements are rare in everyday hand-object actions and infer a single-finger input technique resilient to false activation. We demonstrate this concept’s robustness using a white-box classifier on a pre-existing dataset comprising 36 everyday hand-object actions. Our findings validate that simple SoloFinger gestures can relieve the need for complex finger configurations or delimiting gestures and that SoloFinger is applicable to diverse hand-object actions. Finally, we demonstrate SoloFinger’s high performance on commodity hardware using random forest classifiers.},
	articleno    = 744,
	numpages     = 15,
	keywords     = {microgesture, grasping, everyday objects, false activation}
}
@inproceedings{10.1145/3411764.3445194,
	title        = {Teachers’ Perceptions around Digital Games for Children in Low-Resource Schools for the Blind},
	author       = {India, Gesu and Y, Vidhya and O, Aishwarya and Diwakar, Nirmalendu and Jain, Mohit and Vashistha, Aditya and Swaminathan, Manohar},
	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          = {10.1145/3411764.3445194},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445194},
	abstract     = {Most children who are blind live in low-resource settings and attend schools that have poor technical infrastructure, overburdened teachers, and outdated curriculum. Our work explores the role digital games can play to develop digital skills of such children in the early grades. Recognizing the critical role of teachers in introducing children to technology, we conducted a mixed-methods study to examine which attributes of digital games teachers find useful for children and what challenges they perceive in integrating digital games in schools for the blind. Our findings indicate that teachers prefer games that align well with curriculum objectives, promote learning, improve soft skills, and increase engagement with computers. Despite being overburdened and lacking technological support, teachers expressed strong enthusiasm to integrate these games in school curriculum and schedule. We conclude by discussing design implications for designers of accessible games in low-resource settings.},
	articleno    = 43,
	numpages     = 17,
	keywords     = {Visual Impairment, Digital Games, Teachers, India, Accessibility., Children}
}
@inproceedings{10.1145/3411764.3445187,
	title        = {Scrappy: Using Scrap Material as Infill to Make Fabrication More Sustainable},
	author       = {Wall, Ludwig Wilhelm and Jacobson, Alec and Vogel, Daniel and Schneider, Oliver},
	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          = {10.1145/3411764.3445187},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445187},
	abstract     = {We present a software system for fused deposition modelling 3D printing that replaces infill material with scrap to reduce material and energy consumption. Example scrap objects include unused 3D prints from prototyping and calibration, household waste like coffee cups, and off-cuts from other fabrication projects. To achieve this, our system integrates into an existing CAD workflow and manages a database of common items, previous prints, and manually entered objects. While modelling in a standard CAD application, the system suggests objects to insert, ranked by how much infill material they could replace. This computation extends an existing nesting algorithm to determine which objects fit, optimize their alignment, and adjust the enclosing mesh geometry. While printing, the system uses custom tool-paths and animated instructions to enable anyone nearby to manually insert the scrap material.},
	articleno    = 665,
	numpages     = 12,
	keywords     = {fabrication, geometry processing, sustainability}
}
@inproceedings{10.1145/3411764.3445186,
	title        = {Screen Recognition: Creating Accessibility Metadata for Mobile Applications from Pixels},
	author       = {Zhang, Xiaoyi and de Greef, Lilian and Swearngin, Amanda and White, Samuel and Murray, Kyle and Yu, Lisa and Shan, Qi and Nichols, Jeffrey and Wu, Jason and Fleizach, Chris and Everitt, Aaron and Bigham, Jeffrey P},
	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          = {10.1145/3411764.3445186},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445186},
	abstract     = {Many accessibility features available on mobile platforms require applications (apps) to provide complete and accurate metadata describing user interface (UI) components. Unfortunately, many apps do not provide sufficient metadata for accessibility features to work as expected. In this paper, we explore inferring accessibility metadata for mobile apps from their pixels, as the visual interfaces often best reflect an app’s full functionality. We trained a robust, fast, memory-efficient, on-device model to detect UI elements using a dataset of 77,637 screens (from 4,068 iPhone apps) that we collected and annotated. To further improve UI detections and add semantic information, we introduced heuristics (e.g., UI grouping and ordering) and additional models (e.g., recognize UI content, state, interactivity). We built Screen Recognition to generate accessibility metadata to augment iOS VoiceOver. In a study with 9 screen reader users, we validated that our approach improves the accessibility of existing mobile apps, enabling even previously inaccessible apps to be used.},
	articleno    = 275,
	numpages     = 15,
	keywords     = {ui detection, mobile accessibility, accessibility enhancement}
}
@inproceedings{10.1145/3411764.3445180,
	title        = {Digital Design Marginalization: New Perspectives on Designing Inclusive Interfaces},
	author       = {Sin, Jaisie and L. Franz, Rachel and Munteanu, Cosmin and Barbosa Neves, Barbara},
	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          = {10.1145/3411764.3445180},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445180},
	abstract     = {We conceptualize Digital Design Marginalization (DDM) as the process in which a digital interface design excludes certain users and contributes to marginalization in other areas of their lives. Due to non-inclusive designs, many underrepresented users face barriers in accessing essential services that are moving increasingly, sometimes exclusively, online – services such as personal finance, healthcare, social connectivity, and shopping. This can further perpetuate the “digital divide,” a technology-based form of social inequality that has offline consequences. We introduce the term Marginalizing Design to describe designs that contribute to DDM. In this paper, we focus on the impact of Marginalizing Design on older adults through examples from our research and discussions of services that may have marginalizing designs for older adults. Our aim is to provide a conceptual lens for designers, service providers, and policy makers through which they can use to purposely lessen or avoid digitally marginalizing groups of users.},
	articleno    = 380,
	numpages     = 11,
	keywords     = {Digital Divide, Older Adults, Digital Inequality, Digital Exclusion, Social Exclusion, Inclusive Design, Digital Design Marginalization, Social Marginalization, Marginalizing Design, Digital Inclusion}
}
@inproceedings{10.1145/3411764.3445176,
	title        = {Does Interaction Improve Bayesian Reasoning with Visualization?},
	author       = {Mosca, Ab and Ottley, Alvitta and Chang, Remco},
	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          = {10.1145/3411764.3445176},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445176},
	abstract     = {Interaction enables users to navigate large amounts of data effectively, supports cognitive processing, and increases data representation methods. However, there have been few attempts to empirically demonstrate whether adding interaction to a static visualization improves its function beyond popular beliefs. In this paper, we address this gap. We use a classic Bayesian reasoning task as a testbed for evaluating whether allowing users to interact with a static visualization can improve their reasoning. Through two crowdsourced studies, we show that adding interaction to a static Bayesian reasoning visualization does not improve participants’ accuracy on a Bayesian reasoning task. In some cases, it can significantly detract from it. Moreover, we demonstrate that underlying visualization design modulates performance and that people with high versus low spatial ability respond differently to different interaction techniques and underlying base visualizations. Our work suggests that interaction is not as unambiguously good as we often believe; a well designed static visualization can be as, if not more, effective than an interactive one.},
	articleno    = 609,
	numpages     = 14,
	keywords     = {Human-Subjects Quantitative Studies, Reasoning, Interaction Design, Problem Solving, Decision Making, Data Analysis}
}
@inproceedings{10.1145/3411764.3445174,
	title        = {What Players Want: Information Needs of Players on Post-Game Visualizations},
	author       = {Wallner, G\"{u}nter and van Wijland, Marnix and Bernhaupt, Regina and Kriglstein, Simone},
	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          = {10.1145/3411764.3445174},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445174},
	abstract     = {With the rise of competitive online gaming and esports, players’ ability to review, reflect upon, and improve their in-game performance has become important. Post-play visualizations are key for such improvements. Despite the increased interest in visualizations of gameplay, research specifically informing the design of player-centric visualizations is currently limited. As with all visualizations, their design should, however, be guided by a thorough understanding of the goals to be achieved and which information is important and why. This paper reports on a mixed-methods study exploring the information demands posed by players on post-play visualizations and the goals they pursue with such visualizations. We focused on three genres that enjoy great popularity within the competitive gaming scene. Our results provide useful guideposts on which data to focus on by offering an overview of the relevance of different in-game metrics across genres. Lastly, we outline high-level implications for the design of post-play visualizations.},
	articleno    = 330,
	numpages     = 13,
	keywords     = {information needs, games, players, gameplay visualization}
}
@inproceedings{10.1145/3411764.3445173,
	title        = {Snowflakes: A Prototyping Tool for Computational Jewelry},
	author       = {Buruk, O\u{g}uz 'Oz' and Gen\c{c}, \c{C}a\u{g}lar and Y\i{}ld\i{}r\i{}m, undefinedhsan Ozan and Onba\c{s}l\i{}, Mehmet Cengiz and \"{O}zcan, O\u{g}uzhan},
	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          = {10.1145/3411764.3445173},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445173},
	abstract     = {Smart-jewelry design has many layers such as comfort, ergonomics, fashionability, interactivity and functionality that create a complex design process, making the form exploration challenging. Various wearable prototyping tools were developed to overcome this challenge; however, they are usually textile-based and do not target smart jewelry design. To bridge this gap, we developed Snowflakes that differentiates from existing tools by 1) allowing designers to explore different jewelry forms, 2) incorporating external materials such as leather, 3) creating form factors that fit body parts with flexible connectors. In this paper, we explain the design process of Snowflakes which is inspired by 7 design parameters (limbs, materials, grip, fastener, decoration, placement, form) extracted through the examination of non-smart jewelry. We also demonstrate three reimplementations and design concepts implemented with Snowflakes. Our exploration with Snowflakes contributes to the wearable community in terms of smart-jewelry visual expressions, interaction modalities, and merger of traditional and computational materials.},
	articleno    = 636,
	numpages     = 15,
	keywords     = {maker, fabrication, computational materials, wearable technology, smart jewellery, design research, development, research through design, prototyping}
}
@inproceedings{10.1145/3411764.3445152,
	title        = {Quantitative Data Visualisation on Virtual Globes},
	author       = {Satriadi, Kadek Ananta and Ens, Barrett and Czauderna, Tobias and Cordeil, Maxime and Jenny, Bernhard},
	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          = {10.1145/3411764.3445152},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445152},
	abstract     = {Geographic data visualisation on virtual globes is intuitive and widespread, but has not been thoroughly investigated. We explore two main design factors for quantitative data visualisation on virtual globes: i) commonly used primitives (2D bar, 3D bar, circle) and ii) the orientation of these primitives (tangential, normal, billboarded). We evaluate five distinctive visualisation idioms in a user study with 50 participants. The results show that aligning primitives tangentially on the globe’s surface decreases the accuracy of area-proportional circle visualisations, while the orientation does not have a significant effect on the accuracy of length-proportional bar visualisations. We also find that tangential primitives induce higher perceived mental load than other orientations. Guided by these results we design a novel globe visualisation idiom, Geoburst, that combines a virtual globe and a radial bar chart. A preliminary evaluation reports potential benefits and drawbacks of the Geoburst visualisation.},
	articleno    = 460,
	numpages     = 14,
	keywords     = {virtual globes, geovisualisation, quantitative data visualisation}
}
@inproceedings{10.1145/3411764.3445132,
	title        = {Caring for Intimate Data in Fertility Technologies},
	author       = {Mehrnezhad, Maryam and Almeida, Teresa},
	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          = {10.1145/3411764.3445132},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445132},
	abstract     = {Fertility tracking applications are technologies that collect sensitive information about their users i.e. reproductive potential. For many, these apps are an affordable solution when trying to conceive or managing their pregnancy. However, intimate data are not only collected but also shared beyond users knowledge or consent. In this paper, we explore the privacy risks that can originate from the mismanagement, misuse, and misappropriation of intimate data, which are entwined in individual life events and in public health issues such as abortion and (in)fertility. We look at differential vulnerabilities to enquire data’s vulnerability and that of ‘data subjects’. We introduce the General Data Protection Regulation (GDPR) and how it addresses fertility data. We evaluate the privacy of 30 top ‘fertility apps’ through their privacy notices and tracking practices. Lastly, we discuss the regulations and fertility data as critical to the future design of tracking technologies and privacy rights.},
	articleno    = 409,
	numpages     = 11,
	keywords     = {Intimate data, women’s health, GDPR, public health, privacy}
}
@inproceedings{10.1145/3411764.3445123,
	title        = {Soma-Noti: Delivering Notifications Through Under-Clothing Wearables},
	author       = {Bhatia, Arpit and Kundu, Dhruv and Agarwal, Suyash and Kairon, Varnika and Parnami, Aman},
	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          = {10.1145/3411764.3445123},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445123},
	abstract     = {Different form factors of wearable technology provide unique opportunities for output based on how they are connected to the human body. In this work, we investigate the idea of delivering notifications through devices worn on the underside of a user’s clothing. A wearable worn in such a manner is in direct contact with the user’s skin. We leverage this proximity to test the performance of 10 on-skin sensations (Press, Poke, Pinch, Heat, Cool, Blow, Suck, Vibrate, Moisture and Brush) as methods of notification delivery. We developed prototypes for each stimulus and conducted a user study to evaluate them across 6 locations commonly covered by upper body clothing. Results indicate significant differences in reaction time, error rates and comfort which may influence the design of future under-clothing wearables.},
	articleno    = 221,
	numpages     = 8,
	keywords     = {badge, Notifications, wearable output}
}
@inproceedings{10.1145/3411764.3445116,
	title        = {Exploring the Use of a Voice-Based Conversational Agent to Empower Adolescents with Autism Spectrum Disorder},
	author       = {Cha, Inha and Kim, Sung-In and Hong, Hwajung and Yoo, Heejeong and Lim, Youn-kyung},
	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          = {10.1145/3411764.3445116},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445116},
	abstract     = {Voice-based Conversational Agents (VCA) have served as personal assistants that support individuals with special needs. Adolescents with Autism Spectrum Disorder (ASD) may also benefit from VCAs to deal with their everyday needs and challenges, ranging from self-care to social communications. In this study, we explored how VCAs could encourage adolescents with ASD in navigating various aspects of their daily lives through the two-week use of VCAs and a series of participatory design workshops. Our findings demonstrated that VCAs could be an engaging, empowering, emancipating tool that supports adolescents with ASD to address their needs, personalities, and expectations, such as promoting self-care skills, regulating negative emotions, and practicing conversational skills. We propose implications of using off-the-shelf technologies as a personal assistant to ASD users in Assistive Technology design. We suggest design implications for promoting positive opportunities while mitigating the remaining challenges of VCAs for adolescents with ASD.},
	articleno    = 42,
	numpages     = 15,
	keywords     = {Voice-based Conversational Agent, Participatory Design Workshop, Adolescents with Autism Spectrum Disorder}
}
@inproceedings{10.1145/3411764.3445114,
	title        = {Standing in the Way of Control: A Call to Action to Prevent Abuse through Better Design of Smart Technologies},
	author       = {McKay, Dana and Miller, Charlynn},
	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          = {10.1145/3411764.3445114},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445114},
	articleno    = 332,
	numpages     = 14,
	keywords     = {intimate partner violence, Technology Facilitated Abuse, privacy, security, feminism, coercive control, smart homes, gender}
}
@inproceedings{10.1145/3411764.3445112,
	title        = {Data Agents: Promoting Reflection through Meaningful Representations of Personal Data in Everyday Life},
	author       = {Karyda, Maria and Mekler, Elisa D and Lucero, Andr\'{e}s},
	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          = {10.1145/3411764.3445112},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445112},
	abstract     = {Visual and physical representations of historical personal data have been discussed as artifacts that can lead to self-reflection through meaning-making. However, it is yet unclear how those two concepts relate to each other. We focus on meaningfulness, a part of meaning-making that relates to feelings. In this paper, we present three projects where mundane objects, our data agents, are combined in meaningful ways with personal data with the aim to trigger reflection by placing a person’s individual experience of data in relation to others’. To identify relationships between self-reflection and meaningfulness we use Fleck and Fitzpatrick’s framework to describe the levels of reflection that we found in our projects and Mekler and Hornb\ae{}k’s meaning framework to define the depth of reflection. We conclude with a discussion on four themes in which we outline how data agents informed the intersections between our central concepts. This paper, constitutes a first step towards unpacking those relationships and invites for further explorations by the HCI community.},
	articleno    = 367,
	numpages     = 11,
	keywords     = {Meaningfulness, self-reflection, data representations, personal data}
}
@inproceedings{10.1145/3411764.3445108,
	title        = {Qualitative Secondary Analysis as an Alternative Approach for Cross-Cultural Design: A Case Study with Saudi Transnationals},
	author       = {Alshehri, Taghreed and Abokhodair, Norah and Kirkham, Reuben and Olivier, Patrick},
	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          = {10.1145/3411764.3445108},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445108},
	abstract     = {It is widely acknowledged in HCI that culture is embodied in many aspects of an individual's identity and interaction with technology. Whilst existing cultural models have been criticized for providing a deterministic view of culture, alternative methods for incorporating culture in design remain scarce. We introduce the use of Qualitative Secondary Analysis (QSA) as a bottom-up approach to construct a richer and more dynamic understanding of culture to inform our best practices in Cross-Cultural Design. We demonstrate the use of QSA within a culturally specific context, namely Saudi transnationals. We draw upon two case studies (with 55 participants) to investigate the cultural factors underpinning our participants views. We conclude with a reflection on key affordances and challenges of QSA, illustrating how QSA can be leveraged to unravel otherwise overlooked knowledge present in many qualitative HCI studies.},
	articleno    = 144,
	numpages     = 15,
	keywords     = {Culture, Qualitative Secondary Analysis (QSA), Cross-Cultural Design}
}
@inproceedings{10.1145/3411764.3445089,
	title        = {VisiFit: Structuring Iterative Improvement for Novice Designers},
	author       = {Chilton, Lydia B and Ozmen, Ecenaz Jen and Ross, Sam H and Liu, Vivian},
	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          = {10.1145/3411764.3445089},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445089},
	abstract     = {Visual blends are an advanced graphic design technique to seamlessly integrate two objects into one. Existing tools help novices create prototypes of blends, but it is unclear how they would improve them to be higher fidelity. To help novices, we aim to add structure to the iterative improvement process. We introduce a method for improving prototypes that uses secondary design dimensions to explore a structured design space. This method is grounded in the cognitive principles of human visual object recognition. We present VisiFit – a computational design system that uses this method to enable novice graphic designers to improve blends with computationally generated options they can select, adjust, and chain together. Our evaluation shows novices can substantially improve 76% of blends in under 4 minutes. We discuss how the method can be generalized to other blending problems, and how computational tools can support novices by enabling them to explore a structured design space quickly and efficiently.},
	articleno    = 574,
	numpages     = 14,
	keywords     = {Computational design, Iterative design, Design tools}
}
@inproceedings{10.1145/3411764.3445085,
	title        = {The Annoying, the Disturbing, and the Weird: Challenges with Phone Numbers as Identifiers and Phone Number Recycling},
	author       = {McDonald, Allison and Sugatan, Carlo and Guberek, Tamy and Schaub, Florian},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445085},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445085},
	abstract     = {Phone numbers are intimately connected to our digital lives. People are increasingly required to disclose their phone number in digital spaces, both commercial and personal. While convenient for companies, the pervasive use of phone numbers as user identifiers also poses privacy, security, and access risks for individuals. In order to understand these risks, we present findings from a qualitative online elicitation study with 195 participants about their negative experiences with phone numbers, the consequences they faced, and how those consequences impacted their behavior. Our participants frequently reported experiencing phone number recycling, unwanted exposure, and temporary loss of access to a phone number. Resulting consequences they faced included harassment, account access problems, and privacy invasions. Based on our findings, we discuss service providers’ faulty assumptions in the use of phone numbers as user identifiers, problems arising from phone number recycling, and provide design and public policy recommendations for mitigating these issues with phone numbers.},
	articleno    = 559,
	numpages     = 14,
	keywords     = {security, Privacy, user identification, phone numbers, phone number recycling.}
}
@inproceedings{10.1145/3411764.3445052,
	title        = {Azalea: Co-Experience in Remote Dialog through Diminished Reality and Somaesthetic Interaction Design},
	author       = {Hendriks, Sjoerd and Mare, Simon and Gamboa, Mafalda and Bayta\c{s}, Mehmet Ayd\i{}n},
	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          = {10.1145/3411764.3445052},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445052},
	abstract     = {We introduce Azalea: a design to enrich remote dialog by diminishing externalities, created through a process informed by somaesthetics. Azalea is a tactile cushion that envelops a smartphone running a bespoke app. A pair of Azaleas mediate an embodied co-experience between remote interlocutors via a motion-driven soundscape and audio-driven visuals. While most designs for enriching remote communication increase dimensionality and fidelity of modalities, Azalea diminishes distractions and serves an abstract medium for co-experiencing embodied information. We present the theoretical foundations and design tactics of Azalea, and characterize the experience through a qualitative empirical study. Our findings culminated in 12 qualities, supporting 5 themes with design implications that contribute to (1) a design ethos of diminished reality and (2) an expansion of somaesthetic HCI towards expression and communication.},
	articleno    = 261,
	numpages     = 11,
	keywords     = {remote communication, embodiment, smartphone sacrifice., embodied information, Somaesthetics}
}
@inproceedings{10.1145/3411764.3445045,
	title        = {Seeing Beyond Expert Blind Spots: Online Learning Design for Scale and Quality},
	author       = {Wang, Xu and Rose, Carolyn and Koedinger, Ken},
	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          = {10.1145/3411764.3445045},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445045},
	abstract     = {Maximizing system scalability and quality are sometimes at odds. This work provides an example showing scalability and quality can be achieved at the same time in instructional design, contrary to what instructors may believe or expect. We situate our study in the education of HCI methods, and provide suggestions to improve active learning within the HCI education community. While designing learning and assessment activities, many instructors face the choice of using open-ended or close-ended activities. Close-ended activities such as multiple-choice questions (MCQs) enable automated feedback to students. However, a survey with 22 HCI professors revealed a belief that MCQs are less valuable than open-ended questions, and thus, using them entails making a quality sacrifice in order to achieve scalability. A study with 178 students produced no evidence to support the teacher belief. This paper indicates more promise than concern in using MCQs for scalable instruction and assessment in at least some HCI domains.},
	articleno    = 51,
	numpages     = 14,
	keywords     = {matched assessment comparison, learning@scale;learning experience design, instructor belief, HCI education, multiple-choice questions}
}
@inproceedings{10.1145/3411764.3445040,
	title        = {Examining Visual Semantic Understanding in Blind and Low-Vision Technology Users},
	author       = {Potluri, Venkatesh and Grindeland, Tadashi E and Froehlich, Jon E. and Mankoff, Jennifer},
	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          = {10.1145/3411764.3445040},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445040},
	abstract     = {Visual semantics provide spatial information like size, shape, and position, which are necessary to understand and efficiently use interfaces and documents. Yet little is known about whether blind and low-vision (BLV) technology users want to interact with visual affordances, and, if so, for which task scenarios. In this work, through semi-structured and task-based interviews, we explore preferences, interest levels, and use of visual semantics among BLV technology users across two device platforms (smartphones and laptops), and information seeking and interactions common in apps and web browsing. Findings show that participants could benefit from access to visual semantics for collaboration, navigation, and design. To learn this information, our participants used trial and error, sighted assistance, and features in existing screen reading technology like touch exploration. Finally, we found that missing information and inconsistent screen reader representations of user interfaces hinder learning. We discuss potential applications and future work to equip BLV users with necessary information to engage with visual semantics.},
	articleno    = 35,
	numpages     = 14,
	keywords     = {visual design, Accessibility, blind and low-vision creators}
}
@inproceedings{10.1145/3411764.3445512,
	title        = {Tabletop Games in the Age of Remote Collaboration: Design Opportunities for a Socially Connected Game Experience},
	author       = {Yuan, Ye and Cao, Jan and Wang, Ruotong and Yarosh, Svetlana},
	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          = {10.1145/3411764.3445512},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445512},
	abstract     = {Prior research has highlighted opportunities for technology to better support the tabletop game experience in offline and online settings, but little work has focused on the social aspect of tabletop gaming. We investigated the social and collaborative aspects of tabletop gaming in the unique context of “social distancing” during the 2020 COVID-19 pandemic to shed light on the experience of remote tabletop gaming. With a multi-method qualitative approach (including digital ethnography and in-depth interviews), we empirically studied how people appropriate existing technologies and adapt their offline practices to play tabletop games remotely. We identify three themes that describe people's game and social experience during remote play: creating a shared tabletop environment (shared space), enabling a collective understanding (shared information and awareness), and facilitating a communal temporal experience (shared time). We reflect on challenges and design opportunities for a better experience in the age of remote collaboration.},
	articleno    = 436,
	numpages     = 14,
	keywords     = {Remote play, Social connectedness, Tabletop games}
}
@inproceedings{10.1145/3411764.3445500,
	title        = {Selling Glossy, Easy Futures: A Feminist Exploration of Commercial Mental-Health-Focused Self-Care Apps’ Descriptions in the Google Play Store},
	author       = {Spors, Velvet and Wagner, Hanne Gesine and Flintham, Martin and Brundell, Pat and Murphy, David},
	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          = {10.1145/3411764.3445500},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445500},
	abstract     = {Self-care apps offer a wide variety of different therapy paradigms, pedagogies and concepts for people to maintain and make sense of their mental health. However, as human-made artefacts, these apps are being imbued with their designers’ interests, opinions, biases and assumptions about self-care. This paper is interested in making these (often) implicit notions visible. After selecting 69 apps from the Google Play Store, we use Feminist Content Analysis to investigate the store descriptions of these apps: Inductively through thematic analysis and deductively through charting concepts found within the descriptions. Our findings indicate that commercial self-care apps portray themselves as “future creating” tools for individual self-discovery, but they also create narratives that propagate an overly simplistic, individualistic and potentially harmful view of mental distress. We conclude this paper by sketching out alternative design considerations for how self-care apps can portray themselves and communicate in a more transparent, plurality-embracing fashion.},
	articleno    = 404,
	numpages     = 17,
	keywords     = {mobile phone, content analysis, self-care apps, feminist content analysis, apps, mental health, feminism, self-care, smartphone}
}
@inproceedings{10.1145/3411764.3445493,
	title        = {Crowdsourcing Design Guidance for Contextual Adaptation of Text Content in Augmented Reality},
	author       = {Dudley, John J. and Jacques, Jason T. and Kristensson, Per Ola},
	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          = {10.1145/3411764.3445493},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445493},
	abstract     = {Augmented Reality (AR) can deliver engaging user experiences that seamlessly meld virtual content with the physical environment. However, building such experiences is challenging due to the developer’s inability to assess how uncontrolled deployment contexts may influence the user experience. To address this issue, we demonstrate a method for rapidly conducting AR experiments and real-world data collection in the user’s own physical environment using a privacy-conscious mobile web application. The approach leverages the large number of distinct user contexts accessible through crowdsourcing to efficiently source diverse context and perceptual preference data. The insights gathered through this method complement emerging design guidance and sample-limited lab-based studies. The utility of the method is illustrated by re-examining the design challenge of adapting AR text content to the user’s environment. Finally, we demonstrate how gathered design insight can be operationalized to provide adaptive text content functionality in an AR headset.},
	articleno    = 731,
	numpages     = 14,
	keywords     = {Privacy, Crowdsourcing, Augmented Reality}
}
@inproceedings{10.1145/3411764.3445489,
	title        = {GoldenTime: Exploring System-Driven Timeboxing and Micro-Financial Incentives for Self-Regulated Phone Use},
	author       = {Park, Joonyoung and Lee, Hyunsoo and Park, Sangkeun and Chung, Kyong-Mee and Lee, Uichin},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445489},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445489},
	abstract     = {User-driven intervention tools such as self-tracking help users to self-regulate problematic smartphone usage. These tools basically assume active user engagement, but prior studies warned a lack of user engagement over time. This paper proposes GoldenTime, a mobile app that promotes self-regulated usage behavior via system-driven proactive timeboxing and micro-financial incentives framed as gain or loss for behavioral reinforcement. We conducted a large-scale user study (n = 210) to explore how our proactive timeboxing and micro-financial incentives influence users’ smartphone usage behaviors. Our findings show that GoldenTime’s timeboxing based micro-financial incentives are effective in self-regulating smartphone usage, and incentive framing has a significant impact on user behavior. We provide practical design guidelines for persuasive technology design related to promoting digital wellbeing.},
	articleno    = 702,
	numpages     = 17,
	keywords     = {Self-regulation, Smartphone Intervention, Digital Wellbeing, Timeboxing, Financial incentive}
}
@inproceedings{10.1145/3411764.3445488,
	title        = {How WEIRD is CHI?},
	author       = {Linxen, Sebastian and Sturm, Christian and Br\"{u}hlmann, Florian and Cassau, Vincent and Opwis, Klaus and Reinecke, Katharina},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445488},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445488},
	abstract     = {Computer technology is often designed in technology hubs in Western countries, invariably making it “WEIRD”, because it is based on the intuition, knowledge, and values of people who are Western, Educated, Industrialized, Rich, and Democratic. Developing technology that is universally useful and engaging requires knowledge about members of WEIRD and non-WEIRD societies alike. In other words, it requires us, the CHI community, to generate this knowledge by studying representative participant samples. To find out to what extent CHI participant samples are from Western societies, we analyzed papers published in the CHI proceedings between 2016-2020. Our findings show that 73% of CHI study findings are based on Western participant samples, representing less than 12% of the world’s population. Furthermore, we show that most participant samples at CHI tend to come from industrialized, rich, and democratic countries with generally highly educated populations. Encouragingly, recent years have seen a slight increase in non-Western samples and those that include several countries. We discuss suggestions for further broadening the international representation of CHI participant samples.},
	articleno    = 143,
	numpages     = 14,
	keywords     = {geographic diversity, WEIRD, sample bias, HCI research, generalizability}
}
@inproceedings{10.1145/3411764.3446864,
	title        = {Figaro: A Tabletop Authoring Environment for Human-Robot Interaction},
	author       = {Porfirio, David J. and Stegner, Laura and Cakmak, Maya and Saupp\'{e}, Allison and Albarghouthi, Aws and Mutlu, Bilge},
	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          = {10.1145/3411764.3446864},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3446864},
	abstract     = {Human-robot interaction designers and developers navigate a complex design space, which creates a need for tools that support intuitive design processes and harness the programming capacity of state-of-the-art authoring environments. We introduce Figaro, an expressive tabletop authoring environment for mobile robots, inspired by shadow puppetry, that provides designers with a natural, situated representation of human-robot interactions while exploiting the intuitiveness of tabletop and tangible programming interfaces. On the tabletop, Figaro projects a representation of an environment. Users demonstrate sequences of behaviors, or scenes, of an interaction by manipulating instrumented figurines that represent the robot and the human. During a scene, Figaro records the movement of figurines on the tabletop and narrations uttered by users. Subsequently, Figaro employs real-time program synthesis to assemble a complete robot program from all scenes provided. Through a user study, we demonstrate the ability of Figaro to support design exploration and development for human-robot interaction.},
	articleno    = 414,
	numpages     = 15,
	keywords     = {program synthesis, tabletop interfaces, Authoring environments, human-robot interaction, shadow puppetry}
}
@inproceedings{10.1145/3411764.3445784,
	title        = {UISketch: A Large-Scale Dataset of UI Element Sketches},
	author       = {Sermuga Pandian, Vinoth Pandian and Suleri, Sarah and Jarke, Prof. Dr. Matthias},
	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          = {10.1145/3411764.3445784},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445784},
	abstract     = {This paper contributes the first large-scale dataset of 17,979 hand-drawn sketches of 21 UI element categories collected from 967 participants, including UI/UX designers, front-end developers, HCI, and CS grad students, from 10 different countries. We performed a perceptual study with this dataset and found out that UI/UX designers can recognize the UI element sketches with ~96% accuracy. To compare human performance against computational recognition methods, we trained the state-of-the-art DNN-based image classification models to recognize the UI elements sketches. This study revealed that the ResNet-152 model outperforms other classification networks and detects unknown UI element sketches with 91.77% accuracy (chance is 4.76%). We have open-sourced the entire dataset of UI element sketches to the community intending to pave the way for further research in utilizing AI to assist the conversion of lo-fi UI sketches to higher fidelities.},
	articleno    = 319,
	numpages     = 14,
	keywords     = {Wireframes, Sketch dataset, Sketch recognition, Dataset, UI element sketches, Sketching interfaces, Deep Neural Networks, Low-fidelity prototypes}
}
@inproceedings{10.1145/3411764.3445783,
	title        = {Applying Critical Voice in Design of User Interfaces for Supporting Self-Reflection and Emotion Regulation in Online News Commenting},
	author       = {Kiskola, Joel and Olsson, Thomas and V\"{a}\"{a}t\"{a}j\"{a}, Heli and H. Syrj\"{a}m\"{a}ki, Aleksi and Rantasila, Anna and Isokoski, Poika and Ilves, Mirja and Surakka, Veikko},
	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          = {10.1145/3411764.3445783},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445783},
	abstract     = {On digital media services, uncivil commenting is a persistent issue causing negative emotional reactions. One enabler for such problematic behavior is the user interface, conditioning, and structuring text-based communication online. However, the specific roles and influences of UIs are little understood, which calls for critical analysis of the current UI solutions as well as speculative exploration of alternative designs. This paper reports a research-through-design study on the problematic phenomenon regarding uncivil and inconsiderate commenting on online news, envisioning unconventional solutions with a critical voice. We unpack this problem area and outline critical perspectives to possible solutions by describing and analyzing four designs that propose to support emotion regulation by facilitating self-reflection. The design choices are further discussed in respect to interviews of ten news media experts. The findings are reflected against the question of how can critique meaningfully manifest in this challenging problem area.},
	articleno    = 88,
	numpages     = 13,
	keywords     = {Critique, Design Fiction, Expert interviews, Online News, Critical Design, Social Media, Digital Media, Emotional reflection, Design Research, Design conventions}
}
@inproceedings{10.1145/3411764.3445778,
	title        = {Yes: Affirmative Consent as a Theoretical Framework for Understanding and Imagining Social Platforms},
	author       = {Im, Jane and Dimond, Jill and Berton, Melody and Lee, Una and Mustelier, Katherine and Ackerman, Mark S. and Gilbert, Eric},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445778},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445778},
	abstract     = {Affirmative consent is the idea that someone must ask for, and earn, enthusiastic approval before interacting with someone else. For decades, feminist activists and scholars have used affirmative consent to theorize and prevent sexual assault. In this paper, we ask: Can affirmative consent help to theorize online interaction? Drawing from feminist, legal, and HCI literature, we introduce the feminist theory of affirmative consent and use it to analyze social computing systems. We present affirmative consent’s five core concepts: it is voluntary, informed, revertible, specific, and unburdensome. Using these principles, this paper argues that affirmative consent is both an explanatory and generative theoretical framework. First, affirmative consent is a theoretical abstraction for explaining various problematic phenomena in social platforms—including mass online harassment, revenge porn, and problems with content feeds. Finally, we argue that affirmative consent is a generative theoretical foundation from which to imagine new design ideas for consentful socio-technical systems.},
	articleno    = 403,
	numpages     = 18,
	keywords     = {socio-technical gap, social platform, consent, affirmative consent}
}
@inproceedings{10.1145/3411764.3445748,
	title        = {Modeling Assumptions Clash with the Real World: Transparency, Equity, and Community Challenges for Student Assignment Algorithms},
	author       = {Robertson, Samantha and Nguyen, Tonya and Salehi, Niloufar},
	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          = {10.1145/3411764.3445748},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445748},
	abstract     = {Across the United States, a growing number of school districts are turning to matching algorithms to assign students to public schools. The designers of these algorithms aimed to promote values such as transparency, equity, and community in the process. However, school districts have encountered practical challenges in their deployment. In fact, San Francisco Unified School District voted to stop using and completely redesign their student assignment algorithm because it was frustrating for families and it was not promoting educational equity in practice. We analyze this system using a Value Sensitive Design approach and find that one reason values are not met in practice is that the system relies on modeling assumptions about families’ priorities, constraints, and goals that clash with the real world. These assumptions overlook the complex barriers to ideal participation that many families face, particularly because of socioeconomic inequalities. We argue that direct, ongoing engagement with stakeholders is central to aligning algorithmic values with real world conditions. In doing so we must broaden how we evaluate algorithms while recognizing the limitations of purely algorithmic solutions in addressing complex socio-political problems.},
	articleno    = 589,
	numpages     = 14,
	keywords     = {student assignment, mechanism design, value sensitive design}
}
@inproceedings{10.1145/3411764.3445746,
	title        = {Reconfiguration Strategies with Composite Data Physicalizations},
	author       = {Sauv\'{e}, Kim and Verweij, David and Alexander, Jason and Houben, Steven},
	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          = {10.1145/3411764.3445746},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445746},
	abstract     = {Composite data physicalizations allow for the physical reconfiguration of data points, creating new opportunities for interaction and engagement. However, there is a lack of understanding of people’s strategies and behaviors when directly manipulating physical data objects. In this paper, we systematically characterize different reconfiguration strategies using six exemplar physicalizations. We asked 20 participants to reorganize these exemplars with two levels of restriction: changing a single data object versus changing multiple data objects. Our findings show that there were two main reconfiguration strategies used: changes in proximity and changes in atomic orientation. We further characterize these using concrete examples of participant actions in relation to the structure of the physicalizations. We contribute an overview of reconfiguration strategies, which informs the design of future manually reconfigurable and dynamic composite physicalizations.},
	articleno    = 471,
	numpages     = 18,
	keywords     = {Physical Visualization, Composite Data Physicalization, Reconfiguration, Data Physicalization}
}
@inproceedings{10.1145/3411764.3445741,
	title        = {Teardrop Glasses: Pseudo Tears Induce Sadness in You and Those Around You},
	author       = {Yoshida, Shigeo and Narumi, Takuji and Tanikawa, Tomohiro and Kuzuoka, Hideaki and Hirose, Michitaka},
	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          = {10.1145/3411764.3445741},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445741},
	abstract     = {Emotional contagion is a phenomenon in which one’s emotions are transmitted among individuals unconsciously by observing others’ emotional expressions. In this paper, we propose a method for mediating people’s emotions by triggering emotional contagion through artificial bodily changes such as pseudo tears. We focused on shedding tears because of the link to several emotions besides sadness. In addition, it is expected that shedding tears would induce emotional contagion because it is observable by others. We designed an eyeglasses-style wearable device, Teardrop glasses, that release water drops near the wearer’s eyes. The drops flow down the cheeks and emulate real tears. The study revealed that artificial crying with pseudo tears increased sadness among both wearers and those observing them. Moreover, artificial crying attenuated happiness and positive feelings in observers. Our findings show that actual bodily changes are not necessary for inducing emotional contagion as artificial bodily changes are also sufficient.},
	articleno    = 508,
	numpages     = 12,
	keywords     = {wearable device, emotion, artificial crying, embodied cognition, pseudo tears, emotional contagion}
}
@inproceedings{10.1145/3411764.3445740,
	title        = {To Live in Their Utopia: Why Algorithmic Systems Create Absurd Outcomes},
	author       = {Alkhatib, Ali},
	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          = {10.1145/3411764.3445740},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445740},
	abstract     = {The promise AI’s proponents have made for decades is one in which our needs are predicted, anticipated, and met - often before we even realize it. Instead, algorithmic systems, particularly AIs trained on large datasets and deployed to massive scales, seem to keep making the wrong decisions, causing harm and rewarding absurd outcomes. Attempts to make sense of why AIs make wrong calls in the moment explain the instances of errors, but how the environment surrounding these systems precipitate those instances remains murky. This paper draws from anthropological work on bureaucracies, states, and power, translating these ideas into a theory describing the structural tendency for powerful algorithmic systems to cause tremendous harm. I show how administrative models and projections of the world create marginalization, just as algorithmic models cause representational and allocative harm. This paper concludes with a recommendation to avoid the absurdity algorithmic systems produce by denying them power.},
	articleno    = 95,
	numpages     = 9,
	keywords     = {Artificial Intelligence, Street-Level Algorithms, HCI}
}
@inproceedings{10.1145/3411764.3445734,
	title        = {Standardizing Reporting of Participant Compensation in HCI: A Systematic Literature Review and Recommendations for the Field},
	author       = {Pater, Jessica and Coupe, Amanda and Pfafman, Rachel and Phelan, Chanda and Toscos, Tammy and Jacobs, Maia},
	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          = {10.1145/3411764.3445734},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445734},
	abstract     = {The user study is a fundamental method used in HCI. In designing user studies, we often use compensation strategies to incentivize recruitment. However, compensation can also lead to ethical issues, such as coercion. The CHI community has yet to establish best practices for participant compensation. Through a systematic review of manuscripts at CHI and other associated publication venues, we found high levels of variation in the compensation strategies used within the community and how we report on this aspect of the study methods. A qualitative analysis of justifications offered for compensation sheds light into how some researchers are currently contextualizing this practice. This paper provides a description of current compensation strategies and information that can inform the design of compensation strategies in future studies. The findings may be helpful to generate productive discourse in the HCI community towards the development of best practices for participant compensation in user studies.},
	articleno    = 141,
	numpages     = 16,
	keywords     = {meta-review, HCI, UBICOMP/IMWUT, UIST, participant payment, CSCW}
}
@inproceedings{10.1145/3411764.3445713,
	title        = {Exploring Opportunities to Aid Generation of Input Action Ideas for Tangible User Interfaces},
	author       = {Baishya, Uddipana and N. Antle, Alissa and Neustaedter, Carman},
	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          = {10.1145/3411764.3445713},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445713},
	abstract     = {Novice tangible interaction design students often find it challenging to generate input action ideas for tangible interfaces. To identify opportunities to aid input action idea generation, we built and evaluated a tool consisting of interactive physical artifacts coupled with digital examples of tangible systems and technical implementation guidance. Through video recorded design sessions and interviews with twelve students, we investigated how they used the tool to generate input action ideas, how it supported them, and what challenges they faced. We found that the tool helped in generating input action ideas by enabling to experience input actions, supporting hands-on explorations, and introducing possibilities. However, introducing examples at times caused design fixation. The tool fell short in supporting the planning of technical implementation of the generated ideas. This research is useful for tangible interaction design students, instructors, and researchers to apply in education, design similar tools, or conduct further research.},
	articleno    = 476,
	numpages     = 21,
	keywords     = {Tangible user interface design tool, Tangible interaction design, Input actions for tangible user interfaces, Idea generation}
}
@inproceedings{10.1145/3411764.3445699,
	title        = {Seeing is Believing: Exploring Perceptual Differences in DeepFake Videos},
	author       = {Tahir, Rashid and Batool, Brishna and Jamshed, Hira and Jameel, Mahnoor and Anwar, Mubashir and Ahmed, Faizan and Zaffar, Muhammad Adeel and Zaffar, Muhammad Fareed},
	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          = {10.1145/3411764.3445699},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445699},
	abstract     = {With AI on the boom, DeepFakes have emerged as a tool with a massive potential for abuse. The hyper-realistic imagery of these manipulated videos coupled with the expedited delivery models of social media platforms gives deception, propaganda, and disinformation an entirely new meaning. Hence, raising awareness about DeepFakes and how to accurately flag them has become imperative. However, given differences in human cognition and perception, this is not straightforward. In this paper, we perform an investigative user study and also analyze existing AI detection algorithms from the literature to demystify the unknowns that are at play behind the scenes when detecting DeepFakes. Based on our findings, we design a customized training program to improve detection and evaluate on a treatment group of low-literate population, which is most vulnerable to DeepFakes. Our results suggest that, while DeepFakes are becoming imperceptible, contextualized education and training can help raise awareness and improve detection.},
	articleno    = 174,
	numpages     = 16,
	keywords     = {DeepFakes Detection, Human Perception, Detection Algorithms, Awareness}
}
@inproceedings{10.1145/3411764.3445687,
	title        = {ProxiMic: Convenient Voice Activation via Close-to-Mic Speech Detected by a Single Microphone},
	author       = {Qin, Yue and Yu, Chun and Li, Zhaoheng and Zhong, Mingyuan and Yan, Yukang and Shi, Yuanchun},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445687},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445687},
	abstract     = {Wake-up-free techniques (e.g., Raise-to-Speak) are important for improving the voice input experience. We present ProxiMic, a close-to-mic (within 5 cm) speech sensing technique using only one microphone. With ProxiMic, a user keeps a microphone-embedded device close to the mouth and speaks directly to the device without wake-up phrases or button presses. To detect close-to-mic speech, we use the feature from pop noise observed when a user speaks and blows air onto the microphone. Sound input is first passed through a low-pass adaptive threshold filter, then analyzed by a

repository: HighTemplar-wjiang/Crawlers

repo_name: HighTemplar-wjiang/Crawlers