text:
45/3491102.3517469,
	title        = {What Makes Web Data Tables Accessible? Insights and a Tool for Rendering Accessible Tables for People with Visual Impairments},
	author       = {Wang, Yanan and Wang, Ruobin and Jung, Crescentia and Kim, Yea-Seul},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517469},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517469},
	abstract     = {The data table is a basic but versatile representation to communicate data. From government reports to bank statements, tables effectively carry essential data-driven information by visually organizing data using rows, columns, and other arrangements (e.g., merged cells). However, many tables online neglect the accessibility requirements for people who rely on screen readers, such as people who are blind or have low vision (BLV). First, we consolidated guidelines to understand what makes a table inaccessible for BLV people. We conducted an interview study to understand the importance of tables and identify further design requirements for an accessible table. We built a tool that automatically detects HTML formatted tables online and transforms them into accessible tables. Our evaluative study demonstrates how our tool can help participants understand the table’s structure and layout and support smooth navigation when the table is large and complex.},
	articleno    = 595,
	numpages     = 20,
	keywords     = {Empirical study that tells us about how people use a system, Accessibility, Data Tables, Artifact or System, Individuals with Disabilities & Assistive Technologies}
}
@inproceedings{10.1145/3491102.3517460,
	title        = {Visualizing Urban Accessibility: Investigating Multi-Stakeholder Perspectives through a Map-Based Design Probe Study},
	author       = {Saha, Manaswi and Patil, Siddhant and Cho, Emily and Cheng, Evie Yu-Yen and Horng, Chris and Chauhan, Devanshi and Kangas, Rachel and McGovern, Richard and Li, Anthony and Heer, Jeffrey and Froehlich, Jon E.},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517460},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517460},
	abstract     = {Urban accessibility assessments are challenging: they involve varied stakeholders across decision-making contexts while serving a diverse population of people with disabilities. To better support urban accessibility assessment using data visualizations, we conducted a three-part interview study with 25 participants across five stakeholder groups using map visualization probes. We present a multi-stakeholder analysis of visualization needs and sensemaking processes to explore how interactive visualizations can support stakeholder decision making. In particular, we elaborate how stakeholders’ varying levels of familiarity with accessibility, geospatial analysis, and specific geographic locations influences their sensemaking needs. We then contribute 10 design considerations for geovisual analytic tools for urban accessibility communication, planning, policymaking, and advocacy.},
	articleno    = 413,
	numpages     = 14,
	keywords     = {decision-making, sensemaking, geovisual analysis, physical accessibility, urban tech, visualization}
}
@inproceedings{10.1145/3491102.3517459,
	title        = {Automatically Generating and Improving Voice Command Interface from Operation Sequences on Smartphones},
	author       = {Pan, Lihang and Yu, Chun and Li, JiaHui and Huang, Tian and Bi, Xiaojun and Shi, Yuanchun},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517459},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517459},
	abstract     = {Using voice commands to automate smartphone tasks (e.g., making a video call) can effectively augment the interactivity of numerous mobile apps. However, creating voice command interfaces requires a tremendous amount of effort in labeling and compiling the graphical user interface (GUI) and the utterance data. In this paper, we propose AutoVCI, a novel approach to automatically generate voice command interface (VCI) from smartphone operation sequences. The generated voice command interface has two distinct features. First, it automatically maps a voice command to GUI operations and fills in parameters accordingly, leveraging the GUI data instead of corpus or hand-written rules. Second, it launches a complementary Q&A dialogue to confirm the intention in case of ambiguity. In addition, the generated voice command interface can learn and evolve from user interactions. It accumulates the history command understanding results to annotate the user’s input and improve its semantic understanding ability. We implemented this approach on Android devices and conducted a two-phase user study with 16 and 67 participants in each phase. Experimental results of the study demonstrated the practical feasibility of AutoVCI.},
	articleno    = 208,
	numpages     = 21,
	keywords     = {interaction-centered nature language understanding, voice command interface, generation system, operation sequence}
}
@inproceedings{10.1145/3491102.3517453,
	title        = {“I Didn’t Know I Looked Angry”: Characterizing Observed Emotion and Reported Affect at Work},
	author       = {Kaur, Harmanpreet and McDuff, Daniel and Williams, Alex C. and Teevan, Jaime and Iqbal, Shamsi T.},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517453},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517453},
	abstract     = {With the growing prevalence of affective computing applications, Automatic Emotion Recognition (AER) technologies have garnered attention in both research and industry settings. Initially limited to speech-based applications, AER technologies now include analysis of facial landmarks to provide predicted probabilities of a common subset of emotions (e.g., anger, happiness) for faces observed in an image or video frame. In this paper, we study the relationship between AER outputs and self-reports of affect employed by prior work, in the context of information work at a technology company. We compare the continuous observed emotion output from an AER tool to discrete reported affect obtained via a one-day combined tool-use and diary study (N = 15). We provide empirical evidence showing that these signals do not completely align, and find that using additional workplace context only improves alignment up to 58.6%. These results suggest affect must be studied in the context it is being expressed, and observed emotion signal should not replace internal reported affect for affective computing applications.},
	articleno    = 199,
	numpages     = 18,
	keywords     = {workplace, Affect, emotion labeling}
}
@inproceedings{10.1145/3491102.3517432,
	title        = {What Could Possibly Go Wrong When Interacting with Proactive Smart Speakers? A Case Study Using an ESM Application},
	author       = {Wei, Jing and Tag, Benjamin and Trippas, Johanne R and Dingler, Tilman and Kostakos, Vassilis},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517432},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517432},
	abstract     = {Voice user interfaces (VUIs) have made their way into people’s daily lives, from voice assistants to smart speakers. Although VUIs typically just react to direct user commands, increasingly, they incorporate elements of proactive behaviors. In particular, proactive smart speakers have the potential for many applications, ranging from healthcare to entertainment; however, their usability in everyday life is subject to interaction errors. To systematically investigate the nature of errors, we designed a voice-based Experience Sampling Method (ESM) application to run on proactive speakers. We captured 1,213 user interactions in a 3-week field deployment in 13 participants’ homes. Through auxiliary audio recordings and logs, we identify substantial interaction errors and strategies that users apply to overcome those errors. We further analyze the interaction timings and provide insights into the time cost of errors. We find that, even for answering simple ESMs, interaction errors occur frequently and can hamper the usability of proactive speakers and user experience. Our work also identifies multiple facets of VUIs that can be improved in terms of the timing of speech.},
	articleno    = 276,
	numpages     = 15,
	keywords     = {Google Home, interaction error, user experience, Voice user interface, voice assistants, smart speakers}
}
@inproceedings{10.1145/3491102.3502143,
	title        = {A Large-Scale Longitudinal Analysis of Missing Label Accessibility Failures in Android Apps},
	author       = {Fok, Raymond and Zhong, Mingyuan and Ross, Anne Spencer and Fogarty, James and Wobbrock, Jacob O.},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502143},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502143},
	abstract     = {We present the first large-scale longitudinal analysis of missing label accessibility failures in Android apps. We developed a crawler and collected monthly snapshots of 312 apps over 16 months. We use this unique dataset in empirical examinations of accessibility not possible in prior datasets. Key large-scale findings include missing label failures in 55.6% of unique image-based elements, longitudinal improvement in ImageButton elements but not in more prevalent ImageView elements, that 8.8% of unique screens are unreachable without navigating at least one missing label failure, that app failure rate does not improve with number of downloads, and that effective labeling is neither limited to nor guaranteed by large software organizations. We then examine longitudinal data in individual apps, presenting illustrative examples of accessibility impacts of systematic improvements, incomplete improvements, interface redesigns, and accessibility regressions. We discuss these findings and potential opportunities for tools and practices to improve label-based accessibility.},
	articleno    = 461,
	numpages     = 16,
	keywords     = {large-scale longitudinal analysis, mobile app accessibility}
}
@inproceedings{10.1145/3491102.3502142,
	title        = {KnitSkin: Machine-Knitted Scaled Skin for Locomotion},
	author       = {Kim, Jin Hee (Heather) and Patil, Shreyas Dilip and Matson, Sarina and Conroy, Melissa and Kao, Cindy Hsin-Liu},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502142},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502142},
	abstract     = {We present KnitSkin, a bio-inspired sleeve that can traverse diverse cylindrical terrains, ranging from a user’s forearm at a wearable scale, to pipes and tree branches at an environmental scale. Fabricated with a machine knitted substrate, the sleeve configures a stepped array of knitted scales that exhibit anisotropic friction. Coupled with the extension of actuators enclosed in the sleeve, the scales enable effective directional locomotion on cylindrical surfaces with varying slopes, textures, and curvatures. KnitSkin’s substrates are characterized by scales whose geometries and materials can be fine-tuned and channels that can accommodate diverse actuators. We introduce the design elements of KnitSkin in which we characterize a series of substrate parameters and their resulting anisotropic behaviors. In evaluating the locomotion, we examine the variables associated with the surface and actuator characteristics. KnitSkin obtains diverse applications across different scales, including wearable interfaces, industrial pipe-monitoring, to agricultural robots.},
	articleno    = 391,
	numpages     = 15,
	keywords     = {Wearable Robots, Smart Textiles, Mobile Robots, Machine Knitting}
}
@inproceedings{10.1145/3491102.3502137,
	title        = {“It Would Probably Turn into a Social Faux-Pas”: Users’ and Bystanders’ Preferences of Privacy Awareness Mechanisms in Smart Homes},
	author       = {Thakkar, Parth Kirankumar and He, Shijing and Xu, Shiyu and Huang, Danny Yuxing and Yao, Yaxing},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502137},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502137},
	abstract     = {The opaque data practices in smart home devices have raised significant privacy concerns for smart home users and bystanders. One way to learn about the data practices is through privacy-related notifications. However, how to deliver these notifications to users and bystanders and increase their awareness of data practices is not clear. We surveyed 136 users and 123 bystanders to understand their preferences of receiving privacy-related notifications in smart homes. We further collected their responses to four mechanisms that improve privacy awareness (e.g., Data Dashboard) as well as their selections of mechanisms in four different scenarios (e.g., friend visiting). Our results showed the pros and cons of each privacy awareness mechanism, e.g., Data Dashboard can help reduce bystanders’ dependence on users. We also found some unique benefits of each mechanism (e.g., Ambient Light could provide unobtrusive privacy awareness). We summarized four key design dimensions for future privacy awareness mechanisms design.},
	articleno    = 404,
	numpages     = 13,
	keywords     = {Notifications, Smart Homes, Privacy Awareness, Privacy, Multi-Stakeholder, Bystanders}
}
@inproceedings{10.1145/3491102.3502135,
	title        = {Exploring Situated & Embodied Support for Youth’s Mental Health: Design Opportunities for Interactive Tangible Device},
	author       = {Daud\'{e}n Roquet, Claudia and Theofanopoulou, Nikki and Freeman, Jaimie L and Schleider, Jessica and Gross, James J and Davis, Katie and Townsend, Ellen and Slovak, Petr},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502135},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502135},
	abstract     = {The ability to manage emotions effectively is critical to healthy psychological and social development in youth. Prior work has focused on investigating the design of mental health technologies for this population, yet it is still unclear how to help them cope with emotionally difficult situations in-the-moment. In this paper, we aim to explore the appropriation, naturally emerging engagement patterns, and perceived psychological impact of an exemplar interactive tangible device intervention designed to provide in-situ support, when deployed with n=109 youth for 1.5 months. Our findings from semi-structured interviews and co-design workshops with a subset of participants (n=44 and n=25, respectively) suggest the potential of using technology-enabled objects to aid with down-regulation and self-compassion in moments of heightened emotion, to facilitate the practice of cognitive strategies, and to act as emotional companions. Lastly, we discuss design opportunities for integrating situated and embodied support in mental health interventions for youth.},
	articleno    = 331,
	numpages     = 16,
	keywords     = {emotion regulation, embodiment, tangible interaction, youth, situated support, mental health}
}
@inproceedings{10.1145/3491102.3502092,
	title        = {Ga11y: An Automated GIF Annotation System for Visually Impaired Users},
	author       = {Zhang, Mingrui Ray and Zhong, Mingyuan and Wobbrock, Jacob O.},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502092},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502092},
	abstract     = {Animated GIF images have become prevalent in internet culture, often used to express richer and more nuanced meanings than static images. But animated GIFs often lack adequate alternative text descriptions, and it is challenging to generate such descriptions automatically, resulting in inaccessible GIFs for blind or low-vision (BLV) users. To improve the accessibility of animated GIFs for BLV users, we provide a system called Ga11y (pronounced “galley”), for creating GIF annotations. Ga11y combines the power of machine intelligence and crowdsourcing and has three components: an Android client for submitting annotation requests, a backend server and database, and a web interface where volunteers can respond to annotation requests. We evaluated three human annotation interfaces and employ the one that yielded the best annotation quality. We also conducted a multi-stage evaluation with 12 BLV participants from the United States and China, receiving positive feedback.},
	articleno    = 197,
	numpages     = 16,
	keywords     = {human annotation, blind, text description, GIF, low vision, crowdsourcing, images, accessibility.}
}
@inproceedings{10.1145/3491102.3502079,
	title        = {More Errors vs. Longer Commands: The Effects of Repetition and Reduced Expressiveness on Input Interpretation Error, Learning, and Effort},
	author       = {Lam, Kevin C. and Gutwin, Carl and Klarkowski, Madison and Cockburn, Andy},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502079},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502079},
	abstract     = {Many interactive systems are susceptible to misinterpreting the user’s input actions or gestures. Interpretation errors are common when systems gather a series of signals from the user and then attempt to interpret the user’s intention based on those signals – e.g., gesture identification from a touchscreen, camera, or body-worn electrodes – and previous work has shown that interpretation error can cause significant problems for learning new input commands. Error-reduction strategies from telecommunications, such as repeating a command or increasing the length of the input while reducing its expressiveness, could improve these input mechanisms – but little is known about whether longer command sequences will cause problems for users (e.g., increased effort or reduced learning). We tested performance, learning, and perceived effort in a crowd-sourced study where participants learned and used input mechanisms with different error-reduction techniques. We found that error reduction techniques are feasible, can outperform error-prone ordinary input, and do not negatively affect learning or perceived effort.},
	articleno    = 291,
	numpages     = 17,
	keywords     = {interpretation error, error correction, input expressiveness, input error}
}
@inproceedings{10.1145/3491102.3502075,
	title        = {FlatMagic: Improving Flat Colorization through AI-Driven Design for Digital Comic Professionals},
	author       = {Yan, Chuan and Chung, John Joon Young and Kiheon, Yoon and Gingold, Yotam and Adar, Eytan and Hong, Sungsoo Ray},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502075},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502075},
	abstract     = {Creating digital comics involves multiple stages, some creative and some menial. For example, coloring a comic requires a labor-intensive stage known as ‘flatting,’ or masking segments of continuous color, as well as creative shading, lighting, and stylization stages. The use of AI can automate the colorization process, but early efforts have revealed limitations—technical and UX—to full automation. Via a formative study of professionals, we identify flatting as a bottleneck and key target of opportunity for human-guided AI-driven automation. Based on this insight, we built FlatMagic, an interactive, AI-driven flat colorization support tool for Photoshop. Our user studies found that using FlatMagic significantly reduced professionals’ real and perceived effort versus their current practice. While participants effectively used FlatMagic, we also identified potential constraints in interactions with AI and partially automated workflows. We reflect on implications for comic-focused tools and the benefits and pitfalls of intermediate representations and partial automation in designing human-AI collaboration tools for professionals.},
	articleno    = 380,
	numpages     = 17,
	keywords     = {Human-AI collaboration, automation and control, Intermediate Representation, system for professionals, digital comic colorization}
}
@inproceedings{10.1145/3491102.3502074,
	title        = {Print-A-Sketch: A Handheld Printer for Physical Sketching of Circuits and Sensors on Everyday Surfaces},
	author       = {Pourjafarian, Narjes and Koelle, Marion and Mjaku, Fjolla and Strohmeier, Paul and Steimle, J\"{u}rgen},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502074},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502074},
	abstract     = {We present Print-A-Sketch, an open-source handheld printer prototype for sketching circuits and sensors. Print-A-Sketch combines desirable properties from free-hand sketching and functional electronic printing. Manual human control of large strokes is augmented with computer control of fine detail. Shared control of Print-A-Sketch supports sketching interactive interfaces on everyday objects – including many objects with materials or sizes which otherwise are difficult to print on. We present an overview of challenges involved in such a system and show how these can be addressed using context-aware, dynamic printing. Continuous sensing ensures quality prints by adjusting inking-rate to hand movement and material properties. Continuous sensing also enables the print to adapt to previously printed traces to support incremental and iterative sketching. Results show good conductivity on many materials and high spatial precision, supporting on-the-fly creation of functional interfaces.},
	articleno    = 270,
	numpages     = 17,
	keywords     = {sketching interfaces, Fabrication, printed electronics, new materials, conductive inkjet printing, prototyping}
}
@inproceedings{10.1145/3491102.3502065,
	title        = {ReCompFig: Designing Dynamically Reconfigurable Kinematic Devices Using Compliant Mechanisms and Tensioning Cables},
	author       = {Yang, Humphrey and Johnson, Tate and Zhong, Ke and Patel, Dinesh and Olson, Gina and Majidi, Carmel and Islam, Mohammad and Yao, Lining},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502065},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502065},
	abstract     = {From creating input devices to rendering tangible information, the field of HCI is interested in using kinematic mechanisms to create human-computer interfaces. Yet, due to fabrication and design challenges, it is often difficult to create kinematic devices that are compact and have multiple reconfigurable motional degrees of freedom (DOFs) depending on the interaction scenarios. In this work, we combine compliant mechanisms (CMs) with tensioning cables to create dynamically reconfigurable kinematic mechanisms. The devices’ kinematics (DOFs) is enabled and determined by the layout of bendable rods. The additional cables function as on-demand motion constraints that can dynamically lock or unlock the mechanism's DOFs as they are tightened or loosened. We provide algorithms and a design tool prototype to help users design such kinematic devices. We also demonstrate various HCI use cases including a kinematic haptic display, a haptic proxy, and a multimodal input device.},
	articleno    = 170,
	numpages     = 14,
	keywords     = {Haptic proxies, compliant mechanism, kinematic devices, wearables, design tool}
}
@inproceedings{10.1145/3491102.3502039,
	title        = {The TAC Toolkit: Supporting Design for User Acceptance of Health Technologies from a Macro-Temporal Perspective},
	author       = {Nadal, Camille and McCully, Shane and Doherty, Kevin and Sas, Corina and Doherty, Gavin},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502039},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502039},
	abstract     = {User acceptance is key for the successful uptake and use of health technologies, but also impacted by numerous factors not always easily accessible nor operationalised by designers in practice. This work seeks to facilitate the application of acceptance theory in design practice through the Technology Acceptance (TAC) toolkit: a novel theory-based design tool and method comprising 16 cards, 3 personas, 3 scenarios, a virtual think-space, and a website, which we evaluated through workshops conducted with 21 designers of health technologies. Findings showed that the toolkit revised and extended designers’ knowledge of technology acceptance, fostered their appreciation, empathy and ethical values while designing for acceptance, and contributed towards shaping their future design practice. We discuss implications for considering user acceptance a dynamic, multi-stage process in design practice, and better supporting designers in imagining distant acceptance challenges. Finally, we examine the generative value of the TAC toolkit and its possible future evolution.},
	articleno    = 233,
	numpages     = 18,
	keywords     = {design cards, technology acceptance lifecycle, technology acceptance, macro-temporal perspective, user-centered design}
}
@inproceedings{10.1145/3491102.3502026,
	title        = {Dually Noted: Layout-Aware Annotations with Smartphone Augmented Reality},
	author       = {Qian, Jing and Sun, Qi and Wigington, Curtis and Han, Han L. and Sun, Tong and Healey, Jennifer and Tompkin, James and Huang, Jeff},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502026},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502026},
	abstract     = {Sharing annotations encourages feedback, discussion, and knowledge passing among readers and can be beneficial for personal and public use. Prior augmented reality (AR) systems have expanded these benefits to both digital and printed documents. However, despite smartphone AR now being widely available, there is a lack of research about how to use AR effectively for interactive document annotation. We propose Dually Noted, a smartphone-based AR annotation system that recognizes the layout of structural elements in a printed document for real-time authoring and viewing of annotations. We conducted experience prototyping with eight users to elicit potential benefits and challenges within smartphone AR, and this informed the resulting Dually Noted system and annotation interactions with the document elements. AR annotation is often unwieldy, but during a 12-user empirical study our novel structural understanding component allows Dually Noted to improve precise highlighting and annotation interaction accuracy by 13%, increase interaction speed by 42%, and significantly lower cognitive load over a baseline method without document layout understanding. Qualitatively, participants commented that Dually Noted was a swift and portable annotation experience. Overall, our research provides new methods and insights for how to improve AR annotations for physical documents.},
	articleno    = 552,
	numpages     = 15,
	keywords     = {Annotation, paper, layout structure, augmented reality, smartphone, text, document interaction}
}
@inproceedings{10.1145/3491102.3502021,
	title        = {TunePad Playbooks: Designing Computational Notebooks for Creative Music Coding},
	author       = {Horn, Mike and Banerjee, Amartya and Brucker, Matthew},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502021},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502021},
	abstract     = {This paper describes the design of an online learning platform that empowers musical creation and performance with Python code. For this platform we have developed an innovative computational notebook paradigm that we call TunePad playbooks. While playbooks borrow ideas from popular computational notebooks like Jupyter, we have designed them from the ground up to support creative musical expression including live performances. After discussing our design principles and features, we share findings from a series of artifact-centered interviews conducted with experienced TunePad users. Our results show how systems like ours might flexibly support a variety of creative workflows, while suggesting opportunities for future work in this area.},
	articleno    = 230,
	numpages     = 12,
	keywords     = {Computational literacy, playbooks, computational notebooks, design, music}
}
@inproceedings{10.1145/3491102.3502019,
	title        = {“I Don’t Want To Shoot The Android”: Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become Human},
	author       = {Arrambide, Karina and Yoon, John and MacArthur, Cayley and Rogers, Katja and Luz, Alessandra and Nacke, Lennart E.},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502019},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502019},
	abstract     = {In interactive story games, players make decisions that advance and modify the unfolding story. In many cases, these decisions have a moral component. Examining decision-making in these games illuminates whether players mobilize their real-life morality to make in-game decisions and what impact this has in both the game world and real life. Using mixed-methods consisting of semi-structured interviews and the Moral Foundations Questionnaire (MFQ30), we collected data from 19 participants who played the game Detroit: Become Human. We analyzed how participants applied their real-life morals toward in-game decisions using thematic analysis and statistical analysis of the MFQ30 results. Qualitative findings indicate that participants mobilize their moral intuitions to make in-game decisions and how much participants cared about their game characters influenced their choices. We contribute a better understanding of how players react to moral dilemmas in interactive story games for game designers to help them improve player experience.},
	articleno    = 469,
	numpages     = 15,
	keywords     = {morality, choice, decision-making, thematic analysis, games, interactive story, moral foundations questionnaire, interactive narrative, moral foundations theory}
}
@inproceedings{10.1145/3491102.3502015,
	title        = {SilentSpeller: Towards Mobile, Hands-Free, Silent Speech Text Entry Using Electropalatography},
	author       = {Kimura, Naoki and Gemicioglu, Tan and Womack, Jonathan and Li, Richard and Zhao, Yuhui and Bedri, Abdelkareem and Su, Zixiong and Olwal, Alex and Rekimoto, Jun and Starner, Thad},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502015},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502015},
	abstract     = {Speech is inappropriate in many situations, limiting when voice control can be used. Most unvoiced speech text entry systems can not be used while on-the-go due to movement artifacts. Using a dental retainer with capacitive touch sensors, SilentSpeller tracks tongue movement, enabling users to type by spelling words without voicing. SilentSpeller achieves an average 97% character accuracy in offline isolated word testing on a 1164-word dictionary. Walking has little effect on accuracy; average offline character accuracy was roughly equivalent on 107 phrases entered while walking (97.5%) or seated (96.5%). To demonstrate extensibility, the system was tested on 100 unseen words, leading to an average 94% accuracy. Live text entry speeds for seven participants averaged 37 words per minute at 87% accuracy. Comparing silent spelling to current practice suggests that SilentSpeller may be a viable alternative for silent mobile text entry.},
	articleno    = 288,
	numpages     = 19,
	keywords     = {silent speech interface, text entry, wearable computing}
}
@inproceedings{10.1145/3491102.3502012,
	title        = {Understanding Challenges for Developers to Create Accurate Privacy Nutrition Labels},
	author       = {Li, Tianshi and Reiman, Kayla and Agarwal, Yuvraj and Cranor, Lorrie Faith and Hong, Jason I.},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502012},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502012},
	abstract     = {Apple announced the introduction of app privacy details to their App Store in December 2020, marking the first ever real-world, large-scale deployment of the privacy nutrition label concept, which had been introduced by researchers over a decade earlier. The Apple labels are created by app developers, who self-report their app’s data practices. In this paper, we present the first study examining the usability and understandability of Apple’s privacy nutrition label creation process from the developer’s perspective. By observing and interviewing 12 iOS app developers about how they created the privacy label for a real-world app that they developed, we identified common challenges for correctly and efficiently creating privacy labels. We discuss design implications both for improving Apple’s privacy label design and for future deployment of other standardized privacy notices.},
	articleno    = 588,
	numpages     = 24,
	keywords     = {Privacy Nutrition Label, Developer Study, iOS Development, Interview, Privacy}
}
@inproceedings{10.1145/3491102.3502001,
	title        = {Consumption Experiences in the Research Process},
	author       = {Gould, Sandy J. J.},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502001},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502001},
	abstract     = {Data collection is often a laborious enterprise that forms part of the wider craft skill of doing research. In this essay, I try to understand whether parts of research processes in Human-Centred Computing (HCC) have been commodified, with a particular focus on data collection. If data collection has been commodified, do researchers act as producers or consumers in the process? And if researchers are consumers, has data collection become a consumption experience? If so, what are the implications of this? I explore these questions by considering the status of craft and consumption in the research process and by developing examples of consumption experiences. I note the benefits of commodity research artefacts, while highlighting the potentially deleterious effects consumption experiences could have on our ability to generate insights into the relations between people and technology. I finish the paper by relating consumption experiences to contemporary issues in HCC and lay out a programme of empirical work that would help answer some of the questions this paper raises.},
	articleno    = 326,
	numpages     = 17,
	keywords     = {consumption, data, commodification, data collection, craft, crowdsourcing, commodity data, research methods, science and technology studies}
}
@inproceedings{10.1145/3491102.3502000,
	title        = {The Voight-Kampff Machine for Automatic Custom Gesture Rejection Threshold Selection},
	author       = {Taranta, Eugene Matthew and Maslych, Mykola and Ghamandi, Ryan and LaViola, Joseph},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502000},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502000},
	abstract     = {Gesture recognition systems using nearest neighbor pattern matching are able to distinguish gesture from non-gesture actions by rejecting input whose recognition scores are poor. However, in the context of gesture customization, where training data is sparse, learning a tight rejection threshold that maximizes accuracy in the presence of continuous high activity (HA) data is a challenging problem. To this end, we present the Voight-Kampff Machine (VKM), a novel approach for rejection threshold selection. VKM uses new synthetic data techniques to select an initial threshold that the system thereafter adjusts based on the training set size and expected gesture production variability. We pair VKM with a state-of-the-art custom gesture segmenter and recognizer to evaluate our system across several HA datasets, where gestures are interleaved with non-gesture actions. Compared to alternative rejection threshold selection techniques, we show that our approach is the only one that consistently achieves high performance.},
	articleno    = 556,
	numpages     = 15,
	keywords     = {gesture, recognition, rejection, customization}
}
@inproceedings{10.1145/3491102.3501997,
	title        = {Understanding People’s Experience for Physical Activity Planning and Exploring the Impact of Historical Records on Plan Creation and Execution},
	author       = {Xu, Kefan and Yan, Xinghui and Newman, Mark W},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501997},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501997},
	abstract     = {Making and executing physical activity plans can help people improve their physical activity levels. However, little is known about how people make physical activity plans in everyday settings and how people can be assisted in creating more successful plans. In this paper, we developed and deployed a mobile app as a probe to investigate the in-the-wild physical activity planning experience for 28 days with 17 participants. Additionally, we explored the impact of presenting successful and unsuccessful planning records on participants’ planning behaviors. Based on interviews before, during, and after the deployment, we offer a description of what factors participants considered to fit their exercise plans into their existing routines, as well as factors leading to plan failures and dissatisfaction with planned physical activity. With access to historical records, participants derived insights to improve their plans, including trends in successes and failures. Based on those findings, we discuss the implications for better supporting people to make and execute physical activity plans, including suggestions for incorporating historical records into planning tools.},
	articleno    = 232,
	numpages     = 15,
	keywords     = {Mobile Health, Personal Informatics, Physical Activity, Qualitative Research, Planning, Self-reflection}
}
@inproceedings{10.1145/3491102.3501992,
	title        = {Rediscovering Affordance: A Reinforcement Learning Perspective},
	author       = {Liao, Yi-Chi and Todi, Kashyap and Acharya, Aditya and Keurulainen, Antti and Howes, Andrew and Oulasvirta, Antti},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501992},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501992},
	abstract     = {Affordance refers to the perception of possible actions allowed by an object. Despite its relevance to human–computer interaction, no existing theory explains the mechanisms that underpin affordance-formation; that is, how affordances are discovered and adapted via interaction. We propose an integrative theory of affordance-formation based on the theory of reinforcement learning in cognitive sciences. The key assumption is that users learn to associate promising motor actions to percepts via experience when reinforcement signals (success/failure) are present. They also learn to categorize actions (e.g., “rotating” a dial), giving them the ability to name and reason about affordance. Upon encountering novel widgets, their ability to generalize these actions determines their ability to perceive affordances. We implement this theory in a virtual robot model, which demonstrates human-like adaptation of affordance in interactive widgets tasks. While its predictions align with trends in human data, humans are able to adapt affordances faster, suggesting the existence of additional mechanisms.},
	articleno    = 362,
	numpages     = 15,
	keywords     = {Design, Motion Planning, Theory, Interaction, Adaptation, Affordance, Modeling, Robotics, Action, Reinforcement Learning, Perception, Machine Learning}
}
@inproceedings{10.1145/3491102.3501933,
	title        = {”I Don’t Want to Feel like I’m Working in a 1960s Factory”: The Practitioner Perspective on Creativity Support Tool Adoption},
	author       = {Palani, Srishti and Ledo, David and Fitzmaurice, George and Anderson, Fraser},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501933},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501933},
	abstract     = {With the rapid development of creativity support tools, creative practitioners (e.g., designers, artists, architects) have to constantly explore and adopt new tools into their practice. While HCI research has focused on developing novel creativity support tools, little is known about creative practitioner’s values when exploring and adopting these tools. We collect and analyze 23 videos, 13 interviews, and 105 survey responses of creative practitioners reflecting on their values to derive a value framework. We find that practitioners value the tools’ functionality, integration into their current workflow, performance, user interface and experience, learning support, costs and emotional connection, in that order. They largely discover tools through personal recommendations. To help unify and encourage reflection from the wider community of CST stakeholders (e.g., systems creators, researchers, marketers, educators), we situate the framework within existing research on systems, creativity support tools and technology adoption.},
	articleno    = 379,
	numpages     = 18,
	keywords     = {Tool Adoption, Creative Practitioners, Creativity Support Tools}
}
@inproceedings{10.1145/3491102.3501857,
	title        = {(Re)Politicizing Digital Well-Being: Beyond User Engagements},
	author       = {Docherty, Niall and Biega, Asia J.},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501857},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501857},
	abstract     = {The psychological costs of the attention economy are often considered through the binary of harmful design and healthy use, with digital well-being chiefly characterised as a matter of personal responsibility. This article adopts an interdisciplinary approach to highlight the empirical, ideological, and political limits of embedding this individualised perspective in computational discourses and designs of digital well-being measurement. We will reveal well-being to be a culturally specific and environmentally conditioned concept and will problematize user engagement as a universal proxy for well-being. Instead, the contributing factors of user well-being will be located in environing social, cultural, and political conditions far beyond the control of individual users alone. In doing so, we hope to reinvigorate the issue of digital well-being measurement as a nexus point of political concern, through which multiple disciplines can study experiences of digital ill as symptomatic of wider social inequalities and (capitalist) relations of power.},
	articleno    = 573,
	numpages     = 13,
	keywords     = {time well-spent, user engagement, measurement, well-being, power}
}
@inproceedings{10.1145/3491102.3501844,
	title        = {FabricatINK: Personal Fabrication of Bespoke Displays Using Electronic Ink from Upcycled E Readers},
	author       = {Hanton, Ollie and Shen, Zichao and Fraser, Mike and Roudaut, Anne},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501844},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501844},
	abstract     = {Abstract: FabricatINK explores the personal fabrication of irregularly-shaped low-power displays using electronic ink (E ink). E ink is a programmable bicolour material used in traditional form-factors such as E readers. It has potential for more versatile use within the scope of personal fabrication of custom-shaped displays, and it has the promise to be the pre-eminent material choice for this purpose. We appraise technical literature to identify properties of E ink, suited to fabrication. We identify a key roadblock, universal access to E ink as a material, and we deliver a method to circumvent this by upcycling broken electronics. We subsequently present a novel fabrication method for irregularly-shaped E ink displays. We demonstrate our fabrication process and E ink’s versatility through ten prototypes showing different applications and use cases. By addressing E ink as a material for display fabrication, we uncover the potential for users to create custom-shaped truly bistable displays.},
	articleno    = 173,
	numpages     = 15,
	keywords     = {Display, Prototyping, Free-Form Display, E reader, Fabrication, E ink, Electrophoretic}
}
@inproceedings{10.1145/3491102.3501834,
	title        = {Feeling Proud, Feeling Embarrassed: Experiences of Low-Income Women with Crowd Work},
	author       = {Varanasi, Rama Adithya and Siddarth, Divya and Seshadri, Vivek and Bali, Kalika and Vashistha, Aditya},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3501834},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3501834},
	abstract     = {Women’s economic empowerment is central to gender equality. However, work opportunities available to low-income women in patriarchal societies are infrequent. While crowd work has the potential to increase labor participation of such women, much remains unknown about their engagement with crowd work and the resultant opportunities and tensions. To fill this gap, we critically examined the adoption and use of a crowd work platform by low-income women in India. Through a qualitative study, we found that women faced tremendous challenges, for example, in seeking permission from family members to do crowd work, lack of family support and encouragement, and often working in unfavorable environments where they had to hide their work lives. While crowd work took a toll on their physical and emotional wellbeing, it also led to increased confidence, agency, and autonomy. We discuss ways to reduce frictions and tensions in participation of low-income women on crowd work platforms.},
	articleno    = 298,
	numpages     = 18,
	keywords     = {crowdsourcing app, HCI4D, Women, crowdsourcing work, mobile crowdsourcing, crowd work}
}
@inproceedings{10.1145/3491102.3517740,
	title        = {Adaptive Empathy Learning Support in Peer Review Scenarios},
	author       = {Wambsganss, Thiemo and Soellner, Matthias and Koedinger, Kenneth R and Leimeister, Jan Marco},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517740},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517740},
	abstract     = {Advances in Natural Language Processing offer techniques to detect the empathy level in texts. To test if individual feedback on certain students’ empathy level in their peer review writing process will help them to write more empathic reviews, we developed ELEA, an adaptive writing support system that provides students with feedback on the cognitive and emotional empathy structures. We compared ELEA to a proven empathy support tool in a peer review setting with 119 students. We found students using ELEA wrote more empathic peer reviews with a higher level of emotional empathy compared to the control group. The high perceived skill learning, the technology acceptance, and the level of enjoyment provide promising results to use such an approach as a feedback application in traditional learning settings. Our results indicate that learning applications based on NLP are able to foster empathic writing skills of students in peer review scenarios.},
	articleno    = 227,
	numpages     = 17,
	keywords     = {Automated Feedback, Empathy Learning, Educational Applications, Writing Support Systems}
}
@inproceedings{10.1145/3491102.3517739,
	title        = {Computational Rationality as a Theory of Interaction},
	author       = {Oulasvirta, Antti and Jokinen, Jussi P. P. and Howes, Andrew},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517739},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517739},
	abstract     = {How do people interact with computers? This fundamental question was asked by Card, Moran, and Newell in 1983 with a proposition to frame it as a question about human cognition – in other words, as a matter of how information is processed in the mind. Recently, the question has been reframed as one of adaptation: how do people adapt their interaction to the limits imposed by cognition, device design, and environment? The paper synthesizes advances toward an answer within the theoretical framework of computational rationality. The core assumption is that users act in accordance with what is best for them, given the limits imposed by their cognitive architecture and their experience of the task environment. This theory can be expressed in computational models that explain and predict interaction. The paper reviews the theoretical commitments and emerging applications in HCI, and it concludes by outlining a research agenda for future work.},
	articleno    = 359,
	numpages     = 14,
	keywords     = {Cognitive modeling, reinforcement learning, interaction, individual differences, computational rationality, adaptation}
}
@inproceedings{10.1145/3491102.3517733,
	title        = {Adorned in Memes: Exploring the Adoption of Social Wearables in Nordic Student Culture},
	author       = {Epp, Felix Anand and Kantosalo, Anna and Jain, Nehal and Lucero, Andr\'{e}s and Mekler, Elisa D.},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517733},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517733},
	abstract     = {Social wearables promise to augment and enhance social interactions. However, despite two decades of HCI research on wearables, we are yet to see widespread adoption of social wearables into everyday life. More in-situ investigations into the social dynamics and cultural practices afforded by wearing interactive technology are needed to understand the drivers and barriers to adoption. To this end, we study social wearables in the context of Nordic student culture and the students’ practice of adorning boiler suits. Through a co-creation process, we designed Digi Merkki, a personalised interactive clothing patch. In a two-week elicitation diary study, we captured how 16 students adopted Digi Merkki into their social practices. We found that Digi Merkki afforded a variety of social interaction strategies, including sharing, spamming, and stealing pictures, which supported meaning-making and community-building. Based on our findings, we articulate “Memetic Expression” as a strong concept for designing social wearables.},
	articleno    = 364,
	numpages     = 18,
	keywords     = {Social Wearables, Social Computing, Wearable Computing, Field Study, Digital Expression, Social Practices, Adornment, Co-design, Nordic Student Culture, Research through Design, Memes}
}
@inproceedings{10.1145/3491102.3517706,
	title        = {Beyond Being Real: A Sensorimotor Control Perspective on Interactions in Virtual Reality},
	author       = {Abtahi, Parastoo and Hough, Sidney Q. and Landay, James A. and Follmer, Sean},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517706},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517706},
	abstract     = {We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users’ body representation, such as stretching the user’s virtual arm for manipulation of distant objects or scaling up the user’s avatar to enable rapid locomotion. Prior research has leveraged such approaches, what we call beyond-real techniques, to make interactions in VR more practical, efficient, ergonomic, and accessible. We present a survey categorizing prior movement-based VR interaction literature as reality-based, illusory, or beyond-real interactions. We survey relevant conferences (CHI, IEEE VR, VRST, UIST, and DIS) while focusing on selection, manipulation, locomotion, and navigation in VR. For beyond-real interactions, we describe the transformations that have been used by prior works to create novel remappings. We discuss open research questions through the lens of the human sensorimotor control system and highlight challenges that need to be addressed for effective utilization of beyond-real interactions in future VR applications, including plausibility, control, long-term adaptation, and individual differences.},
	articleno    = 358,
	numpages     = 17,
	keywords     = {sensorimotor control, framework, virtual reality, interaction design}
}
@inproceedings{10.1145/3491102.3517691,
	title        = {Evaluating Singing for Computer Input Using Pitch, Interval, and Melody},
	author       = {Zinck, Graeme and Vogel, Daniel},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517691},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517691},
	abstract     = {In voice-based interfaces, non-verbal features represent a simple and underutilized design space for hands-free, language-agnostic interactions. We evaluate the performance of three fundamental types of voice-based musical interactions: pitch, interval, and melody. These interactions involve singing or humming a sequence of one or more notes. A 21-person study evaluates the feasibility and enjoyability of these interactions. The top performing participants were able to perform all interactions reasonably quickly (<5s) with average error rates between 1.3% and 8.6% after training. Others improved with training but still had error rates as high as 46% for pitch and melody interactions. The majority of participants found all tasks enjoyable. Using these results, we propose design considerations for using singing interactions as well as potential use cases for both standard computers and augmented reality glasses.},
	articleno    = 213,
	numpages     = 15,
	keywords     = {music, non-verbal vocal interactions}
}
@inproceedings{10.1145/3491102.3517684,
	title        = {Keep It Short: A Comparison of Voice Assistants’ Response Behavior},
	author       = {Haas, Gabriel and Rietzler, Michael and Jones, Matt and Rukzio, Enrico},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517684},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517684},
	abstract     = {Voice assistants (VAs) are present in homes, smartphones, and cars. They allow users to perform tasks without graphical or tactile user interfaces, as they are designed for natural language interaction. However, we found that currently, VAs are emulating human behavior by responding in complete sentences, limiting the design options, and preventing VAs from meeting their full potential as a utilitarian tool. We implemented a VA that handles requests in three response styles: two differing short keyword-based response styles and a full-sentence baseline. In a user study, 72 participants interacted with our VA by issuing eight requests. Results show that the short responses were perceived similarly useful and likable while being perceived as more efficient, especially for commands, and sometimes better to comprehend than the baseline. To achieve widespread adoption, we argue that VAs should be customizable and adapt to users instead of always responding in full sentences.},
	articleno    = 321,
	numpages     = 12,
	keywords     = {voice user interface, virtual assistant, voice assistant}
}
@inproceedings{10.1145/3491102.3517648,
	title        = {VisGuide: User-Oriented Recommendations for Data Event Extraction},
	author       = {Cao, Yu-Rong and Li, Xiao-Han and Pan, Jia-Yu and Lin, Wen-Chieh},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517648},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517648},
	abstract     = {Data exploration systems have become popular tools with which data analysts and others can explore raw data and organize their observations. However, users of such systems who are unfamiliar with their datasets face several challenges when trying to extract data events of interest to them. Those challenges include progressively discovering informative charts, organizing them into a logical order to depict a meaningful fact, and arranging one or more facts to illustrate a data event. To alleviate them, we propose VisGuide—a data exploration system that generates personalized recommendations to aid users’ discovery of data events in breadth and depth by incrementally learning their data exploration preferences and recommending meaningful charts tailored to them. As well as user preferences, VisGuide’s recommendations simultaneously consider sequence organization and chart presentation. We conducted two user studies to evaluate 1) the usability of VisGuide and 2) user satisfaction with its recommendation system. The results of those studies indicate that VisGuide can effectively help users create coherent and user-oriented visualization trees that represent meaningful data events.},
	articleno    = 412,
	numpages     = 13,
	keywords     = {Visualization Sequencing, Visualization Trees, Visualization Recommendation}
}
@inproceedings{10.1145/3491102.3517647,
	title        = {“Merging Results Is No Easy Task”: An International Survey Study of Collaborative Data Analysis Practices Among UX Practitioners},
	author       = {Kuang, Emily and Jin, Xiaofu and Fan, Mingming},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517647},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517647},
	abstract     = {Analysis is a key part of usability testing where UX practitioners seek to identify usability problems and generate redesign suggestions. Although previous research reported how analysis was conducted, the findings were typically focused on individual analysis or based on a small number of professionals in specific geographic regions. We conducted an online international survey of 279 UX practitioners on their practices and challenges while collaborating during data analysis. We found that UX practitioners were often under time pressure to conduct analysis and adopted three modes of collaboration: independently analyze different portions of the data and then collaborate, collaboratively analyze the session with little or no independent analysis, and independently analyze the same set of data and then collaborate. Moreover, most encountered challenges related to lack of resources, disagreements with colleagues regarding usability problems, and difficulty merging analysis from multiple practitioners. We discuss design implications to better support collaborative data analysis.},
	articleno    = 318,
	numpages     = 16,
	keywords     = {User experience, Collaboration, Usability testing, Survey, Data analysis, UX}
}
@inproceedings{10.1145/3491102.3517646,
	title        = {”It Matches My Worldview”: Examining Perceptions and Attitudes Around Fake Videos},
	author       = {Shahid, Farhana and Kamath, Srujana and Sidotam, Annie and Jiang, Vivian and Batino, Alexa and Vashistha, Aditya},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517646},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517646},
	abstract     = {We present a qualitative study with 36 diverse social media users in India to critically examine how low-resource communities engage with fake videos, including cheapfakes and AI-generated deepfakes. We find that most users are unaware of digitally manipulated fake videos and perceive videos to be fake only when they present inaccurate information. Few users who know about doctored videos expect them to be of poor quality and know nothing about sophisticated deepfakes. Moreover, most users lack the skills and willingness to spot fake videos and some were oblivious to the risks and harms of fake videos. Even when users know a video to be fake, they prefer to take no action and sometimes willingly share fake videos that favor their worldview. Drawing on our findings, we discuss design recommendations for social media platforms to curb the spread of fake videos.},
	articleno    = 255,
	numpages     = 15,
	keywords     = {India, HCI4D, Misinformation, ICTD, Fake videos, Global South}
}
@inproceedings{10.1145/3491102.3517624,
	title        = {“So Close, yet So Far”: Exploring Sexual-Minority Women’s Relationship-Building via Online Dating in China},
	author       = {Cui, Yichao and Yamashita, Naomi and Liu, Mingjie and Lee, Yi-Chieh},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517624},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517624},
	abstract     = {Sexual-minority women (SMWs) in China are often subject to strong stigmatization and tend to have limited opportunities to connect with other SMWs in offline contexts. Although dating apps help them connect and seek social support, little is known about SMWs’ practices of self-disclosure and connection-building through those apps. To address this gap, we interviewed 43 SMW dating-app users in China. We found that these SMWs developed distinctive self-disclosure strategies, such as posting non-facial photos and implicitly disclosing their whereabouts by blending location information into photos that only those in the know could understand, to avoid interference from aggressive acquaintances and other risks of unintentional disclosure of their SMW identities. Moreover, they used dating apps not only to recognize other SMWs offline and build relationships with them, but to exchange emotional support in the process of SMW identity development. Our findings have design implications for supporting SMWs and improving their online dating experiences.},
	articleno    = 394,
	numpages     = 15,
	keywords     = {Sexual-minority Women, Online Dating, Relationship Building}
}
@inproceedings{10.1145/3491102.3517619,
	title        = {FAR: End-to-End Vibrotactile Distributed System Designed to Facilitate Affect Regulation in Children Diagnosed with Autism Spectrum Disorder Through Slow Breathing},
	author       = {Miri, Pardis and Arora, Mehul and Malhotra, Aman and Flory, Robert and Hu, Stephanie and Lowber, Ashley and Goyal, Ishan and Nguyen, Jacqueline and Hegarty, John P and Kohn, Marlo D and Schneider, David and Culbertson, Heather and Yamins, Daniel L. K. and Fung, Lawrence and Hardan, Antonio and Gross, James J. and Marzullo, Keith},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517619},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517619},
	abstract     = {To address difficulties with affect dysregulation in youth diagnosed with autism spectrum disorder (ASD), we designed and developed an end-to-end vibrotactile breathing pacer system and evaluated its usability. In this paper we describe the system architecture and the features we deployed for this system based on expert advice and reviews. Through piloting this system with one child diagnosed with ASD, we learned that our system was used in ways we did and did not anticipate. For example, the paced-breathing personalization procedure did not meet the attention span of the pilot participant but two instead of one pacer devices encouraged caregiver’s involvement. This paper details our learnings and concludes with a list of system design guidelines at the system architecture level. To the best of our knowledge, this is the first fully functional vibrotactile system designed for ASD children that withstood usability testing in vitro for two weeks.},
	articleno    = 168,
	numpages     = 20,
	keywords     = {Haptic, Expert evaluation, Affect, Pacer, Heuristic evaluation, Anxiety, Slow-paced breathing, Vibrotactile, Affect Regulation, Respiration, Autism Spectrum Disorder, Wearable}
}
@inproceedings{10.1145/3491102.3517618,
	title        = {ComputableViz: Mathematical Operators as a Formalism for Visualisation Processing and Analysis},
	author       = {Wu, Aoyu and Tong, Wai and Li, Haotian and Moritz, Dominik and Wang, Yong and Qu, Huamin},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517618},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517618},
	abstract     = {Data visualizations are created and shared on the web at an unprecedented speed, raising new needs and questions for processing and analyzing visualizations after they have been generated and digitized. However, existing formalisms focus on operating on a single visualization instead of multiple visualizations, making it challenging to perform analysis tasks such as sorting and clustering visualizations. Through a systematic analysis of previous work, we abstract visualization-related tasks into mathematical operators such as union and propose a design space of visualization operations. We realize the design by developing ComputableViz, a library that supports operations on multiple visualization specifications. To demonstrate its usefulness and extensibility, we present multiple usage scenarios concerning processing and analyzing visualization, such as generating visualization embeddings and automatically making visualizations accessible. We conclude by discussing research opportunities and challenges for managing and exploiting the massive visualizations on the web.},
	articleno    = 410,
	numpages     = 15,
	keywords     = {Data Model, Visualization, Visualization Library}
}
@inproceedings{10.1145/3491102.3517592,
	title        = {ADHD and Technology Research – Investigated by Neurodivergent Readers},
	author       = {Spiel, Katta and Hornecker, Eva and Williams, Rua Mae and Good, Judith},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517592},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517592},
	abstract     = {Technology research for neurodivergent conditions is largely shaped by research aims which privilege neuro-normative outcomes. As such, there is an epistemic imbalance in meaning making about these technologies. We conducted a critical literature review of technologies designed for people with ADHD, focusing on how ADHD is framed, the research aims and approaches, the role of people with ADHD within the research process, and the types of systems being developed within Computing and HCI. Our analysis and review is conducted explicitly from an insider perspective, bringing our perspectives as neurodivergent researchers to the topic of technologies in the context of ADHD. We found that 1) technologies are largely used to ‘mitigate’ the experiences of ADHD which are perceived as disruptive to neurotypical standards of behaviour; 2) little HCI research in the area invites this population to co-construct the technologies or to leverage neurodivergent experiences in the construction of research aims; and 3) participant resistance to deficit frames can be read within the researchers’ own accounts of participant actions. We discuss the implications of this status quo for disabled people and technology researchers alike, and close with a set of recommendations for future work in this area.},
	articleno    = 547,
	numpages     = 21,
	keywords     = {cripping, methodology, critical theory, neurodiversity, neurodivergence, disability studies, ADHD, literature review}
}
@inproceedings{10.1145/3491102.3517590,
	title        = {ARGONAUT: An Inclusive Design Process for Wearable Health Monitoring Systems},
	author       = {Schauss, Gabriella and Arquilla, Katya and Anderson, Allison},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517590},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517590},
	abstract     = {Wearable biosignal monitoring systems are becoming increasingly ubiquitous as tools for autonomous health monitoring and other real-world applications. Despite the continual advancements in this field, anthropometric considerations for women’s form are often overlooked in the design process, making systems ill fit and less effective. In this paper, we present a full garment assembly, ARGONAUT, with integrated textile electrocardiogram (ECG) electrodes in a 3-lead configuration that is designed specifically for women’s form. Through the exploration of materials, anthropometry, and garment assembly, we designed and tested ARGONAUT against the laboratory standard to determine performance through R-peak detection and noise interference. We investigated common issues faced when designing a wearable ECG garment, such as fit, motion artifact mitigation, and social wearability, to develop a dynamic design process that can be used to expand the advancing technology sensor integrated garments to all individuals in order to allow for equal access to potential health benefits.},
	articleno    = 392,
	numpages     = 12,
	keywords     = {smart textiles, motion artifact, technological integration, iterative design, Electrocardiogram (ECG)}
}
@inproceedings{10.1145/3491102.3517585,
	title        = {Impact and User Perception of Sandwich Attacks in the DeFi Ecosystem},
	author       = {Wang, Ye and Zuest, Patrick and Yao, Yaxing and Lu, Zhicong and Wattenhofer, Roger},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517585},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517585},
	abstract     = {Decentralized finance (DeFi) enables crypto-asset holders to conduct complex financial transactions, while maintaining control over their assets in the blockchain ecosystem. However, the transparency of blockchain networks and the open mechanism of DeFi applications also cause new security issues. In this paper, we focus on sandwich attacks, where attackers take advantage of the transaction confirmation delay and cause financial losses for victims. We evaluate the impact and investigate users’ perceptions of sandwich attacks through a mix-method study. We find that due to users’ lack of technical background and insufficient notifications from the markets, many users were not aware of the existence and the impact of sandwich attacks. They also had a limited understanding of how to resolve the security issue. Interestingly, users showed high tolerance for the impact of sandwich attacks on individuals and the ecosystem, despite potential financial losses. We discuss general implications for users, DeFi applications, and the community.},
	articleno    = 591,
	numpages     = 15
}
@inproceedings{10.1145/3491102.3517584,
	title        = {One Week in the Future: Previs Design Futuring for HCI Research},
	author       = {Ivanov, Alexander and Au Yeung, Tim and Blair, Kathryn and Danyluk, Kurtis and Freeman, Georgina and Friedel, Marcus and Hull, Carmen and Hung, Michael Yuk-Shing and Pratte, Sydney and Willett, Wesley},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517584},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517584},
	abstract     = {We explore the use of cinematic “pre-visualization” (previs) techniques as a rapid ideation and design futuring method for human computer interaction (HCI) research. Previs approaches, which are widely used in animation and film production, use digital design tools to create medium-fidelity videos that capture richer interaction, motion, and context than sketches or static illustrations. When used as a design futuring method, previs can facilitate rapid, iterative discussions that reveal tensions, challenges, and opportunities for new research. We performed eight one-week design futuring sprints, in which individual HCI researchers collaborated with a lead designer to produce concept sketches, storyboards, and videos that examined future applications of their research. From these experiences, we identify recurring themes and challenges and present a One Week Futuring Workbook that other researchers can use to guide their own futuring sprints. We also highlight how variations of our approach could support other speculative design practices.},
	articleno    = 542,
	numpages     = 15,
	keywords     = {previsualization, design futuring, prototyping}
}
@inproceedings{10.1145/3491102.3517578,
	title        = {The Deskilling of Domain Expertise in AI Development},
	author       = {Sambasivan, Nithya and Veeraraghavan, Rajesh},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517578},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517578},
	abstract     = {Field workers, like farmers and radiologists, play a crucial role in dataset collection for AI models in low-resource settings. However, we know little about how field workers’ expertise is leveraged in dataset and model development. Based on 68 interviews with AI developers building for low-resource contexts, we find that developers reduced field workers to data collectors. Attributing poor data quality to worker practices, developers conceived of workers as corrupt, lazy, non-compliant, and as datasets themselves, pursuing surveillance and gamification to discipline workers to collect better quality data. Even though models sought to emulate the expertise of field workers, AI developers treated workers as non-essential and deskilled their expertise in service of building machine intelligence. We make the case for why field workers should be recognised as domain experts and re-imagine domain expertise as an essential partnership for AI development.},
	articleno    = 587,
	numpages     = 14,
	keywords     = {deskilling, data collection, labour studies, Taylorism, field workers, ML, data quality, domain expertise}
}
@inproceedings{10.1145/3491102.3517566,
	title        = {Methods for Evaluating the Fluency of Automatically Simplified Texts with Deaf and Hard-of-Hearing Adults at Various Literacy Levels},
	author       = {Alonzo, Oliver and Trussell, Jessica and Watkins, Matthew and Lee, Sooyeon and Huenerfauth, Matt},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517566},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517566},
	abstract     = {Research has revealed benefits and interest among Deaf and Hard-of-Hearing (DHH) adults in reading-assistance tools powered by Automatic Text Simplification (ATS), a technology whose development benefits from evaluations by specific user groups. While prior work has provided guidance for evaluating text complexity among DHH adults, researchers lack guidance for evaluating the fluency of automatically simplified texts, which may contain errors from the simplification process. Thus, we conduct methodological research on the effectiveness of metrics (including reading speed; comprehension questions; and subjective judgements of understandability, readability, grammaticality, and system performance) for evaluating texts controlled to be at different levels of fluency, when measured among DHH participants at different literacy levels. Reading speed and grammaticality judgements effectively distinguished fluency levels among participants across literacy levels. Readability and understandability judgements, however, only worked among participants with higher literacy. Our findings provide methodological guidance for designing ATS evaluations with DHH participants.},
	articleno    = 267,
	numpages     = 10,
	keywords     = {deaf and hard-of-hearing, accessibility, methodological research, automatic text simplification}
}
@inproceedings{10.1145/3491102.3517555,
	title        = {Machine-Mediated Teaming: Mixture of Human and Machine in Physical Gaming Experience},
	author       = {Maekawa, Azumi and Saito, Hiroto and Uriu, Daisuke and Kasahara, Shunichi and Inami, Masahiko},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517555},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517555},
	abstract     = {Technological advancement has opened up opportunities for new sports and physical activities. We introduce a concept called machine-mediated teaming, in which a human and a surrogate machine form a team to participate in physical sports games. To understand the experience of machine-mediated teaming and the guidelines for designing the system to achieve the concept, we built a case study system based on tug-of-war. Our system is a sports game played by two against two. One team consists of a player who actually pulls the rope and another player who participates in the physical game by controlling the machine’s actuators. We conducted user studies using this system to investigate the sport experience in this form and to reveal insights to inform future research on machine-mediated teaming. Based on the data obtained from the user studies, we clarified three perspectives, machine stamina, action space, and explicit feedback, that should be considered when designing future machine-mediated teaming systems. The research presented in this paper offers a first step towards exploring how humans and machines can coexist in highly dynamic physical interactions.},
	articleno    = 618,
	numpages     = 11,
	keywords     = {augmentation, physical interaction, human-machine collaboration, sports design}
}
@inproceedings{10.1145/3491102.3517536,
	title        = {Letters from the Future: Exploring Ethical Dilemmas in the Design of Social Agents},
	author       = {Luria, Michal and Candy, Stuart},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517536},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517536},
	abstract     = {We present a case-study of using Ethnographic Experiential Futures (EXF) to surface underlying divergences, tensions and dilemmas implicit in views of the futures of ”social agents” among professional researchers familiar with the state of the art. Based on expert interviews, we designed three ”letters from the future,” research probes that were mailed to 15 participants working in the field, to encounter and respond to. We lay out the elements and design choices that shaped these probes, present our remote and asynchronous study design, and discuss lessons learned about the use of EXF. We find that this form of hybrid design/futures intervention has the potential to provide professional communities with opportunities to grapple with potential ethical dilemmas early on. However, the knowledge and tools for doing so are still in the making. Our contribution is a step towards advancing the potential benefits of experiential futures for technology designers and researchers.},
	articleno    = 419,
	numpages     = 13,
	keywords     = {robots, ethnographic experiential futures, probes, speculative design, social agents, foresight, ethics, design fiction, artificial intelligence}
}
@inproceedings{10.1145/3491102.3517535,
	title        = {More than Bedtime and the Bedroom: Sleep Management as a Collaborative Work for the Family},
	author       = {Shin, Ji Youn and Peng, Wei and Lee, Hee Rin},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517535},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517535},
	abstract     = {Sleep is a vital health issue. Continued sleep deficiency can increase the chance of stroke, cardiovascular disease, obesity, and diabetes. Previous studies have investigated sleep as an individual activity performed within bedrooms at night. In this study with twenty parents of young children, we identify sleep as a complex experience entangled with social dynamics between family members. For example, children's sleep means not just time for children to rest, but time for self-care for parents. This paper's contributions are twofold. First, we show how the boundaries that define sleep in terms of time (at night), space (in bedrooms), and unit of analysis (individual-focused) limit designers' opportunities to tackle the deeper sleep issues of families. Second, we suggest "division of labor" as an important but rarely discussed design concept to enhance family sleep, and as a design theme for home technologies that address issues emerging from social dynamics between householders.},
	articleno    = 234,
	numpages     = 16
}
@inproceedings{10.1145/3491102.3517527,
	title        = {“Look! It’s a Computer Program! It’s an Algorithm! It’s AI!”: Does Terminology Affect Human Perceptions and Evaluations of Algorithmic Decision-Making Systems?},
	author       = {Langer, Markus and Hunsicker, Tim and Feldkamp, Tina and K\"{o}nig, Cornelius J. and Grgi\'{c}-Hla\v{c}a, Nina},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517527},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517527},
	abstract     = {In the media, in policy-making, but also in research articles, algorithmic decision-making (ADM) systems are referred to as algorithms, artificial intelligence, and computer programs, amongst other terms. We hypothesize that such terminological differences can affect people’s perceptions of properties of ADM systems, people’s evaluations of systems in application contexts, and the replicability of research as findings may be influenced by terminological differences. In two studies (N = 397, N = 622), we show that terminology does indeed affect laypeople’s perceptions of system properties (e.g., perceived complexity) and evaluations of systems (e.g., trust). Our findings highlight the need to be mindful when choosing terms to describe ADM systems, because terminology can have unintended consequences, and may impact the robustness and replicability of HCI research. Additionally, our findings indicate that terminology can be used strategically (e.g., in communication about ADM systems) to influence people’s perceptions and evaluations of these systems.},
	articleno    = 581,
	numpages     = 28,
	keywords     = {terminology, human-centered AI, replicability, research methodology}
}
@inproceedings{10.1145/3491102.3517505,
	title        = {Designing Word Filter Tools for Creator-Led Comment Moderation},
	author       = {Jhaver, Shagun and Chen, Quan Ze and Knauss, Detlef and Zhang, Amy X.},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517505},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517505},
	abstract     = {Online social platforms centered around content creators often allow comments on content, where creators can then moderate the comments they receive. As creators can face overwhelming numbers of comments, with some of them harassing or hateful, platforms typically provide tools such as word filters for creators to automate aspects of moderation. From needfinding interviews with 19 creators about how they use existing tools, we found that they struggled with writing good filters as well as organizing and revising their filters, due to the difficulty of determining what the filters actually catch. To address these issues, we present FilterBuddy, a system that supports creators in authoring new filters or building from pre-made ones, as well as organizing their filters and visualizing what comments are captured by them over time. We conducted an early-stage evaluation of FilterBuddy with YouTube creators, finding that participants see FilterBuddy not just as a moderation tool, but also a means to organize their comments to better understand their audiences.},
	articleno    = 205,
	numpages     = 21,
	keywords     = {content moderation, online harassment, content creators, human-computer integration, YouTube, platform governance, FilterBuddy}
}
@inproceedings{10.1145/3491102.3517494,
	title        = {I-LaTeX : Manipulating Transitional Representations between LaTeX Code and Generated Documents},
	author       = {Gobert, Camille and Beaudouin-Lafon, Michel},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517494},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517494},
	abstract     = {Document description languages such as LaTeX are used extensively to author scientific and technical documents, but editing them is cumbersome: code-based editors only provide generic features, while WYSIWYG interfaces only support a subset of the language. Our interviews with 11 LaTeX users highlighted their difficulties dealing with textually-encoded abstractions and with the mappings between source code and document output. To address some of these issues, we introduce Transitional Representations for document description languages, which enable the visualisation and manipulation of fragments of code in relation to their generated output. We present i-LaTeX, a LaTeX editor equipped with Transitional Representations of formulae, tables, images, and grid layouts. A 16-participant experiment shows that Transitional Representations let them complete common editing tasks significantly faster, with fewer compilations, and with a lower workload. We discuss how Transitional Representations affect editing strategies and conclude with directions for future work.},
	articleno    = 554,
	numpages     = 16,
	keywords     = {document, Code editor, Transitional Representation}
}
@inproceedings{10.1145/3491102.3517481,
	title        = {The CAT Effect: Exploring the Impact of Casual Affective Triggers on Online Surveys’ Response Rates},
	author       = {Chounta, Irene-Angelica and Nolte, Alexander},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517481},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517481},
	abstract     = {We explore the impact of Casual Affective Triggers (CAT) on response rates of online surveys. As CAT, we refer to objects that can be included in survey participation invitations and trigger participants’ affect. The hypothesis is that participants who receive CAT-enriched invitations are more likely to respond to a survey. We conducted a study where the control condition received invitations without affective triggers, and the experimental condition received CAT-enriched invitations. We differentiated the triggers within the experimental condition: one-third of the population received a personalized invitation, one-third received a picture of the surveyor’s cat, and one-third received both. We followed up with a survey to validate our findings. Our results suggest that CATs have a positive impact on response rates. We did not find CATs to induce response bias.},
	articleno    = 583,
	numpages     = 13,
	keywords     = {affect, user experience, online surveys, response rate}
}
@inproceedings{10.1145/3491102.3517477,
	title        = {Probability Weighting in Interactive Decisions: Evidence for Overuse of Bad Assistance, Underuse of Good Assistance},
	author       = {Cockburn, Andy and Quinn, Philip and Gutwin, Carl and Chen, Zhe and Suwanaposee, Pang},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517477},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517477},
	abstract     = {The effective use of assistive interfaces (i.e. those that offer suggestions or reform the user’s input to match inferred intentions) depends on users making good decisions about whether and when to engage or ignore assistive features. However, prior work from economics and psychology shows systematic decision-making biases in which people overreact to low probability events and underreact to high probability events – modelled using a probability weighting function. We examine the theoretical implications of this probability weighting for interaction, including its suggestion that users will overuse inaccurate interface assistance and underuse accurate assistance. We then conduct a new analysis of data from a previously published study, quantifying the degree of bias users exhibited, and demonstrating conformance with these predictions. We discuss implications for design, including strategies that could be used to mitigate the deleterious effects of the observed biases.},
	articleno    = 376,
	numpages     = 12,
	keywords     = {underuse., overuse, probability weighting, prospect theory, Interface suggestions}
}
@inproceedings{10.1145/3491102.3517470,
	title        = {From Who You Know to What You Read: Augmenting Scientific Recommendations with Implicit Social Networks},
	author       = {Kang, Hyeonsu B and Kocielnik, Rafal and Head, Andrew and Yang, Jiangjiang and Latzke, Matt and Kittur, Aniket and Weld, Daniel S and Downey, Doug and Bragg, Jonathan},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517470},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517470},
	abstract     = {The ever-increasing pace of scientific publication necessitates methods for quickly identifying relevant papers. While neural recommenders trained on user interests can help, they still result in long, monotonous lists of suggested papers. To improve the discovery experience we introduce multiple new methods for augmenting recommendations with textual relevance messages that highlight knowledge-graph connections between recommended papers and a user’s publication and interaction history. We explore associations mediated by author entities and those using citations alone. In a large-scale, real-world study, we show how our approach significantly increases engagement—and future engagement when mediated by authors—without introducing bias towards highly-cited authors. To expand message coverage for users with less publication or interaction history, we develop a novel method that highlights connections with proxy authors of interest to users and evaluate it in a controlled lab study. Finally, we synthesize design implications for future graph-based messages.},
	articleno    = 302,
	numpages     = 23
}
@inproceedings{10.1145/3491102.3517454,
	title        = {Smooth as Steel Wool: Effects of Visual Stimuli on the Haptic Perception of Roughness in Virtual Reality},
	author       = {G\"{u}nther, Sebastian and Rasch, Julian and Sch\"{o}n, Dominik and M\"{u}ller, Florian and Schmitz, Martin and Riemann, Jan and Matviienko, Andrii and M\"{u}hlh\"{a}user, Max},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517454},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517454},
	abstract     = {Haptic Feedback is essential for lifelike Virtual Reality (VR) experiences. To provide a wide range of matching sensations of being touched or stroked, current approaches typically need large numbers of different physical textures. However, even advanced devices can only accommodate a limited number of textures to remain wearable. Therefore, a better understanding is necessary of how expectations elicited by different visualizations affect haptic perception, to achieve a balance between physical constraints and great variety of matching physical textures. In this work, we conducted an experiment (N=31) assessing how the perception of roughness is affected within VR. We designed a prototype for arm stroking and compared the effects of different visualizations on the perception of physical textures with distinct roughnesses. Additionally, we used the visualizations’ real-world materials, no-haptics and vibrotactile feedback as baselines. As one result, we found that two levels of roughness can be sufficient to convey a realistic illusion.},
	articleno    = 399,
	numpages     = 17,
	keywords     = {perception, haptic feedback, stroke, touch, virtual reality, roughness, caress}
}
@inproceedings{10.1145/3491102.3517452,
	title        = {Towards Understanding Diminished Reality},
	author       = {Cheng, Yi Fei and Yin, Hang and Yan, Yukang and Gugenheimer, Jan and Lindlbauer, David},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517452},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517452},
	abstract     = {Diminished reality (DR) refers to the concept of removing content from a user’s visual environment. While its implementation is becoming feasible, it is still unclear how users perceive and interact in DR-enabled environments and what applications it benefits. To address this challenge, we first conduct a formative study to compare user perceptions of DR and mediated reality effects (e. g., changing the color or size of target elements) in four example scenarios. Participants preferred removing objects through opacity reduction (i. e., the standard DR implementation) and appreciated mechanisms for maintaining a contextual understanding of diminished items (e. g., outlining). In a second study, we explore the user experience of performing tasks within DR-enabled environments. Participants selected which objects to diminish and the magnitude of the effects when performing two separate tasks (video viewing, assembly). Participants were comfortable with decreased contextual understanding, particularly for less mobile tasks. Based on the results, we define guidelines for creating general DR-enabled environments.},
	articleno    = 549,
	numpages     = 16,
	keywords     = {Diminished Reality, Empirical study, Mediated Reality}
}
@inproceedings{10.1145/3491102.3517436,
	title        = {Maptimizer: Using Optimization to Tailor Tactile Maps to Users Needs},
	author       = {Hofmann, Megan and Mack, Kelly and Birchfield, Jessica and Cao, Jerry and Hughes, Autumn G and Kurpad, Shriya and Lum, Kathryn J and Warnock, Emily and Caspi, Anat and Hudson, Scott E and Mankoff, Jennifer},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517436},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517436},
	abstract     = {Tactile maps can help people who are blind or have low-vision navigate and familiarize themselves with unfamiliar locations. Ideally, tactile maps can be customized to an individual’s unique needs and abilities because of their limited space for representation. We present Maptimizer, a tool that generates tactile maps based on users’ preferences and requirements. Maptimizer uses a two stage optimization process to pair representations with geographic information and tune those representations to present that information more clearly. In a small user study, Maptimizer helped participants more successfully and efficiently identify locations of interest in unknown areas. These results demonstrate the utility of optimization techniques and generative design in complex accessibility domains.},
	articleno    = 592,
	numpages     = 15,
	keywords     = {generative design, blind, ability based design, 3D printing, tactile graphics, optimization, navigation, low-vision}
}
@inproceedings{10.1145/3491102.3517433,
	title        = {Switching Between Standard Pointing Methods with Current and Emerging Computer Form Factors},
	author       = {Foley, Margaret Jean and Roy, Quentin and Huang, Da-Yuan and Li, Wei and Vogel, Daniel},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3517433},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3517433},
	abstract     = {We investigate performance characteristics when switching between four pointing methods: absolute touch, absolute pen, relative mouse, and relative trackpad. The established “subtraction method” protocol used in mode-switching studies is extended to test pairs of methods and accommodate switch direction, multiple baselines, and controlling relative cursor position. A first experiment examines method switching on and around the horizontal surface of a tablet. Results find switching between pen and touch is fastest, and switching between relative and absolute methods incurs additional time penalty. A second experiment expands the investigation to an emerging foldable all-screen laptop form factor where switching also occurs on an angled surface and along a smoothly curved hinge. Results find switching between trackpad and touch is fastest, with all switching times generally higher. Our work contributes missing empirical evidence for switching performance using modern input methods, and our results can inform interaction design for current and emerging device form factors.},
	articleno    = 212,
	numpages     = 14,
	keywords     = {input devices, foldable displays, mode switching}
}
@inproceedings{10.1145/3491102.3507656,
	title        = {Outside Where? A Survey of Climates and Built Environments in Studies of HCI Outdoors},
	author       = {Jones, Michael D and Von Feldt, Meredith and Andrus, Natalie},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3507656},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3507656},
	abstract     = {We found significant gaps in the climates and built environments used as settings for studies of HCI outdoors. The experience of using a computer outdoors varies widely depending on location-specific factors such as weather and the availability of electricity. We surveyed 699 papers from CHI venues and found 101 studies involving a person and a computer interacting outdoors for which we could determine the study location. We categorized each study location by climate using the K\"{o}ppen-Geiger scheme and by built environment using the Recreation Opportunity Spectrum. 91 of 101 studies took place in temperate or continental climates and 82 took place in urban settings. Emerging understanding of the ongoing impacts of climate change increases the importance of investigating HCI outdoors in a wider range of weather conditions. While some primitive natural settings have been preserved against development at great cost, we found no studies of HCI outdoors in those settings.},
	articleno    = 373,
	numpages     = 15,
	keywords     = {Human-computer interaction, built environment, HCI outdoors}
}
@inproceedings{10.1145/3491102.3502206,
	title        = {Designing Flexible Longitudinal Regimens: Supporting Clinician Planning for Discontinuation of Psychiatric Drugs},
	author       = {Jo, Eunkyung and Ryu, Myeonghan and Kenderova, Georgia and So, Samuel and Shapiro, Bryan and Papoutsaki, Alexandra and Epstein, Daniel A.},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502206},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502206},
	abstract     = {Clinical decision support tools have typically focused on one-time support for diagnosis or prognosis, but have the ability to support providers in longitudinal planning of patient care regimens amidst infrastructural challenges. We explore an opportunity for technology support for discontinuing antidepressants, where clinical guidelines increasingly recommend gradual discontinuation over abruptly stopping to avoid withdrawal symptoms, but providers have varying levels of experience and diverse strategies for supporting patients through discontinuation. We conducted two studies with 12 providers, identifying providers’ needs in developing discontinuation plans and deriving design guidelines. We then iteratively designed and implemented AT Planner, instantiating the guidelines by projecting taper schedules and providing flexibility for adjustment. Provider feedback on AT Planner highlighted that discontinuation plans required balancing interpersonal and infrastructural constraints and surfaced the need for different technological support based on clinical experience. We discuss the benefits and challenges of incorporating flexibility and advice into clinical planning tools.},
	articleno    = 352,
	numpages     = 17,
	keywords     = {Planning, Clinical decision support systems, Antidepressants, Psychiatric drugs}
}
@inproceedings{10.1145/3491102.3502140,
	title        = {Consent in the Age of AR: Investigating The Comfort With Displaying Personal Information in Augmented Reality},
	author       = {Rixen, Jan Ole and Colley, Mark and Askari, Ali and Gugenheimer, Jan and Rukzio, Enrico},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502140},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502140},
	abstract     = {Social Media (SM) has shown that we adapt our communication and disclosure behaviors to available technological opportunities. Head-mounted Augmented Reality (AR) will soon allow to effortlessly display the information we disclosed not isolated from our physical presence (e.g., on a smartphone) but visually attached to the human body. In this work, we explore how the medium (AR vs. Smartphone), our role (being augmented vs. augmenting), and characteristics of information types (e.g., level of intimacy, self-disclosed vs. non-self-disclosed) impact the users’ comfort when displaying personal information. Conducting an online survey (N=148), we found that AR technology and being augmented negatively impacted this comfort. Additionally, we report that AR mitigated the effects of information characteristics compared to those they had on smartphones. In light of our results, we discuss that information augmentation should be built on consent and openness, focusing more on the comfort of the augmented rather than the technological possibilities.},
	articleno    = 295,
	numpages     = 14,
	keywords     = {User Acceptance, Data Glasses, Personal Information, Disclosure, Mixed Reality, Comfort, Public Experiences, Social Acceptability, Augmented Reality, Consent}
}
@inproceedings{10.1145/3491102.3502125,
	title        = {“I’m Surprised So Much Is Connected”},
	author       = {Hammann, Sven and Crabb, Michael and Radomirovic, Sasa and Sasse, Ralf and Basin, David},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502125},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502125},
	abstract     = {A person’s online security setup is tied to the security of their individual accounts. Some accounts are particularly critical as they provide access to other online services. For example, an email account can be used for external account recovery or to assist with single-sign-on. The connections between accounts are specific to each user’s setup and create unique security problems that are difficult to remedy by following generic security advice. In this paper, we develop a method to gather and analyze users’ online accounts systematically. We demonstrate this in a user study with 20 participants and obtain detailed insights on how users’ personal setup choices and behaviors affect their overall account security. We discuss concrete usability and privacy concerns that prevented our participants from improving their account security. Based on our findings, we provide recommendations for service providers and security experts to increase the adoption of security best practices.},
	articleno    = 620,
	numpages     = 13,
	keywords     = {Account Graph, security setup, user interviews.}
}
@inproceedings{10.1145/3491102.3502113,
	title        = {FlexHaptics: A Design Method for Passive Haptic Inputs Using Planar Compliant Structures},
	author       = {Lin, Hongnan and He, Liang and Song, Fangli and Li, Yifan and Cheng, Tingyu and Zheng, Clement and Wang, Wei and Oh, HyunJoo},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502113},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502113},
	abstract     = {This paper presents FlexHaptics, a design method for creating custom haptic input interfaces. Our approach leverages planar compliant structures whose force-deformation relationship can be altered by adjusting the geometries. Embedded with such structures, a FlexHaptics module exerts a fine-tunable haptic effect (i.e., resistance, detent, or bounce) along a movement path (i.e., linear, rotary, or ortho-planar). These modules can work separately or combine into an interface with complex movement paths and haptic effects. To enable the parametric design of FlexHaptic modules, we provide a design editor that converts user-specified haptic properties into underlying mechanical structures of haptic modules. We validate our approach and demonstrate the potential of FlexHaptic modules through six application examples, including a slider control for a painting application and a piano keyboard interface on touchscreens, a tactile low vision timer, VR game controllers, and a compound input device of a joystick and a two-step button.},
	articleno    = 169,
	numpages     = 13,
	keywords     = {Parametric design, Haptics, Tangible interface., Compliant structure, Digital fabrication}
}
@inproceedings{10.1145/3491102.3502101,
	title        = {Insights and Opportunities for HCI Research into Hurricane Risk Communication},
	author       = {Soden, Robert and Chilton, Lydia and Miles, Scott and Bicksler, Rebecca and Villanueva, Kaira Ray and Bica, Melissa},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502101},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502101},
	abstract     = {Communicating risk to the public in the lead-up to tropical storms has the potential to significantly reduce the impacts on both livelihood and property. While significant research has been conducted in the storm risk community on how people receive, seek, and utilize risk information, given the importance of computing technologies and social media in these activities, human-centered design stands to make important contributions to this area. Drawing on an extensive literature review and 48 interviews with hurricane experts and members of the public, this paper makes three contributions. First, we provide a broad overview of hurricane risk communication. We then offer a set of guiding insights to inform HCI research work in this domain. Finally, we identify 6 opportunities that future human centered design work might pursue. In sum, this paper offers an invitation and a starting point for HCI to take up the problem of hurricane risk communication.},
	articleno    = 325,
	numpages     = 13,
	keywords     = {Hurricane Risk Communication, Crisis Informatics}
}
@inproceedings{10.1145/3491102.3502077,
	title        = {Interaction with Touch-Sensitive Knitted Fabrics: User Perceptions and Everyday Use Experiments},
	author       = {McDonald, Denisa Qori and Mahajan, Shruti and Vallett, Richard and Dion, Genevieve and Shokoufandeh, Ali and Solovey, Erin},
	year         = 2022,
	booktitle    = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
	location     = {New Orleans, LA, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '22},
	doi          = {10.1145/3491102.3502077},
	isbn         = 9781450391573,
	url          = {https://doi.org/10.1145/3491102.3502077},
	abstract     = {Recent work has investigated the construction of touch-sensitive knitted fabrics, capable of being manufactured at scale, and having only two connections to external hardware. Additionally, several sensor design patterns and application prototypes have been introduced. Our aim is to start shaping the future of this technology according to user expectations. Through a formative focus group study, we explore users’ views of using these fabrics in different contexts and discuss potential concerns and application areas. Subsequently, we take steps toward addressing relevant questions, by first providing design guidelines for application designers. Furthermore, in one user study, we demonstrate that it is possible to distinguish different swipe gestures and identify accidental contact with the sensor, a common occurrence in everyday life. We then present experiments investigating the effect of stretching and laundering of the sensors on their resistance, providing insights about considerations necessary to include in computational models.},
	articleno    = 426,
	numpages     =

license: MIT

license_type: permissive

branch_name: refs/heads/master

extension: bib