text:
tool that provides designers with real-time layout suggestions. We report findings from a ratings study (N = 13) and a design study (N = 16), lending evidence for the benefit of computational grid generation during early stages of design.},
	numpages     = 13,
	keywords     = {computational design, design tools, creativity support, optimisation, grid layouts, mixed-initiative}
}
@inproceedings{10.1145/3313831.3376546,
	title        = {Classification of Functional Attention in Video Meetings},
	author       = {Kuzminykh, Anastasia and Rintel, Sean},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376546},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376546},
	abstract     = {Participants in video meetings have long struggled with asymmetrical attention levels, especially when participants are distributed unevenly. While technological advances offer exciting opportunities to augment remote users' attention, the phenomenological complexity of attention means that to design attention-fostering features we must first understand what aspects of it are functionally meaningful to support. In this paper, we present a functional classification of observable attention for video meetings. The classification was informed by two studies on sense-making and selectiveness of attention in work meetings. It includes categories of attention accessible for technological support, their functions in a meeting process, and meeting-related activities that correspond to these functions. This classification serves as a multi-level representation of attention and informs the design of features aiming to support remote participants' attention in video meetings.},
	numpages     = 13,
	keywords     = {video-mediated communication, meetings, features, engagement, attention}
}
@inproceedings{10.1145/3313831.3376541,
	title        = {CollabAR  Investigating the Mediating Role of Mobile AR Interfaces on Co-Located Group Collaboration},
	author       = {Wells, Thomas and Houben, Steven},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376541},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376541},
	abstract     = {Mobile Augmented Reality (AR) technology is enabling new applications for different domains including architecture, education or medical work. As AR interfaces project digital data, information and models into the real world, it allows for new forms of collaborative work. However, despite the wide availability of AR applications, very little is known about how AR interfaces mediate and shape collaborative practices. This paper presents a study which examines how a mobile AR (M-AR) interface for inspecting and discovering AR models of varying complexity impacts co-located group practices. We contribute new insights into how current mobile AR interfaces impact co-located collaboration. Our results show that M-AR interfaces induce high mental load and frustration, cause a high number of context switches between devices and group discussion, and overall leads to a reduction in group interaction. We present design recommendations for future work focusing on collaborative AR interfaces.},
	numpages     = 13,
	keywords     = {co-located collaboration, mobile augmented reality}
}
@inproceedings{10.1145/3313831.3376531,
	title        = {ReFind: Design, Lived Experience and Ongoingness in Bereavement},
	author       = {Wallace, Jayne and Montague, Kyle and Duncan, Trevor and Carvalho, Lu\'{\i}s P. and Koulidou, Nantia and Mahoney, Jamie and Morrissey, Kellie and Craig, Claire and Groot, Linnea Iris and Lawson, Shaun and Olivier, Patrick and Trueman, Julie and Fisher, Helen},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376531},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376531},
	abstract     = {We describe the design and use of ReFind, a handheld artefact made for people who are bereaved and are ready to re-explore their relationship to the deceased person. ReFind was made within a project seeking to develop new ways to curate and create digital media to support ongoingness - an active, dynamic component of continuing bonds. We draw on bereavement theory and care championing practices that enable a continued sense of connection between someone bereaved and a person who has died. We present the design development of ReFind and the lived experience of the piece by the first author. We discuss our wider methodology which includes autobiographical design and reflections on if and how the piece supported ongoing connections, the challenges faced, and insights gained.},
	numpages     = 12,
	keywords     = {death, continuing bonds, ongoingness, relational selves, autobiographical, digital images, design, autoethnography, bereavement, lived experience, physical/digital, grief, photographs}
}
@inproceedings{10.1145/3313831.3376529,
	title        = {Amazon vs. My Brother: How Users of Shared Smart Speakers Perceive and Cope with Privacy Risks},
	author       = {Huang, Yue and Obada-Obieh, Borke and Beznosov, Konstantin (Kosta)},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376529},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376529},
	abstract     = {With the rapid adoption of smart speakers in people's homes, there is a corresponding increase in users' privacy and security concerns. In contrast to previous studies of users' concerns about smart speakers' divulging private information to their manufacturers, our study focused on investigating users' concerns with regard to housemates and external entities. We conducted semi-structured interviews with 26 participants living in 21 households. Our results suggest that users often have an inadequate understanding of what data their smart speakers makes available to all users and what is kept private. Although participants expressed different privacy concerns about their housemates and external entities, they adopted similar, yet suboptimal, risk management strategies. We provide recommendations for future speaker design to support more optimal coping with the perceived risks.},
	numpages     = 13,
	keywords     = {shared smart speaker, mitigation strategies, security and privacy concerns}
}
@inproceedings{10.1145/3313831.3376525,
	title        = {A Design Engineering Approach for Quantitatively Exploring Context-Aware Sentence Retrieval for Nonspeaking Individuals with Motor Disabilities},
	author       = {Kristensson, Per Ola and Lilley, James and Black, Rolf and Waller, Annalu},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–11},
	doi          = {10.1145/3313831.3376525},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376525},
	abstract     = {Nonspeaking individuals with motor disabilities typically have very low communication rates. This paper proposes a design engineering approach for quantitatively exploring context-aware sentence retrieval as a promising complementary input interface, working in tandem with a word-prediction keyboard. We motivate the need for complementary design engineering methodology in the design of augmentative and alternative communication and explain how such methods can be used to gain additional design insights. We then study the theoretical performance envelopes of a context-aware sentence retrieval system, identifying potential keystroke savings as a function of the parameters of the subsystems, such as the accuracy of the underlying auto-complete word prediction algorithm and the accuracy of sensed context information under varying assumptions. We find that context-aware sentence retrieval has the potential to provide users with considerable improvements in keystroke savings under reasonable parameter assumptions of the underlying subsystems. This highlights how complementary design engineering methods can reveal additional insights into design for augmentative and alternative communication.},
	numpages     = 11,
	keywords     = {design engineering, augmentative and alternative communication, sentence prediction, context-aware text entry, information retrieval, text entry}
}
@inproceedings{10.1145/3313831.3376520,
	title        = {EmoG: Supporting the Sketching of Emotional Expressions for Storyboarding},
	author       = {Shi, Yang and Cao, Nan and Ma, Xiaojuan and Chen, Siji and Liu, Pei},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376520},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376520},
	abstract     = {Storyboarding is an important ideation technique that uses sequential art to depict important scenarios of user experience. Existing data-driven support for storyboarding focuses on constructing user stories, but fail to address its benefit as a graphic narrative device. Instead, we propose to develop a data-driven design support tool that increases the expressiveness of user stories by facilitating sketching storyboards. To explore this, we focus on supporting the sketching of emotional expressions of characters in storyboards. In this paper, we present EmoG, an interactive system that generates sketches of characters with emotional expressions based on input strokes from the user. We evaluated EmoG with 21 participants in a controlled user study. The results showed that our tool has significantly better performance in usefulness, ease of use, and quality of results than the baseline system.},
	numpages     = 12,
	keywords     = {storyboarding, creativity support tools, data-driven design, emotional expression generation}
}
@inproceedings{10.1145/3313831.3376516,
	title        = {The Effectiveness of Visual and Audio Wayfinding Guidance on Smartglasses for People with Low Vision},
	author       = {Zhao, Yuhang and Kupferstein, Elizabeth and Rojnirun, Hathaitorn and Findlater, Leah and Azenkot, Shiri},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376516},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376516},
	abstract     = {Wayfinding is a critical but challenging task for people who have low vision, a visual impairment that falls short of blindness. Prior wayfinding systems for people with visual impairments focused on blind people, providing only audio and tactile feedback. Since people with low vision use their remaining vision, we sought to determine how audio feedback compares to visual feedback in a wayfinding task. We developed visual and audio wayfinding guidance on smartglasses based on de facto standard approaches for blind and sighted people and conducted a study with 16 low vision participants. We found that participants made fewer mistakes and experienced lower cognitive load with visual feedback. Moreover, participants with a full field of view completed the wayfinding tasks faster when using visual feedback. However, many participants preferred audio feedback because of its shorter learning curve. We propose design guidelines for wayfinding systems for low vision.},
	numpages     = 14,
	keywords     = {audio feedback, visual feedback, low vision, accessibility, wayfinding, augmented reality}
}
@inproceedings{10.1145/3313831.3376512,
	title        = {Chasm: A Screw Based Expressive Compact Haptic Actuator},
	author       = {Preechayasomboon, Pornthep and Israr, Ali and Samad, Majed},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376512},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376512},
	abstract     = {We present a compact broadband linear actuator, Chasm, that renders expressive haptic feedback on wearable and handheld devices. Unlike typical motor-based haptic devices with integrated gearheads, Chasm utilizes a miniature leadscrew coupled to a motor shaft, thereby directly translating the high-speed rotation of the motor to the linear motion of a nut carriage without an additional transmission. Due to this simplicity, Chasm can render low-frequency skin-stretch and high-frequency vibrations, simultaneously and independently. We present the design of the actuator assembly and validate its electromechanical and perceptual performance. We then explore use cases and show design solutions for embedding Chasm in device prototypes. Finally, we report investigations with Chasm in two VR embodiments, i.e., in a headgear band to induce locomotion cues and in a handheld pointer to enhance dynamic manual interactions. Our explorations show wide use for Chasm in enhancing user interactions and experience in virtual and augmented settings.},
	numpages     = 13,
	keywords     = {handheld haptics, multidimensional haptics, skin stretch, wearable haptics, haptic devices}
}
@inproceedings{10.1145/3313831.3376488,
	title        = {Detecting Gender Stereotypes: Lexicon vs. Supervised Learning Methods},
	author       = {Cryan, Jenna and Tang, Shiliang and Zhang, Xinyi and Metzger, Miriam and Zheng, Haitao and Zhao, Ben Y.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–11},
	doi          = {10.1145/3313831.3376488},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376488},
	abstract     = {Biases in language influence how we interact with each other and society at large. Language affirming gender stereotypes is often observed in various contexts today, from recommendation letters and Wikipedia entries to fiction novels and movie dialogue. Yet to date, there is little agreement on the methodology to quantify gender stereotypes in natural language (specifically the English language). Common methodology (including those adopted by companies tasked with detecting gender bias) rely on a lexicon approach largely based on the original BSRI study from 1974.In this paper, we reexamine the role of gender stereotype detection in the context of modern tools, by comparatively analyzing efficacy of lexicon-based approaches and end-to-end, ML-based approaches prevalent in state-of-the-art natural language processing systems. Our efforts using a large dataset show that even compared to an updated lexicon-based approach, end-to-end classification approaches are significantly more robust and accurate, even when trained by moderately sized corpora.},
	numpages     = 11,
	keywords     = {natural language processing, machine learning, gender bias, gender stereotypes, lexicon}
}
@inproceedings{10.1145/3313831.3376467,
	title        = {Answering Questions about Charts and Generating Visual Explanations},
	author       = {Kim, Dae Hyun and Hoque, Enamul and Agrawala, Maneesh},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376467},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376467},
	abstract     = {People often use charts to analyze data, answer questions and explain their answers to others. In a formative study, we find that such human-generated questions and explanations commonly refer to visual features of charts. Based on this study, we developed an automatic chart question answering pipeline that generates visual explanations describing how the answer was obtained. Our pipeline first extracts the data and visual encodings from an input Vega-Lite chart. Then, given a natural language question about the chart, it transforms references to visual attributes into references to the data. It next applies a state-of-the-art machine learning algorithm to answer the transformed question. Finally, it uses a template-based approach to explain in natural language how the answer is determined from the chart's visual features. A user study finds that our pipeline-generated visual explanations significantly outperform in transparency and are comparable in usefulness and trust to human-generated explanations.},
	numpages     = 13,
	keywords     = {visualization, question answering, explainable ai}
}
@inproceedings{10.1145/3313831.3376466,
	title        = {A Probabilistic Grammar of Graphics},
	author       = {Pu, Xiaoying and Kay, Matthew},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376466},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376466},
	abstract     = {Visualizations depicting probabilities and uncertainty are used everywhere from medical risk communication to machine learning, yet these probabilistic visualizations are difficult to specify, prone to error, and their designs are cumbersome to explore. We propose a Probabilistic Grammar of Graphics (PGoG), an extension to Wilkinson's original framework. Inspired by the success of probabilistic programming languages, PGoG makes probability expressions, such as P(A|B), a first-class citizen in the language. PGoG abstractions also reflect the distinction between probability and frequency framing, a concept from the uncertainty communication literature. It is expressive, encompassing product plots, density plots, icon arrays, and dotplots, among other visualizations. Its coherent syntax ensures correctness (that the proportions of visual elements and their spatial placement reflect the underlying probability distribution) and reduces edit distance between probabilistic visualization specifications, potentially supporting more design exploration. We provide a proof-of-concept implementation of PGoG in R.},
	numpages     = 13,
	keywords     = {uncertainty visualization, grammar of graphics}
}
@inproceedings{10.1145/3313831.3376462,
	title        = {Brooke Leave Home: Designing a Personalized Film to Support Public Engagement with Open Data},
	author       = {Concannon, Shauna and Rajan, Natasha and Shah, Parthiv and Smith, Davy and Ursu, Marian and Hook, Jonathan},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376462},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376462},
	abstract     = {Brooke Leave Home is a personalized film designed to engage a non-expert audience with open data about the support young adults receive when leaving the care system in England. The film draws upon a range of video-based data storytelling techniques to present each viewer with a personalized perspective on the topic based on data from their own local area. We present the film's design and describe how its storytelling techniques were developed to support viewers in understanding, and fostering empathic connections with, the data sources featured and the implications they have for care leavers. We also present a study with 47 viewers, which explores how these techniques were experienced and how effective they were in aiding engagement with the data included and its meaning.},
	numpages     = 14,
	keywords     = {narrative, film, storytelling, personalization, video, data}
}
@inproceedings{10.1145/3313831.3376458,
	title        = {Supporting the Supporters of Unaccompanied Migrant Youth: Designing for Social-Ecological Resilience},
	author       = {Tachtler, Franziska and Michel, Toni and Slov\'{a}k, Petr and Fitzpatrick, Geraldine},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376458},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376458},
	abstract     = {Unaccompanied migrant youth, fleeing to a new country without their parents, are exposed to mental health risks. Resilience interventions mitigate such risks, but access can be hindered by systemic and personal barriers. While much work has recently addressed designing technology to promote mental health, none has focused on the needs of these populations. This paper presents the results of interviews with 18 professional/ volunteer support workers and 5 unaccompanied migrant youths, followed by three design workshops. The results point to the diverse systems that can facilitate youths' resilience development. The relationship between the youth and volunteers acting as mentors is particularly important for increasing resilience but comes with challenges. This suggests the relevance of a social-ecological model of resilience with a focus on designing technology to support the mentors in order to help them better support the youth. We conclude by mapping out the design space for mentor support.},
	numpages     = 14,
	keywords     = {mental health technology, care, resilience, refugees}
}
@inproceedings{10.1145/3313831.3376449,
	title        = {Quantification of Users' Visual Attention During Everyday Mobile Device Interactions},
	author       = {B\^{a}ce, Mihai and Staal, Sander and Bulling, Andreas},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376449},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376449},
	abstract     = {We present the first real-world dataset and quantitative evaluation of visual attention of mobile device users in-situ, i.e. while using their devices during everyday routine. Understanding user attention is a core research challenge in mobile HCI but previous approaches relied on usage logs or self-reports that are only proxies and consequently do neither reflect attention completely nor accurately. Our evaluations are based on Everyday Mobile Visual Attention (EMVA) – a new 32-participant dataset containing around 472 hours of video snippets recorded over more than two weeks in real life using the front-facing camera as well as associated usage logs, interaction events, and sensor data. Using an eye contact detection method, we are first to quantify the highly dynamic nature of everyday visual attention across users, mobile applications, and usage contexts. We discuss key insights from our analyses that highlight the potential and inform the design of future mobile attentive user interfaces.},
	numpages     = 14,
	keywords     = {in-the-wild study, mobile devices, attentive user interfaces, visual attention, eye contact detection}
}
@inproceedings{10.1145/3313831.3376425,
	title        = {Jubilee: An Extensible Machine for Multi-Tool Fabrication},
	author       = {Vasquez, Joshua and Twigg-Smith, Hannah and Tran O'Leary, Jasper and Peek, Nadya},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376425},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376425},
	abstract     = {We present Jubilee, an open-source hardware machine with automatic tool-changing and interchangeable bed plates. As digital fabrication tools have become more broadly accessible, tailoring those machines to new users and novel workflows has become central to HCI research. However, the lack of hardware infrastructure makes custom application development cumbersome. We identify a need for an extensible platform to allow HCI researchers to develop workflows for fabrication, material exploration, and other applications. Jubilee addresses this need. It can automatically and repeatably change tools in the same operation. It can be built with a combination of simple 3D-printed and readily available parts. It has several standard head designs for a variety of applications including 3D printing, syringe-based liquid handling, imaging, and plotting. We present Jubilee with a comprehensive set of assembly instructions and kinematic mount templates for user-designed tools and bed plates. Finally we demonstrate Jubilee's multi-tool workflow functionality with a series of example applications.},
	numpages     = 13,
	keywords     = {digital fabrication, multi-tool workflows, toolchanging}
}
@inproceedings{10.1145/3313831.3376406,
	title        = {Evaluating Smartwatch-Based Sound Feedback for Deaf and Hard-of-Hearing Users Across Contexts},
	author       = {Goodman, Steven and Kirchner, Susanne and Guttman, Rose and Jain, Dhruv and Froehlich, Jon and Findlater, Leah},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376406},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376406},
	abstract     = {We present a qualitative study with 16 deaf and hard of hearing (DHH) participants examining reactions to smartwatch-based visual + haptic sound feedback designs. In Part 1, we conducted a Wizard-of-Oz (WoZ) evaluation of three smartwatch feedback techniques (visual alone, visual + simple vibration, and visual + tacton) and investigated vibrational patterns (tactons) to portray sound loudness, direction, and identity. In Part 2, we visited three public or semi-public locations where we demonstrated sound feedback on the smartwatch in situ to examine contextual influences and explore sound filtering options. Our findings characterize uses for vibration in multimodal sound awareness, both for push notification and for immediately actionable sound information displayed through vibrational patterns (tactons). In situ experiences caused participants to request sound filtering - particularly to limit haptic feedback - as a method for managing soundscape complexity. Additional concerns arose related to learnability, possibility of distraction, and system trust. Our findings have implications for future portable sound awareness systems.},
	numpages     = 13,
	keywords     = {sound awareness, deaf and hard of hearing, smartwatches}
}
@inproceedings{10.1145/3313831.3376396,
	title        = {Supporting Self-Injury Recovery: The Potential for Virtual Reality Intervention},
	author       = {Kruzan, Kaylee Payne and Whitlock, Janis and Bazarova, Natalya N. and Miller, Katherine D. and Chapman, Julia and Won, Andrea Stevenson},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376396},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376396},
	abstract     = {In this paper, we explore the use of virtual reality (VR) in assisting individuals who self-injure. Past work on self-injury in HCI has focused almost exclusively on mobile applications and message boards. As VR systems become more common, it is worth exploring what unique affordances of the technology can be leveraged to support self-injury reduction and cessation. Research on VR intervention and self-injury treatment informed the design of three novel virtual reality experiences. Nineteen interviews were conducted with individuals with current, or a past history of, self-injury with the goals of uncovering overall impressions of the perceived efficacy of VR with this population, as well as better understanding key mechanisms which impact their experience. Our analysis reveals four key elements common across all experiences: transportation, embodiment, immersion/distraction, and sense of control, and additional themes within each unique experience. We discuss the implications of these findings for future intervention design.},
	numpages     = 14,
	keywords     = {virtual reality, self-injury, intervention}
}
@inproceedings{10.1145/3313831.3376386,
	title        = {Choice-Point: Fostering Awareness and Choice with Perpetrators in Domestic Violence Interventions},
	author       = {Bellini, Rosanna and Forrest, Simon and Westmarland, Nicole and Jackson, Dan and Smeddinck, Jan David},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376386},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376386},
	abstract     = {Learning about alternatives to violence is an essential part of change work with domestic violence perpetrators. This is complex work, seeking to tackle a sensitive issue by involving the development of deep, embodied learning for perpetrators who may lack perspective on their behaviour. Interactive storytelling has been providing users with the opportunity to explore speculative scenarios in a controlled environment. We discuss the design of Choice-Point: a web-based application that allows perpetrators adopt the role of different fictional characters in an abusive scenario for conveying the essential skill of perspective-taking. We evaluated Choice-Point through trials with three groups of perpetrators, a support group of victim-survivors and an expert critique from support workers. We discuss challenges in using such technologies - such as our system - for engagement; the value of perpetrator agency in supporting non-violent behaviours, and the potential to positively shape perpetrators' journeys to non-violence within social care settings.},
	numpages     = 14,
	keywords     = {batterers intervention programmes, domestic violence, intimate partner violence, family violence, domestic violence prevention programmes, third-sector, interactive storytelling}
}
@inproceedings{10.1145/3313831.3376380,
	title        = {Decipher: An Interactive Visualization Tool for Interpreting Unstructured Design Feedback from Multiple Providers},
	author       = {Yen, Yu-Chun Grace and Kim, Joy O. and Bailey, Brian P.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376380},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376380},
	abstract     = {Feedback from diverse audiences can vary in focus, differ in structure, and contradict each other, making it hard to interpret and act on. While prior work has explored generating quality feedback, our work helps a designer interpret that feedback. Through a formative study with professional designers (N=10), we discovered that the interpretation process includes categorizing feedback, identifying valuable feedback, and prioritizing which feedback to incorporate in a revision. We also found that designers leverage feedback topic and sentiment, and the status of the provider to aid interpretation. Based on the findings, we created a new tool (Decipher) that enables designers to visualize and navigate a collection of feedback using its topic and sentiment structure. In a preliminary evaluation (N=20), we found that Decipher helped users feel less overwhelmed during feedback interpretation tasks and better attend to critical issues and conflicting opinions compared to using a typical document-editing tool.},
	numpages     = 13,
	keywords     = {sense-making, creativity support tools, feedback, creativity}
}
@inproceedings{10.1145/3313831.3376377,
	title        = {Prior Setting in Practice: Strategies and Rationales Used in Choosing Prior Distributions for Bayesian Analysis},
	author       = {Sarma, Abhraneel and Kay, Matthew},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376377},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376377},
	abstract     = {Bayesian statistical analysis is steadily growing in popularity and use. Choosing priors is an integral part of Bayesian inference. While there exist extensive normative recommendations for prior setting, little is known about how priors are chosen in practice. We conducted a survey (N = 50) and interviews (N = 9) where we used interactive visualizations to elicit prior distributions from researchers experienced withBayesian statistics and asked them for rationales for those priors. We found that participants' experience and philosophy influence how much and what information they are willing to incorporate into their priors, manifesting as different levels of informativeness and skepticism. We also identified three broad strategies participants use to set their priors: centrality matching, interval matching, and visual mass allocation. We discovered that participants' understanding of the notion of 'weakly informative priors"-a commonly-recommended normative approach to prior setting-manifests very differently across participants. Our results have implications both for how to develop prior setting recommendations and how to design tools to elicit priors in Bayesian analysis.},
	numpages     = 12,
	keywords     = {descriptive analysis, bayesian inference, prior distributions}
}
@inproceedings{10.1145/3313831.3376375,
	title        = {Crowdsourced Detection of Emotionally Manipulative Language},
	author       = {Huffaker, Jordan S. and Kummerfeld, Jonathan K. and Lasecki, Walter S. and Ackerman, Mark S.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376375},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376375},
	abstract     = {Detecting rhetoric that manipulates readers' emotions requires distinguishing intrinsically emotional content (IEC; e.g., a parent losing a child) from emotionally manipulative language (EML; e.g., using fear-inducing language to spread anti-vaccine propaganda). However, this remains an open classification challenge for both automatic and crowdsourcing approaches. Machine Learning approaches only work in narrow domains where labeled training data is available, and non-expert annotators tend to conflate IEC with EML. We introduce an approach, anchor comparison, that leverages workers' ability to identify and remove instances of EML in text to create a paraphrased "anchor text", which is then used as a comparison point to classify EML in the original content. We evaluate our approach with a dataset of news-style text snippets and show that precision and recall can be tuned for system builders' needs. Our contribution is a crowdsourcing approach that enables non-expert disentanglement of social references from content.},
	numpages     = 14,
	keywords     = {crowdsourcing, emotion, media manipulation, rhetoric}
}
@inproceedings{10.1145/3313831.3376366,
	title        = {PhysioSkin: Rapid Fabrication of Skin-Conformal Physiological Interfaces},
	author       = {Nittala, Aditya Shekhar and Khan, Arshad and Kruttwig, Klaus and Kraus, Tobias and Steimle, J\"{u}rgen},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–10},
	doi          = {10.1145/3313831.3376366},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376366},
	abstract     = {Advances in rapid prototyping platforms have made physiological sensing accessible to a wide audience. However, off-the-shelf electrodes commonly used for capturing biosignals are typically thick, non-conformal and do not support customization. We present PhysioSkin, a rapid, do-it-yourself prototyping method for fabricating custom multi-modal physiological sensors, using commercial materials and a commodity desktop inkjet printer. It realizes ultrathin skin-conformal patches (~1μm) and interactive textiles that capture sEMG, EDA and ECG signals. It further supports fabricating devices with custom levels of thickness and stretchability. We present detailed fabrication explorations on multiple substrate materials, functional inks and skin adhesive materials. Informed from the literature, we also provide design recommendations for each of the modalities. Evaluation results show that the sensor patches achieve a high signal-to-noise ratio. Example applications demonstrate the functionality and versatility of our approach for prototyping a next generation of physiological devices that intimately couple with the human body.},
	numpages     = 10,
	keywords     = {e-textile, wearable devices, ink-jet printing, fabrication, rapid prototyping, physiological sensing, electronic skin}
}
@inproceedings{10.1145/3313831.3376360,
	title        = {Investigating User-Created Gamification in an Image Tagging Task},
	author       = {Schubhan, Marc and Altmeyer, Maximilian and Buchheit, Dominic and Lessel, Pascal},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376360},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376360},
	abstract     = {Commonly, gamification is designed by developers and not by end-users. In this paper we investigate an approach where users take control of this process. Firstly, users were asked to describe their own gamification concepts which would motivate them to put more effort into an image tagging task. We selected this task as gamification has already been shown to be effective here in previous work. Based on these descriptions, an implementation was made for each concept and given to the creator. In a between-subjects study (n=71), our approach was compared to a no-gamification condition and two conditions with fixed gamification settings. We found that providing participants with an implementation of their own concept significantly increased the amount of generated tags compared to the other conditions. Although the quality of tags was lower, the number of usable tags remained significantly higher in comparison, suggesting the usefulness of this approach.},
	numpages     = 12,
	keywords     = {motivation, user-driven game design, bottom-up, replication, customization}
}
@inproceedings{10.1145/3313831.3376346,
	title        = {The Influence of Decaying the Representation of Older Social Media Content on Simulated Hiring Decisions},
	author       = {Mohamed, Reham and Chametka, Paulina and Chiasson, Sonia},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–19},
	doi          = {10.1145/3313831.3376346},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376346},
	abstract     = {Decaying representations gradually make social media content less visible to readers over time, which can help users disassociate from past online activities. We explore whether shrinking, one decaying representation, influences managers' assessments and simulated hiring decisions of job candidates, compared to seeing a full profile or an empty profile with no posts. Our 3 x 2 between-subjects crowdsourced survey (N = 360 US managers) shows that shrunk or empty profiles led to more positive decisions than profiles in their original full format. However, shrunk profiles also further contributed to more positive impressions of the candidates. Shrinking did not help the candidate of either gender more than the other and demographics of managers had limited impact on their assessment. Further, our managers regularly search job candidates' social media profiles in real life, suggesting that shrinking could support users' privacy. We finally present implications for individuals' privacy on social media.},
	numpages     = 19,
	keywords     = {online reputation management, decaying representations, online privacy, online social networks, hiring context}
}
@inproceedings{10.1145/3313831.3376337,
	title        = {"I Feel Like This is a Bad Thing": Investigating Disassembly in Action for Novices},
	author       = {Logler, Nick and Pitt, Caroline and Gao, Xin and Hishikawa, Allison Marie and Yip, Jason and Friedman, Batya},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376337},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376337},
	abstract     = {Materials are dynamic-they can be shaped and changed. Often however, our tools and technologies appear to fix materials in place. Disassembly is one practice that provides openings to explore and understand the dynamic nature of material. In this research, we investigate possibilities that emerge from disassembly. Specifically, we studied how novices disassembled a common digital artifact-desktop printers. We worked with 21 young people and family members across two evening workshops at a middle school. We report on the workshop interactions, categories of actions of disassembly, and four in-depth vignettes showcasing disassembly in action. In the discussion, we reflect on disassembly and permission, sustainability, the joy of disassembling, and design considerations in support of disassembly. Our contributions include: (1) extending existing theoretical framings about artifacts and materials; (2) an empirical study documenting the process by which novices disassemble; and (3) preliminary design and policy considerations that enable disassembly.},
	numpages     = 14,
	keywords     = {empowerment, materials, disassembly, making, novices, unmaking, play, design theory, design principles}
}
@inproceedings{10.1145/3313831.3376334,
	title        = {Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums},
	author       = {Ces\'{a}rio, Vanessa and Petrelli, Daniela and Nisi, Valentina},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376334},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376334},
	abstract     = {Teenagers' engagement in museums is much talked about but little research has been done to understand their behavior and inform design. Findings from co-design sessions with teenagers suggested they value games and stories when thinking about enjoyable museum tours. Informed by these findings and working with a natural history museum, we designed: a story-based tour (Turning Point) and a game-based tour (Haunted Encounters), informed by similar content. The two strategies were evaluated with 78 teenagers (15-19 years old) visiting the museum as part of an educational school trip. We assessed teenagers' personality in class; qualitative and quantitative data on their engagement, experience, and usability of the apps were collected at the museum. The triangulation of quantitative and qualitative data show personality traits mapping into different behaviors. We offer implications for the design of museum apps targeted to teenagers, a group known as difficult to reach.},
	numpages     = 13,
	keywords     = {co-design, mobile experience, game, museums, storytelling, teenagers, visitor experience}
}
@inproceedings{10.1145/3313831.3376331,
	title        = {Investigating the Effects of Self-Avatars and Story-Relevant Avatars on Children's Creative Storytelling},
	author       = {Zarei, Niloofar and Chu, Sharon Lynn and Quek, Francis and Rao, Nanjie 'Jimmy' and Brown, Sarah Anne},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–11},
	doi          = {10.1145/3313831.3376331},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376331},
	abstract     = {Storytelling is a critical step in the cognitive development of children. Particularly, this requires children to mentally project into the story context and to identify with the thoughts of the characters in their stories. We propose to support free imagination in creative storytelling through an enactment-based approach that allows children to embody an avatar and perform as the story character. We designed our story creation interface with two modes of avatar: the story-relevant avatar and the self-avatar, to investigate the effects of avatar design on the quality of children's creative products. In our study with 20 child participants, the results indicate that self-avatars can create a stronger sense of identification and embodied presence, while story-relevant avatars can provide a scaffold for mental projection.},
	numpages     = 11,
	keywords     = {expressive writing, virtual reality, creativity, embodied interaction, storytelling}
}
@inproceedings{10.1145/3313831.3376327,
	title        = {GUIComp: A GUI Design Assistant with Real-Time, Multi-Faceted Feedback},
	author       = {Lee, Chunggi and Kim, Sanghoon and Han, Dongyun and Yang, Hongjun and Park, Young-Woo and Kwon, Bum Chul and Ko, Sungahn},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376327},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376327},
	abstract     = {Users may face challenges while designing graphical user interfaces, due to a lack of relevant experience and guidance. This paper aims to investigate the issues users face during the design process, and how to resolve them. To this end, we conducted semi-structured interviews, based on which we built a GUI prototyping assistance tool called GUIComp. This tool can be connected to GUI design software as an extension, and it provides real-time, multi-faceted feedback on a user's current design. Additionally, we conducted two user studies, in which we asked participants to create mobile GUIs with or without GUIComp, and requested online workers to assess the created GUIs. The experimental results show that GUIComp facilitated iterative designs and the participants with GUIComp had better a user experience and produced more acceptable designs than those who did not use it.},
	numpages     = 13,
	keywords     = {gui design, design feedback}
}
@inproceedings{10.1145/3313831.3376322,
	title        = {WithYou: Automated Adaptive Speech Tutoring With Context-Dependent Speech Recognition},
	author       = {Zhang, Xinlei and Miyaki, Takashi and Rekimoto, Jun},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376322},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376322},
	abstract     = {Learning to speak in foreign languages is hard. Speech shadowing has been rising as a proven way to practice speaking, which asks a learner to listen and repeat a native speech template as simultaneously as possible. However, shadowing can be hard to do because learners can frequently fail to follow the speech and unintentionally interrupt a practice session. Worse, as a technical way to evaluate shadowing performance in real-time has not been established, no automated solutions are available to help. In this paper, we propose a technical framework with context-dependent speech recognition to evaluate shadowing in real-time. We propose a shadowing tutor system called WithYou, which can automatically adjust the playback and the difficulty of a speech template when learners fail, so shadowing becomes smooth and tailored. Results from a user study show that WithYou provides greater speech improvements (14%) than the conventional method (2.7%) with a lower cognitive load.},
	numpages     = 12,
	keywords     = {shadowing, speech recognition, computer assisted language learning (call), speaking, intelligent tutoring system, language learning}
}
@inproceedings{10.1145/3313831.3376307,
	title        = {The Critical Catalog: Library Information Systems, Tricksterism, and Social Justice},
	author       = {Clarke, Rachel Ivy and Schoonmaker, Sayward},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376307},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376307},
	abstract     = {In this paper, we describe the Critical Catalog, a grant-funded research through design project intended to investigate metadata elements, values, and organizational structures necessary to intentionally advocate for diversity and expose library users to resources from populations traditionally marginalized in literature and publishing. Drawing on principles from critical design, the prototype functions as a critical intervention intended to raise questions and stimulate debate, rather than a purely technical fix to deeply social concerns. A detailed reflective discussion of the design process reveals how existing infrastructural constraints shaped design decisions that led to increased advocacy and a stronger activist standpoint. We discuss the use of metadata as design material for social justice, the application of tricksterism in HCI, and how both practical limitations from professional contexts and imposed limitations based on identities and positions of power can lead to surprising places, meanings, and questions.},
	numpages     = 13,
	keywords     = {tricksterism, whiteness, research through design, library catalogs, metadata}
}
@inproceedings{10.1145/3313831.3376302,
	title        = {Designing IoT Resources to Support Outdoor Play for Children},
	author       = {Dylan, Thomas and Wood, Gavin and Durrant, Abigail C. and Vines, John and Torres, Pablo E. and Ulrich, Philip I. N. and Cukurova, Mutlu and Carr, Amanda and \c{C}er\c{c}i, Sena and Lawson, Shaun},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376302},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376302},
	abstract     = {We describe a Research-through-Design (RtD) project that explores the Internet of Things (IoT) as a resource for children's free play outdoors. Based on initial insights from a design ethnography, we developed four RtD prototypes for social play in different scenarios of use outdoors, including congregating on a street or in a park to play physical games with IoT. We observed these prototypes in use by children in their free play in two community settings, and report on the qualitative analysis of our fieldwork. Our findings highlight the designs' material qualities that encouraged social and physical play under certain conditions, suggesting social affordances that are central to the success of IoT designs for free play outdoors. We provide directions for future research that addresses the challenges faced when deploying IoT with children, contributing new considerations for interaction design with children in outdoor settings and free play contexts.},
	numpages     = 12,
	keywords     = {children, outdoor play, digital playing out, free play, pervasive play, internet of things}
}
@inproceedings{10.1145/3313831.3376288,
	title        = {Brainsourcing: Crowdsourcing Recognition Tasks via Collaborative Brain-Computer Interfacing},
	author       = {Davis, Keith M. and Kangassalo, Lauri and Spap\'{e}, Michiel and Ruotsalo, Tuukka},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376288},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376288},
	abstract     = {This paper introduces brainsourcing: utilizing brain responses of a group of human contributors each performing a recognition task to determine classes of stimuli. We investigate to what extent it is possible to infer reliable class labels using data collected utilizing electroencephalography (EEG) from participants given a set of common stimuli. An experiment (N=30) measuring EEG responses to visual features of faces (gender, hair color, age, smile) revealed an improved F1 score of 0.94 for a crowd of twelve participants compared to an F1 score of 0.67 derived from individual participants and a random chance of 0.50. Our results demonstrate the methodological and pragmatic feasibility of brainsourcing in labeling tasks and opens avenues for more general applications using brain-computer interfacing in a crowdsourced setting.},
	numpages     = 14,
	keywords     = {crowdsourcing, brainsourcing, brain-computer interfaces}
}
@inproceedings{10.1145/3313831.3376282,
	title        = {Emotional Footprints of Email Interruptions},
	author       = {Blank, Christopher and Zaman, Shaila and Wesley, Amanveer and Tsiamyrtzis, Panagiotis and Da Cunha Silva, Dennis R. and Gutierrez-Osuna, Ricardo and Mark, Gloria and Pavlidis, Ioannis},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376282},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376282},
	abstract     = {Working in an environment with constant interruptions is known to affect stress, but how do interruptions affect emotional expression? Emotional expression can have significant impact on interactions among coworkers. We analyzed the video of 26 participants who performed an essay task in a laboratory while receiving either continual email interruptions or receiving a single batch of email. Facial videos of the participants were run through a convolutional neural network to determine the emotional mix via decoding of facial expressions. Using a novel co-occurrence matrix analysis, we showed that with batched email, a neutral emotional state is dominant with sadness being a distant second, and with continual interruptions, this pattern is reversed, and sadness is mixed with fear. We discuss the implications of these results for how interruptions can impact employees' well-being and organizational climate.},
	numpages     = 12,
	keywords     = {co-occurence matrix, facial expressions, emotions, email interruptions, convolutional neural network}
}
@inproceedings{10.1145/3411764.3445576,
	title        = {ARTEMIS: A Collaborative Mixed-Reality System for Immersive Surgical Telementoring},
	author       = {Gasques, Danilo and Johnson, Janet G. and Sharkey, Tommy and Feng, Yuanyuan and Wang, Ru and Xu, Zhuoqun Robin and Zavala, Enrique and Zhang, Yifei and Xie, Wanze and Zhang, Xinming and Davis, Konrad and Yip, Michael and Weibel, Nadir},
	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          = {10.1145/3411764.3445576},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445576},
	abstract     = {Traumatic injuries require timely intervention, but medical expertise is not always available at the patient’s location. Despite recent advances in telecommunications, surgeons still have limited tools to remotely help inexperienced surgeons. Mixed Reality hints at a future where remote collaborators work side-by-side as if co-located; however, we still do not know how current technology can improve remote surgical collaboration. Through role-playing and iterative-prototyping, we identify collaboration practices used by expert surgeons to aid novice surgeons as well as technical requirements to facilitate these practices. We then introduce ARTEMIS, an AR-VR collaboration system that supports these key practices. Through an observational study with two expert surgeons and five novice surgeons operating on cadavers, we find that ARTEMIS supports remote surgical mentoring of novices through synchronous point, draw, and look affordances and asynchronous video clips. Most participants found that ARTEMIS facilitates collaboration despite existing technology limitations explored in this paper.},
	articleno    = 662,
	numpages     = 14,
	keywords     = {Virtual Reality, Augmented Reality, Mixed Reality, Collaboration, Telementoring, Surgery}
}
@inproceedings{10.1145/3411764.3446865,
	title        = {Taking Mental Health & Well-Being to the Streets: An Exploratory Evaluation of In-Vehicle Interventions in the Wild},
	author       = {Koch, Kevin and Tiefenbeck, Verena and Liu, Shu and Berger, Thomas and Fleisch, Elgar and Wortmann, Felix},
	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          = {10.1145/3411764.3446865},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3446865},
	abstract     = {The increasing number of mental disorders worldwide calls for novel types of prevention measures. Given the number of commuters who spend a substantial amount of time on the road, the car offers an opportune environment. This paper presents the first in-vehicle intervention study affecting mental health and well-being on public roads. We designed and implemented two in-vehicle interventions based on proven psychotherapy interventions. Whereas the first intervention uses mindfulness exercises while driving, the second intervention induces positive emotions through music. Ten ordinary and healthy commuters completed 313 of these interventions on their daily drives over two months. We collected drivers’ immediate and post-driving feedback for each intervention and conducted interviews with the drivers after the end of the study. The results show that both interventions have improved drivers’ well-being. While the participants rated the music intervention very positively, the reception of the mindfulness intervention was more ambivalent.},
	articleno    = 539,
	numpages     = 15,
	keywords     = {Music, Well-being, Mindfulness, Psychology, In-vehicle interventions, Field study, Natural driving}
}
@inproceedings{10.1145/3411764.3445798,
	title        = {Data Prophecy: Exploring the Effects of Belief Elicitation in Visual Analytics},
	author       = {Koonchanok, Ratanond and Baser, Parul and Sikharam, Abhinav and Raveendranath, Nirmal Kumar and Reda, Khairi},
	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          = {10.1145/3411764.3445798},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445798},
	abstract     = {Interactive visualizations are widely used in exploratory data analysis, but existing systems provide limited support for confirmatory analysis. We introduce PredictMe, a tool for belief-driven visual analysis, enabling users to draw and test their beliefs against data, as an alternative to data-driven exploration. PredictMe combines belief elicitation with traditional visualization interactions to support mixed analysis styles. In a comparative study, we investigated how these affordances impact participants’ cognition. Results show that PredictMe prompts participants to incorporate their working knowledge more frequently in queries. Participants were more likely to attend to discrepancies between their mental models and the data. However, those same participants were also less likely to engage in interactions associated with exploration, and ultimately inspected fewer visualizations and made fewer discoveries. The results suggest that belief elicitation may moderate exploratory behaviors, instead nudging users to be more deliberate in their analysis. We discuss the implications for visualization design.},
	articleno    = 18,
	numpages     = 12,
	keywords     = {Belief elicitation, confirmatory analysis, sensemaking}
}
@inproceedings{10.1145/3411764.3445785,
	title        = {Towards the Next Generation of Gaming Wearables},
	author       = {Buruk, O\u{g}uz 'Oz' and Salminen, Mikko and Xi, Nannan and Nummenmaa, Timo and Hamari, 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          = {10.1145/3411764.3445785},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445785},
	abstract     = {Recent studies on gaming wearables show that wearables can contribute to the gaming experience by bolstering performativity, facilitating social interaction, and accommodating distinct interaction modalities. Still, these studies focused on contexts such as role-playing, casual, or festival games. Stakeholder-oriented research that explores the integration of wearables for mainstream gaming platforms such as game consoles is scarce. To fill this gap, we have conducted an exploratory study through 6 participatory design workshops focusing on different aspects of wearables with 33 participants from different stakeholders. As a result, we have created fifteen design themes and three gaming wearable concepts that led to seven actionable design implications which can be adopted by designers and researchers for designing gaming wearables.},
	articleno    = 444,
	numpages     = 15,
	keywords     = {Bioadaptive, Movement-Based Games, Virtual Reality, RPG, Costuming, LARP, Role Playing, Wearables, Game Controllers, Game Research, Social Interaction}
}
@inproceedings{10.1145/3411764.3445779,
	title        = {Dark Patterns and the Legal Requirements of Consent Banners: An Interaction Criticism Perspective},
	author       = {Gray, Colin M. and Santos, Cristiana and Bielova, Nataliia and Toth, Michael and Clifford, Damian},
	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          = {10.1145/3411764.3445779},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445779},
	abstract     = {User engagement with data privacy and security through consent banners has become a ubiquitous part of interacting with internet services. While previous work has addressed consent banners from either interaction design, legal, and ethics-focused perspectives, little research addresses the connections among multiple disciplinary approaches, including tensions and opportunities that transcend disciplinary boundaries. In this paper, we draw together perspectives and commentary from HCI, design, privacy and data protection, and legal research communities, using the language and strategies of “dark patterns” to perform an interaction criticism reading of three different types of consent banners. Our analysis builds upon designer, interface, user, and social context lenses to raise tensions and synergies that arise together in complex, contingent, and conflicting ways in the act of designing consent banners. We conclude with opportunities for transdisciplinary dialogue across legal, ethical, computer science, and interactive systems scholarship to translate matters of ethical concern into public policy.},
	articleno    = 172,
	numpages     = 18,
	keywords     = {Dark patterns, transdisciplinarity, consent, GDPR, technology ethics, interaction criticism}
}
@inproceedings{10.1145/3411764.3445776,
	title        = {Online Mingling: Supporting Ad Hoc, Private Conversations at Virtual Conferences},
	author       = {Song, Jaeyoon and Riedl, Christoph and Malone, Thomas W.},
	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          = {10.1145/3411764.3445776},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445776},
	abstract     = {Even though today’s videoconferencing systems are often very useful, these systems do not provide support for one of the most important aspects of in-person meetings: the ad hoc, private conversations that happen before, after, and during the breaks of scheduled events–the proverbial hallway conversations. Here we describe our design of a simple system, called Minglr, which supports this kind of interaction by facilitating the matching of conversational partners. We describe two studies of this system’s use at two virtual conferences with over 450 total participants. Our results provide evidence for the usefulness of this capability, showing that, for example, 81% of people who used the system successfully thought that future virtual conferences should include a tool with similar functionality. We believe that similar functionality is likely to be widely implemented in many videoconferencing systems and to increase the feasibility and desirability of many kinds of remote work and socializing.},
	articleno    = 340,
	numpages     = 10,
	keywords     = {online mingling, ad hoc conversations, social interaction, videoconferencing, virtual conferences}
}
@inproceedings{10.1145/3411764.3445773,
	title        = {Understanding the Design Space of Embodied Passwords Based on Muscle Memory},
	author       = {van Koningsbruggen, Rosa and Hengeveld, Bart and Alexander, Jason},
	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          = {10.1145/3411764.3445773},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445773},
	abstract     = {Passwords have become a ubiquitous part of our everyday lives, needed for every web-service and system. However, it is challenging to create safe and diverse alphanumeric passwords, and to recall them, imposing a cognitive burden on the user. Through consecutive experiments, we explored the movement space, affordances and interaction, and memorability of a tangible, handheld, embodied password. In this context, we found that: (1) a movement space of 200 mm \texttimes{} 200 mm is preferred; (2) each context has a perceived level of safety, which—together with the affordances and link to familiarity—influences how the password is performed. Furthermore, the artefact’s dimensions should be balanced within the design itself, with the user, and the context, but there is a trade-off between the perceived safety and ergonomics; and (3) the designed embodied passwords can be recalled for at least a week, with participants creating unique passwords which were reproduced consistently.},
	articleno    = 259,
	numpages     = 13,
	keywords     = {Movement, Explorative Research, Embodied Interaction, Authentication, Affordances, Useable security}
}
@inproceedings{10.1145/3411764.3445751,
	title        = {Data-Driven Mark Orientation for Trend Estimation in Scatterplots},
	author       = {Liu, Tingting and Li, Xiaotong and Bao, Chen and Correll, Michael and Tu, Changehe and Deussen, Oliver and Wang, Yunhai},
	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          = {10.1145/3411764.3445751},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445751},
	abstract     = {A common task for scatterplots is communicating trends in bivariate data. However, the ability of people to visually estimate these trends is under-explored, especially when the data violate assumptions required for common statistical models, or visual trend estimates are in conflict with statistical ones. In such cases, designers may need to intervene and de-bias these estimations, or otherwise inform viewers about differences between statistical and visual trend estimations. We propose data-driven mark orientation as a solution in such cases, where the directionality of marks in the scatterplot guide participants when visual estimation is otherwise unclear or ambiguous. Through a set of laboratory studies, we investigate trend estimation across a variety of data distributions and mark directionalities, and find that data-driven mark orientation can help resolve ambiguities in visual trend estimates.},
	articleno    = 473,
	numpages     = 16
}
@inproceedings{10.1145/3411764.3445733,
	title        = {“Constant Pressure of Having to Perform”: Exploring Player Health Concerns in Esports},
	author       = {Madden, Daniel and Harteveld, Casper},
	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          = {10.1145/3411764.3445733},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445733},
	abstract     = {Esports is a rapidly growing industry, generating interest from research disciplines including marketing, social sciences, and human-computer interaction. Despite its continued growth, there is a lack of studies surrounding the health of esports players. Previous work on the subject is limited, as research has only recently begun to explore the potential factors affecting physical and psychological wellness. Using an exploratory mixed-methods approach, a series of semi-structured interviews (n = 10) and an online survey (n = 68) were used to identify the biggest health concerns among esports players. The results demonstrate a better understanding of issues regarding physical and psychological wellness according to the players. Moving forward, we suggest the HCI community adapts mindfulness, ergonomics, and social-emotional learning as methods for supporting player’s health concerns.},
	articleno    = 324,
	numpages     = 14,
	keywords     = {Esports, Video Games, Wellness, Mental Health, Physical Health}
}
@inproceedings{10.1145/3411764.3445725,
	title        = {Typing Efficiency and Suggestion Accuracy Influence the Benefits and Adoption of Word Suggestions},
	author       = {Roy, Quentin and Berlioux, S\'{e}bastien and Casiez, G\'{e}ry and Vogel, Daniel},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445725},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445725},
	abstract     = {Suggesting words to complete a given sequence of characters is a common feature of typing interfaces. Yet, previous studies have not found a clear benefit, some even finding it detrimental. We report on the first study to control for two important factors, word suggestion accuracy and typing efficiency. Our accuracy factor is enabled by a new methodology that builds on standard metrics of word suggestions. Typing efficiency is based on device type. Results show word suggestions are used less often in a desktop condition, with little difference between tablet and phone conditions. Very accurate suggestions do not improve entry speed on desktop, but do on tablet and phone. Based on our findings, we discuss implications for the design of automation features in typing systems.},
	articleno    = 714,
	numpages     = 13,
	keywords     = {word prediction, text-entry}
}
@inproceedings{10.1145/3411764.3445678,
	title        = {Flow Encourages Task Focus, but Frustration Drives Task Switching: How Reward and Effort Combine to Influence Player Engagement in a Simple Video Game},
	author       = {David Bowman, Nicholas and Keene, Justin and Najera, Christina Jimenez},
	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          = {10.1145/3411764.3445678},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445678},
	abstract     = {The current study explores the relationship between perceived cognitive and physical demands of a simple video game, and the balance of reward and effort that results in flow states during gameplay. Cognitive demands and both exertion-based and controller-based physical demands were perceived as lowest in situations where reward was high and effort was low (boredom), moderate when reward and effort were balanced (flow), and highest when the reward was low and effort was high (frustration). Surprisingly, player response times to a secondary task showed the greatest improvement when playing the frustrating video game condition. We interpret this latter finding as evidence of an observed task-switching effect: players initially tried to master the game's over-challenging primary task before giving up and, instead, diverted attention toward a secondary in-game task that required less effort and thus, gave greater attentional rewards to the player. The implications of this cognitive offloading are discussed.},
	articleno    = 119,
	numpages     = 8,
	keywords     = {flow theory, reward, effort, interactivity-as-demand, video games}
}
@inproceedings{10.1145/3411764.3445676,
	title        = {GuideCopter - A Precise Drone-Based Haptic Guidance Interface for Blind or Visually Impaired People},
	author       = {Huppert, Felix and Hoelzl, Gerold and Kranz, 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          = {10.1145/3411764.3445676},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445676},
	abstract     = {Drone assisted navigation aids for supporting walking activities of visually impaired have been established in related work but fine-point object grasping tasks and the object localization in unknown environments still presents an open and complex challenge. We present a drone-based interface that provides fine-grain haptic feedback and thus physically guides them in hand-object localization tasks in unknown surroundings. Our research is built around community groups of blind or visually impaired (BVI) people, which provide in-depth insights during the development process and serve later as study participants. A pilot study infers users’ sensibility to applied guiding stimuli forces and the different human-drone tether interfacing possibilities. In a comparative follow-up study, we show that our drone-based approach achieves greater accuracy compared to a current audio-based hand guiding system and delivers overall a more intuitive and relatable fine-point guiding experience.},
	articleno    = 218,
	numpages     = 14,
	keywords     = {visually challenged people, haptic interface, guidance, tracking, localization}
}
@inproceedings{10.1145/3411764.3445643,
	title        = {Rethinking the Runway: Using Avant-Garde Fashion To Design a System for Wearables},
	author       = {Seyed, Teddy and Devine, James and Finney, Joe and Moskal, Michal and de Halleux, Peli and Hodges, Steve and Ball, Thomas and Roseway, Asta},
	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          = {10.1145/3411764.3445643},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445643},
	abstract     = {Technology has become increasingly pervasive in the creative and experimental environment of the avant-garde fashion runway, particularly in relation to its garments. However, several disciplines are often necessary when exploring technologies for the construction of expressive garments (e.g. garments that respond to their environment), creating a barrier for fashion designers that has limited their ability to leverage new technologies. To help overcome this barrier, we designed and deployed Brookdale, a prototyping system for wearable technology consisting of new plug-and-play hardware that can be programmed using drag-and-drop software. Brookdale was created using a 24-week participatory design process with 17 novice fashion-tech designers. At the end of the 24 week process, designers showcased their Brookdale-enhanced garment collections at an avant-garde fashion-tech runway show in New York City. We report on the experiences, outcomes, and lessons learned throughout this process, and describe results from interviews with the fashion-tech designers 16 weeks after the fashion show, demonstrating the lasting positive impact of Brookdale.},
	articleno    = 45,
	numpages     = 15,
	keywords     = {modular, haute couture, avant-garde, Wearables, hardware, fashion-tech}
}
@inproceedings{10.1145/3411764.3445641,
	title        = {Oh, Snap! A Fabrication Pipeline to Magnetically Connect Conventional and 3D-Printed Electronics},
	author       = {Schmitz, Martin and Riemann, Jan and M\"{u}ller, Florian and Kreis, Steffen and M\"{u}hlh\"{a}user, Max},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445641},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445641},
	abstract     = {3D printing has revolutionized rapid prototyping by speeding up the creation of custom-shaped objects. With the rise of multi-material 3D printers, these custom-shaped objects can now be made interactive in a single pass through passive conductive structures. However, connecting conventional electronics to these conductive structures often still requires time-consuming manual assembly involving many wires, soldering or gluing. To alleviate these shortcomings, we propose : a fabrication pipeline and interfacing concept to magnetically connect a 3D-printed object equipped with passive sensing structures to conventional sensing electronics. To this end, utilizes ferromagnetic and conductive 3D-printed structures, printable in a single pass on standard printers. We further present a proof-of-concept capacitive sensing board that enables easy and robust magnetic assembly to quickly create interactive 3D-printed objects. We evaluate by assessing the robustness and quality of the connection and demonstrate its broad applicability by a series of example applications.},
	articleno    = 420,
	numpages     = 11,
	keywords     = {3D printing, capacitive sensing, prototyping, proximity, touch}
}
@inproceedings{10.1145/3411764.3445629,
	title        = {Domestic Robots and the Dream of Automation: Understanding Human Interaction and Intervention},
	author       = {Schneiders, Eike and Kanstrup, Anne Marie and Kjeldskov, Jesper and Skov, Mikael B.},
	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          = {10.1145/3411764.3445629},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445629},
	abstract     = {Domestic robots such as vacuum cleaners or lawnmowers are becoming popular consumer products in private homes, but while current HCI research on domestic robots has highlighted for example personalisation, long-term effects, or design guidelines, little attention has been paid to automation. To address this, we conducted a qualitative study with 24 participants in private households using interviews, contextual technology tours, and robot deployment. Through thematic analysis we identified three themes related to 1) work routines and automation, 2) domestic robot automation and the physical environment, as well as 3) interaction and breakdown intervention. We present an empirical understanding of how task automation using domestic robots can be implemented in the home. Lastly, we discuss our findings in relation to existing literature and highlight three opportunities for improved task automation using domestic robots for future research.},
	articleno    = 241,
	numpages     = 13,
	keywords     = {domestic robots, domestic robot automation, interventions to domestic robot breakdown, human-robot interaction}
}
@inproceedings{10.1145/3411764.3445625,
	title        = {Truth or Dare: Understanding and Predicting How Users Lie and Provide Untruthful Data Online},
	author       = {Ramokapane, Kopo M. and Misra, Gaurav and Such, Jose and Preibusch, S\"{o}ren},
	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          = {10.1145/3411764.3445625},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445625},
	abstract     = {Individuals are known to lie and/or provide untruthful data when providing information online as a way to protect their privacy. Prior studies have attempted to explain when and why individuals lie online. However, no work has examined into how people lie or provide untruthful data online, i.e. the specific strategies they follow to provide untruthful data, or attempted to predict whether people would be truthful or not depending on the specific question/data. To close this gap, we present a large-scale study with over 800 participants. Based on it, we show that it is possible to predict whether users are truthful or not using machine learning with very high accuracy (89.7%). We also identify four main strategies people employ to provide untruthful data and show the factors that influence the choices of their strategies. We discuss the implications of findings and argue that understanding privacy lies at this level can help both users and data collectors.},
	articleno    = 557,
	numpages     = 15,
	keywords     = {Privacy Protective Behaviors, Privacy lies, Untruthful data, False Information}
}
@inproceedings{10.1145/3411764.3445609,
	title        = {Let’s Share a Ride into the Future: A Qualitative Study Comparing Hypothetical Implementation Scenarios of Automated Vehicles},
	author       = {Schu\ss{}, Martina and Wintersberger, Philipp and Riener, Andreas},
	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          = {10.1145/3411764.3445609},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445609},
	abstract     = {Automated Vehicles (AVs) are expected to radically disrupt our mobility. Whereas much is speculated about how AVs will actually be implemented in the future, we argue that their advent should be taken as an opportunity to enhance all people’s mobility and improve their lives. Thus, it is important to focus on both the environment and the needs of target groups that have not been sufficiently considered in the past. In this paper, we present the findings from a qualitative study (N=11) of public attitude on hypothetical implementation scenarios for AVs. Our results indicate that people are aware of the benefits of shared mobility for the environment and society, and are generally open to using it. However, 1) emotional factors mitigate this openness and 2) security concerns were expressed by female participants. We recommend that identified concerns must be addressed to allow AVs fully exploiting their benefits for society and environment.},
	articleno    = 156,
	numpages     = 11,
	keywords     = {Automated driving, enactment, inclusive design., shared automated vehicles}
}
@inproceedings{10.1145/3411764.3445606,
	title        = {Reading in VR: The Effect of Text Presentation Type and Location},
	author       = {Rzayev, Rufat and Ugnivenko, Polina and Graf, Sarah and Schwind, Valentin and Henze, Niels},
	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          = {10.1145/3411764.3445606},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445606},
	abstract     = {Reading is a fundamental activity to obtain information both in the real and the digital world. Virtual reality (VR) allows novel approaches for users to view, read, and interact with a text. However, for efficient reading, it is necessary to understand how a text should be displayed in VR without impairing the VR experience. Therefore, we conducted a study with 18 participants to investigate text presentation type and location in VR. We compared world-fixed, edge-fixed, and head-fixed text locations. Texts were displayed using Rapid Serial Visual Presentation (RSVP) or as a paragraph. We found that RSVP is a promising presentation type for reading short texts displayed in edge-fixed or head-fixed location in VR. The paragraph presentation type using world-fixed or edge-fixed location is promising for reading long text if movement in the virtual environment is not required. Insights from our study inform the design of reading interfaces for VR applications.},
	articleno    = 531,
	numpages     = 10,
	keywords     = {Virtual reality, reading in VR., RSVP, text in VR}
}
@inproceedings{10.1145/3411764.3445605,
	title        = {Religion and Women’s Intimate Health: Towards an Inclusive Approach to Healthcare},
	author       = {Mustafa, Maryam and Zaman, Kimia Tuz and Ahmad, Tallal and Batool, Amna and Ghazali, Masitah and Ahmed, Nova},
	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          = {10.1145/3411764.3445605},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445605},
	abstract     = {We present findings from a three country study exploring the intersection between female intimate health and religious beliefs. Through a qualitative study with Muslim female populations in Pakistan, Bangladesh and Malaysia, three different Muslim majority contexts, we examine the deep impact Islamic beliefs have on female intimate health and well-being. Our study investigates the perceptions, attitudes and behaviours of Muslim women to their own intimate and sexual bodies through their experiences of menarche, marriage and reproduction and menopause. The intersection of religion and female sexual bodies and health is a neglected area within HCI and we highlight how inextricably specific Islamic values are linked with women’s reproductive health in Muslim communities. We further discuss the opportunities and challenges of designing technologies for religious, non-secular beliefs and values with the aim to improve intimate health practices amongst Muslim women and to broaden the scope of health design within HCI.},
	articleno    = 232,
	numpages     = 13,
	keywords     = {menarche, Islam, menopause, health design, women’s health, religion}
}
@inproceedings{10.1145/3411764.3445602,
	title        = {Proceed with Care: Reimagining Home IoT Through a Care Perspective},
	author       = {Key, Cayla and Browne, Fiona and Taylor, Nick and Rogers, Jon},
	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          = {10.1145/3411764.3445602},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445602},
	abstract     = {As the internet is increasingly embedded in the everyday things in our homes, we notice a need for greater focus on the role care plays in those relationships—and therefore an opportunity to realize unseen potential in reimagining home Internet of Things (IoT). In this paper we report on our inquiry of home dwellers’ relationships to caring for their everyday things and homes (referred to as thingcare). Findings from our design ethnography reveal four thematic qualities of their relationships to thingcare: Care Spectacle, Care Liminality, Ontological Braiding, and Care Condition. Using these themes as touchstones, we co-speculated to produce four speculative IoT concepts to explore what care as a design ethic might look like for IoT and reflect on nascent opportunities and challenges for domestic IoT design. We conclude by considering structures of power and privilege embedded within care practices that critically open new design imaginaries for IoT.},
	articleno    = 166,
	numpages     = 15,
	keywords     = {things, smart home, design ethnography, research-through-design, care, home, Internet of things, care ethics}
}
@inproceedings{10.1145/3411764.3445585,
	title        = {When the Tab Comes Due:Challenges in the Cost Structure of Browser Tab Usage},
	author       = {Chang, Joseph Chee and Hahn, Nathan and Kim, Yongsung and Coupland, Julina and Breneisen, Bradley and Kim, Hannah S and Hwong, John and Kittur, Aniket},
	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          = {10.1145/3411764.3445585},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445585},
	abstract     = {Tabs have become integral to browsing the Web yet have changed little since their introduction nearly 20 years ago. In contrast, the internet has gone through dramatic changes, with users increasingly moving from navigating to websites to exploring information across many sources to support online sensemaking. This paper investigates how tabs today are overloaded with a diverse set of functionalities and issues users face when managing them. We interviewed ten information workers asking about their tab management strategies and walk through each open tab on their work computers four times over two weeks. We uncovered competing pressures pushing for keeping tabs open (ranging from interaction to emotional costs) versus pushing for closing them (such as limited attention and resources). We then surveyed 103 participants to estimate the frequencies of these pressures at scale. Finally, we developed design implications for future browser interfaces that can better support managing these pressures.},
	articleno    = 148,
	numpages     = 15,
	keywords     = {interviews, survey, tabbed browsing, user behavior, browser interfaces, world wide web}
}
@inproceedings{10.1145/3411764.3445574,
	title        = {I Don’t Need an Expert! Making URL Phishing Features Human Comprehensible},
	author       = {Althobaiti, Kholoud and Meng, Nicole and Vaniea, Kami},
	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          = {10.1145/3411764.3445574},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445574},
	abstract     = {Judging the safety of a URL is something that even security experts struggle to do accurately without additional information. In this work, we aim to make experts’ tools accessible to non-experts and assist general users in judging the safety of URLs by providing them with a usable report based on the information professionals use. We designed the report by iterating with 8 focus groups made up of end users, HCI experts, and security experts to ensure that the report was usable as well as accurately interpreted the information. We also conducted an online evaluation with 153 participants to compare different report-length options. We find that the longer comprehensive report allows users to accurately judge URL safety (93% accurate) and that summaries still provide benefit (83% accurate) compared to domain highlighting (65% accurate).},
	articleno    = 695,
	numpages     = 17,
	keywords     = {real-time learning, decision support, usable privacy and security, URL reading, security education, Phishing, phishing awareness}
}
@inproceedings{10.1145/3411764.3445562,
	title        = {Human Reliance on Machine Learning Models When Performance Feedback is Limited: Heuristics and Risks},
	author       = {Lu, Zhuoran and Yin, Ming},
	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          = {10.1145/3411764.3445562},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445562},
	abstract     = {This paper addresses an under-explored problem of AI-assisted decision-making: when objective performance information of the machine learning model underlying a decision aid is absent or scarce, how do people decide their reliance on the model? Through three randomized experiments, we explore the heuristics people may use to adjust their reliance on machine learning models when performance feedback is limited. We find that the level of agreement between people and a model on decision-making tasks that people have high confidence in significantly affects reliance on the model if people receive no information about the model’s performance, but this impact will change after aggregate-level model performance information becomes available. Furthermore, the influence of high confidence human-model agreement on people’s reliance on a model is moderated by people’s confidence in cases where they disagree with the model. We discuss potential risks of these heuristics, and provide design implications on promoting appropriate reliance on AI.},
	articleno    = 78,
	numpages     = 16,
	keywords     = {human-AI interaction, appropriate reliance, Machine learning}
}
@inproceedings{10.1145/3411764.3445559,
	title        = {Taking an (Embodied) Cue From Community Health: Designing Dementia Caregiver Support Technology to Advance Health Equity},
	author       = {Guan, Connie and Bouzida, Anya and Oncy-avila, Ramzy M. and Moharana, Sanika and Riek, Laurel D.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445559},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445559},
	abstract     = {Dementia affects >50 million worldwide, causing progressive cognitive and physical disabilities. Its caregiving burden falls largely onto informal caregivers, who experience their own health problems, and face tremendous stress with little support–all exacerbated during COVID-19. In this paper, we present a new caregiver support perspective, where the lenses of health equity and community health can shape future technology design. Through a 1.5 year long, in-depth research process with dementia community health workers, we learned how caregiving support technology can reflect key concepts in dementia community health practice. This paper makes two contributions: 1) We propose employing embodied cueing, such as imitation or action mimicry, as a communication modality that can align technology with community caregiving approaches, promote agency in people with dementia, and relieve caregiver burden, and 2) We suggest new avenues for HCI research to advance health equity in the context of dementia technology design.},
	articleno    = 655,
	numpages     = 16,
	keywords     = {social determinants of health, health equity, design, robots, dementia caregiving, community health, dementia}
}
@inproceedings{10.1145/3411764.3445558,
	title        = {SoniBand: Understanding the Effects of Metaphorical Movement Sonifications on Body Perception and Physical Activity},
	author       = {Ley-Flores, Judith and Turmo Vidal, Laia and Berthouze, Nadia and Singh, Aneesha and Bevilacqua, Fr\'{e}d\'{e}ric and Tajadura-Jim\'{e}nez, Ana},
	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          = {10.1145/3411764.3445558},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445558},
	abstract     = {Negative body perceptions are a major predictor of physical inactivity, a serious health concern. Sensory feedback can be used to alter such body perceptions; movement sonification, in particular, has been suggested to affect body perception and levels of physical activity (PA) in inactive people. We investigated how metaphorical sounds impact body perception and PA. We report two qualitative studies centered on performing different strengthening/flexibility exercises using SoniBand, a wearable that augments movement through different sounds. The first study involved physically active participants and served to obtain a nuanced understanding of the sonifications’ impact. The second, in the home of physically inactive participants, served to identify which effects could support PA adherence. Our findings show that movement sonification based on metaphors led to changes in body perception (e.g., feeling strong) and PA (e.g., repetitions) in both populations, but effects could differ according to the existing PA-level. We discuss principles for metaphor-based sonification design to foster PA.},
	articleno    = 521,
	numpages     = 16,
	keywords     = {multimodal interfaces, interaction styles, movement sonification, auditory body perception, physically inactive population, sensory feedback}
}
@inproceedings{10.1145/3411764.3445538,
	title        = {UMLAUT: Debugging Deep Learning Programs Using Program Structure and Model Behavior},
	author       = {Schoop, Eldon and Huang, Forrest and Hartmann, Bjoern},
	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          = {10.1145/3411764.3445538},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445538},
	abstract     = {Training deep neural networks can generate non-descriptive error messages or produce unusual output without any explicit errors at all. While experts rely on tacit knowledge to apply debugging strategies, non-experts lack the experience required to interpret model output and correct Deep Learning (DL) programs. In this work, we identify DL debugging heuristics and strategies used by experts, andIn this work, we categorize the types of errors novices run into when writing ML code, and map them onto opportunities where tools could help. We use them to guide the design of Umlaut. Umlaut checks DL program structure and model behavior against these heuristics; provides human-readable error messages to users; and annotates erroneous model output to facilitate error correction. Umlaut links code, model output, and tutorial-driven error messages in a single interface. We evaluated Umlaut in a study with 15 participants to determine its effectiveness in helping developers find and fix errors in their DL programs. Participants using Umlaut found and fixed significantly more bugs and were able to implement fixes for more bugs compared to a baseline condition.},
	articleno    = 310,
	numpages     = 16,
	keywords     = {ML Development, End-User ML, ML Debugging}
}
@inproceedings{10.1145/3411764.3445530,
	title        = {ThroughHand: 2D Tactile Interaction to Simultaneously Recognize and Touch Multiple Objects},
	author       = {Jung, Jingun and Son, Sunmin and Lee, Sangyoon and Kim, Yeonsu and Lee, Geehyuk},
	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          = {10.1145/3411764.3445530},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445530},
	abstract     = {Users with visual impairments find it difficult to enjoy real-time 2D interactive applications on the touchscreen. Touchscreen applications such as sports games often require simultaneous recognition of and interaction with multiple moving targets through vision. To mitigate this issue, we propose ThroughHand, a novel tactile interaction that enables users with visual impairments to interact with multiple dynamic objects in real time. We designed the ThroughHand interaction to utilize the potential of the human tactile sense that spatially registers both sides of the hand with respect to each other. ThroughHand allows interaction with multiple objects by enabling users to perceive the objects using the palm while providing a touch input space on the back of the same hand. A user study verified that ThroughHand enables users to locate stimuli on the palm with a margin of error of approximately 13 mm and effectively provides a real-time 2D interaction experience for users with visual impairments.},
	articleno    = 29,
	numpages     = 13,
	keywords     = {Real-time interaction, Games, Visual impairments, Shape-changing display, Haptics, Accessibility}
}
@inproceedings{10.1145/3411764.3445479,
	title        = {TexYZ: Embroidering Enameled Wires for Three Degree-of-Freedom Mutual Capacitive Sensing},
	author       = {Aigner, Roland and Pointner, Andreas and Preindl, Thomas and Danner, Rainer and Haller, Michael},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445479},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445479},
	abstract     = {In this paper, we present TexYZ, a method for rapid and effortless manufacturing of textile mutual capacitive sensors using a commodity embroidery machine. We use enameled wire as a bobbin thread to yield textile capacitors with high quality and consistency. As a consequence, we are able to leverage the precision and expressiveness of projected mutual capacitance for textile electronics, even when size is limited. Harnessing the assets of machine embroidery, we implement and analyze five distinct electrode patterns, examine the resulting electrical features with respect to geometrical attributes, and demonstrate the feasibility of two promising candidates for small-scale matrix layouts. The resulting sensor patches are further evaluated in terms of capacitance homogeneity, signal-to-noise ratio, sensing range, and washability. Finally, we demonstrate two use case scenarios, primarily focusing on continuous input with up to three degrees-of-freedom.},
	articleno    = 499,
	numpages     = 12,
	keywords     = {wearables, mutual capacitive sensing, textile sensors, electronic textile, multi-touch, embroidery, smart textiles}
}
@inproceedings{10.1145/3411764.3445474,
	title        = {Exploring Text Revision with Backspace and Caret in Virtual Reality},
	author       = {Li, Yang and Sarcar, Sayan and Zheng, Yilin and Ren, Xiangshi},
	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          = {10.1145/3411764.3445474},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445474},
	abstract     = {Current VR systems provide various text input methods that enable users to enter text efficiently with virtual keyboards. However, little attention has been paid to facilitate text revision during the VR text input process. We first summarized existing text revision solutions in current VR text input research and found that backspace is the only tool available for text revision with virtual keyboards with few mentioning designs for caret control. To systematically explore VR text revision designs, we presented a design space for VR text revision based on backspace and caret. With the proposed design space, we further analyzed the feasibility of the combined usage of backspace and caret by proposing and evaluating four VR text revision techniques. Outcomes of this research can provide a fundamental understanding of VR text revision solutions (with backspace and caret) and a comparable basis for evaluating future VR text revision techniques.},
	articleno    = 524,
	numpages     = 12,
	keywords     = {Text revision, Virtual reality, Design space, Text input}
}
@inproceedings{10.1145/3411764.3445471,
	title        = {Designing Menstrual Technologies with Adolescents},
	author       = {S\o{}ndergaard, Marie Louise Juul and Ciolfi Felice, Marianela and Balaam, Madeline},
	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          = {10.1145/3411764.3445471},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445471},
	abstract     = {Starting to menstruate can restrict adolescents’ movements due to physiological changes and societal stigma. We present a participatory soma design project advocating for young adolescents to listen to and care for their newly-menstruating bodies, specifically focusing on participation in sport. We designed Menarche Bits, an open-ended prototyping toolkit consisting of shape-changing actuators and heat pads, and used it in two design workshops with seven participants aged 16-18, as part of collaboration and menstrual advocacy in their sports clubs and high school. The participants designed menstrual technologies that respond to menstrual cramps and depressive, anxious feelings before menstruating. We contribute findings on designing menstrual technologies with adolescents using participatory soma design. We found that a toolkit approach to the design of menstrual technologies can allow for pluralist experiences of menstrual cycles. In addition, we found that participatory design with adolescents benefits from drawing on qualities of embodiment and participants’ own body literacy.},
	articleno    = 260,
	numpages     = 14,
	keywords     = {Feminist HCI, Shape-changing Technologies, Menstrual Health, Soma Design, Participatory Design}
}
@inproceedings{10.1145/3411764.3445467,
	title        = {How the Design of YouTube Influences User Sense of Agency},
	author       = {Lukoff, Kai and Lyngs, Ulrik and Zade, Himanshu and Liao, J. Vera and Choi, James and Fan, Kaiyue and Munson, Sean A. and Hiniker, Alexis},
	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          = {10.1145/3411764.3445467},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445467},
	abstract     = {In the attention economy, video apps employ design mechanisms like autoplay that exploit psychological vulnerabilities to maximize watch time. Consequently, many people feel a lack of agency over their app use, which is linked to negative life effects such as loss of sleep. Prior design research has innovated external mechanisms that police multiple apps, such as lockout timers. In this work, we shift the focus to how the internal mechanisms of an app can support user agency, taking the popular YouTube mobile app as a test case. From a survey of 120 U.S. users, we find that autoplay and recommendations primarily undermine sense of agency, while playlists and search support it. From 13 co-design sessions, we find that when users have a specific intention for how they want to use YouTube they prefer interfaces that support greater agency. We discuss implications for how designers can help users reclaim a sense of agency over their media use.},
	articleno    = 368,
	numpages     = 17,
	keywords     = {YouTube, social media, digital wellbeing, sense of agency}
}
@inproceedings{10.1145/3411764.3445463,
	title        = {Juicy Haptic Design: Vibrotactile Embellishments Can Improve Player Experience in Games},
	author       = {Singhal, Tanay 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          = {10.1145/3411764.3445463},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445463},
	abstract     = {Game designers and researchers employ a sophisticated language for producing great player experiences with concepts such as juiciness, which refers to excessive positive feedback. However, much of their discourse excludes the role and value of haptic feedback. In this paper, we adapt terminology from game design to study haptic feedback. Specifically, we define haptic embellishments (HEs) as haptic feedback that reinforce information already provided through other means (e.g., via visual feedback) and juicy haptics as excessive positive haptic feedback with the intention of improving user experience in games and other interactive media. We report two empirical studies of users’ experiences interacting with visuo-haptic content on their phones to 1) study participants’ preferences for ten design principles for HEs and 2) measure the added value of juicy haptics, implemented as HEs, on player experience in a game. Results indicate that juicy haptics can enhance enjoyability, aesthetic appeal, immersion, and meaning.},
	articleno    = 126,
	numpages     = 11,
	keywords     = {juiciness, haptics, player experience, games, vibrotactile feedback}
}
@inproceedings{10.1145/3411764.3445455,
	title        = {Latte: Use-Case and Assistive-Service Driven Automated Accessibility Testing Framework for Android},
	author       = {Salehnamadi, Navid and Alshayban, Abdulaziz and Lin, Jun-Wei and Ahmed, Iftekhar and Branham, Stacy and Malek, Sam},
	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          = {10.1145/3411764.3445455},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445455},
	abstract     = {For 15% of the world population with disabilities, accessibility is arguably the most critical software quality attribute. The ever-growing reliance of users with disability on mobile apps further underscores the need for accessible software in this domain. Existing automated accessibility assessment techniques primarily aim to detect violations of predefined guidelines, thereby produce a massive amount of accessibility warnings that often overlook the way software is actually used by users with disability. This paper presents a novel, high-fidelity form of accessibility testing for Android apps, called Latte, that automatically reuses tests written to evaluate an app’s functional correctness to assess its accessibility as well. Latte first extracts the use case corresponding to each test, and then executes each use case in the way disabled users would, i.e., using assistive services. Our empirical evaluation on real-world Android apps demonstrates Latte’s effectiveness in detecting substantially more useful defects than prior techniques.},
	articleno    = 274,
	numpages     = 11,
	keywords     = {Automated Testing, Mobile Application, Accessibility}
}
@inproceedings{10.1145/3411764.3445435,
	title        = {Bad Breakdowns, Useful Seams, and Face Slapping: Analysis of VR Fails on YouTube},
	author       = {Dao, Emily and Muresan, Andreea and Hornb\ae{}k, Kasper and Knibbe, Jarrod},
	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          = {10.1145/3411764.3445435},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445435},
	abstract     = {Virtual reality (VR) is increasingly used in complex social and physical settings outside of the lab. However, not much is known about how these settings influence use, nor how to design for them. We analyse 233 YouTube videos of VR Fails to: (1) understand when breakdowns occur, and (2) reveal how the seams between VR use and the social and physical setting emerge. The videos show a variety of fails, including users flailing, colliding with surroundings, and hitting spectators. They also suggest causes of the fails, including fear, sensorimotor mismatches, and spectator participation. We use the videos as inspiration to generate design ideas. For example, we discuss more flexible boundaries between the real and virtual world, ways of involving spectators, and interaction designs to help overcome fear. Based on the findings, we further discuss the ‘moment of breakdown’ as an opportunity for designing engaging and enhanced VR experiences.},
	articleno    = 526,
	numpages     = 14,
	keywords     = {VR Breakdowns, VR Fails, Virtual Reality}
}
@inproceedings{10.1145/3411764.3445433,
	title        = {Can Online Juries Make Consistent, Repeatable Decisions?},
	author       = {Hu, Xinlan Emily and Whiting, Mark E and Bernstein, Michael S.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association

repository: HighTemplar-wjiang/Crawlers

repo_name: HighTemplar-wjiang/Crawlers