text:
, Sonia},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445104},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445104},
	abstract     = {This paper provides empirical evidence of a link between the Fear of Missing Out (FoMO) and reluctant privacy behaviours, to help explain a gap between users’ privacy attitudes and their behaviours online (also known as the Privacy Paradox). Using Grounded Theory, we interviewed 25 participants and created a high-level empirically-grounded theory of the relationship between FoMO and reluctant privacy behaviours. We identify three main dimensions in which users feel pressured to participate even when they have privacy concerns, to avoid missing out. We discuss the implications of these results on the design of technologies, and how they may indicate systemic dark design.},
	articleno    = 550,
	numpages     = 15,
	keywords     = {Fear of Missing Out, Privacy, Social Media, Participatory Reluctance, Dark Patterns, Interviews, Privacy Paradox}
}
@inproceedings{10.1145/3411764.3445096,
	title        = {Designing Interactive Transfer Learning Tools for ML Non-Experts},
	author       = {Mishra, Swati and Rzeszotarski, Jeffrey M},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445096},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445096},
	abstract     = {Interactive machine learning (iML) tools help to make ML accessible to users with limited ML expertise. However, gathering necessary training data and expertise for model-building remains challenging. Transfer learning, a process where learned representations from a model trained on potentially terabytes of data can be transferred to a new, related task, offers the possibility of providing ”building blocks” for non-expert users to quickly and effectively apply ML in their work. However, transfer learning largely remains an expert tool due to its high complexity. In this paper, we design a prototype to understand non-expert user behavior in an interactive environment that supports transfer learning. Our findings reveal a series of data- and perception-driven decision-making strategies non-expert users employ, to (in)effectively transfer elements using their domain expertise. Finally, we synthesize design implications which might inform future interactive transfer learning environments.},
	articleno    = 364,
	numpages     = 15,
	keywords     = {Interactive Machine Learning, Transfer Learning, User Study, Prototyping}
}
@inproceedings{10.1145/3411764.3445086,
	title        = {Examining Mobility Among People Living with HIV in Rural Areas},
	author       = {F. Maestre, Juan and Dillahunt, Tawanna and Andrew Theisz, Alec and Furness, Megan and Kameswaran, Vaishnav and Veinot, Tiffany and C. Shih, Patrick},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445086},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445086},
	abstract     = {The rise of ridesharing platforms has transformed traditional transportation, making it more accessible for getting to work and accessing grocery stores and healthcare providers, which are essential to physical and mental well-being. However, such technologies are not available everywhere. Additionally, there is a scarcity of HCI work that investigates how vulnerable populations such as rural-dwelling people with HIV face and overcome transportation barriers. To extend past research, we conducted 31 surveys and 18 interviews with people living with HIV (22 surveys, 14 interviews) and their case coordinators (9 surveys, 4 interviews) in rural areas. Contrary to past research, we found that the use of alternative vehicles, extensive support networks, and nonprofit health organizations facilitated transportation. However, distance, the lack of trust and infrastructure, stigma, and other cultural underpinnings made popular forms of urban transportation unappealing. We contextualize our findings with prior research and contribute implications for future research and design.},
	articleno    = 201,
	numpages     = 17,
	keywords     = {Mobility, Rural Communities, HIV Care and Management, Transportation Barriers}
}
@inproceedings{10.1145/3411764.3445081,
	title        = {BackSwipe: Back-of-Device Word-Gesture Interaction on Smartphones},
	author       = {Cui, Wenzhe and Zhu, Suwen and Li, Zhi and Xu, Zheer and Yang, Xing-Dong and Ramakrishnan, IV and Bi, Xiaojun},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445081},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445081},
	abstract     = {Back-of-device interaction is a promising approach to interacting on smartphones. In this paper, we create a back-of-device command and text input technique called BackSwipe, which allows a user to hold a smartphone with one hand, and use the index finger of the same hand to draw a word-gesture anywhere at the back of the smartphone to enter commands and text. To support BackSwipe, we propose a back-of-device word-gesture decoding algorithm which infers the keyboard location from back-of-device gestures, and adjusts the keyboard size to suit the gesture scales; the inferred keyboard is then fed back into the system for decoding. Our user study shows BackSwipe is feasible and a promising input method, especially for command input in the one-hand holding posture: users can enter commands at an average accuracy of 92% with a speed of 5.32 seconds/command. The text entry performance varies across users. The average speed is 9.58 WPM with some users at 18.83 WPM; the average word error rate is 11.04% with some users at 2.85%. Overall, BackSwipe complements the extant smartphone interaction by leveraging the back of the device as a gestural input surface.},
	articleno    = 196,
	numpages     = 12,
	keywords     = {smartphones., word-gesture shortcuts, command input, Text entry, touchscreen}
}
@inproceedings{10.1145/3411764.3445078,
	title        = {Training and Embedding Cybersecurity Guardians in Older Communities.},
	author       = {Nicholson, James and Morrison, Ben and Dixon, Matt and Holt, Jack and Coventry, Lynne and McGlasson, Jill},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445078},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445078},
	abstract     = {Older adults can struggle to access relevant community expertise when faced with new situations. One such situation is the number of cyberattacks they may face when interacting online. This paper reports on an initiative which recruited, trained, and supported older adults to become community cybersecurity educators (CyberGuardians), tasked with promoting cybersecurity best practice within their communities to prevent older adults falling victim to opportunistic cyberattacks. This initiative utilised an embedded peer-to-peer information dissemination strategy, rather than expert-to-citizen, facilitating the inclusion of individuals who would ordinarily be unlikely to seek cybersecurity information and thus may be vulnerable to cyberattacks. We report on ways the CyberGuardians used informal methods to create more aware communities, served as role models for behaviour change and indirectly improved their personal wellbeing. We discuss considerations for supporting CyberGuardians, including implications for sustainability and for replicating this model in other digital contexts, e.g., recognising misinformation or improving mental health.},
	articleno    = 86,
	numpages     = 15,
	keywords     = {Older adults, civic engagement, information sharing, cybersecurity, community}
}
@inproceedings{10.1145/3411764.3445074,
	title        = {Smartphone Usage by Expert Blind Users},
	author       = {Jain, Mohit and Diwakar, Nirmalendu and Swaminathan, Manohar},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445074},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445074},
	abstract     = {People with vision impairments access smartphones with the help of screen reader apps such as TalkBack for Android and VoiceOver for iPhone. Prior research has mostly focused on understanding touchscreen phone adoption and typing performance of novice blind users by logging their real-world smartphone usage. Understanding smartphone usage pattern and practices of expert users can help in developing tools and tutorials for transitioning novice and intermediate users to expert users. In this work, we logged smartphone usage data of eight expert Android smartphone users with visual impairments for four weeks, and then interviewed them. This paper presents a detailed analysis that uncovered novel usage patterns, such as extensive usage of directional gestures, reliance on voice and external keyboard for text input, and repurposed explore by touch for single-tap. We conclude with design recommendations to inform the future of mobile accessibility, including hardware guidelines and rethinking accessible software design.},
	articleno    = 34,
	numpages     = 15,
	keywords     = {usage pattern, TalkBack, security, touchscreen, smartphone, accessibility, vision impairment, expert users., TTS, gestures, app usage, text entry, blind users}
}
@inproceedings{10.1145/3411764.3445056,
	title        = {Design in Action: Unpacking the Artists’ Role in Performance-Led Research},
	author       = {Tholander, Jakob and Rossitto, Chiara and Rostami, Asreen and Ishiguro, Yoshio and Miyaki, Takashi and Rekimoto, Jun},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445056},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445056},
	abstract     = {This paper illustrates design work carried out to develop an interactive theater performance. HCI has started to address the challenges of designing interactive performances, as both audience and performers’ experiences are considered and a variety of professional expertise involved. Nevertheless, research has overlooked how such design unfolds in practice, and what role artists play in exploring both the creative opportunities and the challenges associated with interweaving digital technologies. A two-day workshop was conducted to tailor the use of the ChameleonMask, a telepresence technology, within a performance. The analysis highlights the artists’ work to make the mask work while framing, exploring and conceptualizing its use. The discussion outlines the artists’ skills and design expertise, and how they redefine the role of HCI in performance-led research.},
	articleno    = 626,
	numpages     = 13,
	keywords     = {collaborative design, telepresence, interactive performance, performance-led research}
}
@inproceedings{10.1145/3411764.3445055,
	title        = {“You Gotta Watch What You Say”: Surveillance of Communication with Incarcerated People},
	author       = {Owens, Kentrell and Cobb, Camille and Cranor, Lorrie},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445055},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445055},
	abstract     = {Surveillance of communication between incarcerated and non-incarcerated people has steadily increased, enabled partly by technological advancements. Third-party vendors control communication tools for most U.S. prisons and jails and offer surveillance capabilities beyond what individual facilities could realistically implement. Frequent communication with family improves mental health and post-carceral outcomes for incarcerated people, but does discomfort about surveillance affect how their relatives communicate with them? To explore this and the understanding, attitudes, and reactions to surveillance, we conducted 16 semi-structured interviews with participants who have incarcerated relatives. Among other findings, we learn that participants communicate despite privacy concerns that they felt helpless to address. We also observe inaccuracies in participants’ beliefs about surveillance practices. We discuss implications of inaccurate understandings of surveillance, misaligned incentives between end-users and vendors, how our findings enhance ongoing conversations about carceral justice, and recommendations for more privacy-sensitive communication tools.},
	articleno    = 62,
	numpages     = 18,
	keywords     = {prison, communication, surveillance, ICT, privacy}
}
@inproceedings{10.1145/3411764.3445043,
	title        = {ReverseORC: Reverse Engineering of Resizable User Interface Layouts with OR-Constraints},
	author       = {Jiang, Yue and Stuerzlinger, Wolfgang and Lutteroth, Christof},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445043},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445043},
	abstract     = {Reverse engineering (RE) of user interfaces (UIs) plays an important role in software evolution. However, the large diversity of UI technologies and the need for UIs to be resizable make this challenging. We propose ReverseORC, a novel RE approach able to discover diverse layout types and their dynamic resizing behaviours independently of their implementation, and to specify them by using OR constraints. Unlike previous RE approaches, ReverseORC infers flexible layout constraint specifications by sampling UIs at different sizes and analyzing the differences between them. It can create specifications that replicate even some non-standard layout managers with complex dynamic layout behaviours. We demonstrate that ReverseORC works across different platforms with very different layout approaches, e.g., for GUIs as well as for the Web. Furthermore, it can be used to detect and fix problems in legacy UIs, extend UIs with enhanced layout behaviours, and support the creation of flexible UI layouts.},
	articleno    = 316,
	numpages     = 18,
	keywords     = {reverse engineering, resizable user interface, constraint-based layout, adaptive user interface, ORC Layout}
}
@inproceedings{10.1145/3411764.3445781,
	title        = {ArgueTutor: An Adaptive Dialog-Based Learning System for Argumentation Skills},
	author       = {Wambsganss, Thiemo and Kueng, Tobias and Soellner, Matthias and Leimeister, Jan Marco},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445781},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445781},
	abstract     = {Techniques from Natural-Language-Processing offer the opportunities to design new dialog-based forms of human-computer interaction as well as to analyze the argumentation quality of texts. This can be leveraged to provide students with adaptive tutoring when doing a persuasive writing exercise. To test if individual tutoring for students’ argumentation will help them to write more convincing texts, we developed ArgueTutor, a conversational agent that tutors students with adaptive argumentation feedback in their learning journey. We compared ArgueTutor with 55 students to a traditional writing tool. We found students using ArgueTutor wrote more convincing texts with a better quality of argumentation compared to the ones using the alternative approach. The measured level of enjoyment and ease of use provides promising results to use our tool in traditional learning settings. Our results indicate that dialog-based learning applications combined with NLP text feedback have a beneficial use to foster better writing skills of students.},
	articleno    = 683,
	numpages     = 13,
	keywords     = {adaptive learning, educational applications, pedagogical conversational agents, argumentation learning}
}
@inproceedings{10.1145/3411764.3445774,
	title        = {Uncovering the Promises and Challenges of Social Media Use in the Low-Wage Labor Market: Insights from Employers},
	author       = {Lu, Alex Jiahong and Dillahunt, Tawanna R.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445774},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445774},
	abstract     = {Social media has become an effective recruitment tool for higher-waged and white-collar professionals. Yet, past studies have questioned its effectiveness for the recruitment of lower-waged workers. It is also unclear whether or how employers leverage social media in their recruitment of low-wage job seekers, and how social media could better support the needs of both stakeholders. Therefore, we conducted 15 semi-structured interviews with employers of low-wage workers in the U.S. We found that employers: use social media, primarily Facebook, to access large pools of active low-wage job seekers; and recognize indirect signals about low-wage job seekers’ commitment and job readiness. Our work suggests that there remains a visible, yet unaddressed power imbalance between low-wage workers and employers in the use of social media, which risks further destabilizing the precarious labor market.},
	articleno    = 452,
	numpages     = 13,
	keywords     = {recruitment, materiality, workplace studies, Social media, power asymmetries, impression management, low-wage worker}
}
@inproceedings{10.1145/3411764.3445770,
	title        = {Programmable Smart Home Toolkits Should Better Address Households’ Social Needs},
	author       = {Salovaara, Antti and Bellucci, Andrea and Vianello, Andrea and Jacucci, Giulio},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445770},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445770},
	abstract     = {End-user-programmable smart-home toolkits have engendered excitement in recent years. However, modern homes already cater quite well to users’ needs, and genuinely new needs for smart-home automation seldom arise. Acknowledging this challenging starting point, we conducted a six-week in-the-wild study of smart-home toolkits with four carefully recruited technology-savvy families. Interleaved with free toolkit use in the home were several creativity workshops to facilitate ideation and programming. We evaluated use experiences at the end of the six weeks. Even with extensive facilitation, families faced difficulties in identifying needs for smart-home automation, except for social needs that emerged in all the families. We present analysis of those needs and discuss how end-user-programmable toolkits could better engage with both those household members who design new automated functions and those who merely ‘use’ them.},
	articleno    = 718,
	numpages     = 14,
	keywords     = {smart homes, in-the-wild study, appropriation, trigger–action programming, internet of things, end-user programming}
}
@inproceedings{10.1145/3411764.3445765,
	title        = {GestureMap: Supporting Visual Analytics and Quantitative Analysis of Motion Elicitation Data by Learning 2D Embeddings},
	author       = {Dang, Hai and Buschek, Daniel},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445765},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445765},
	abstract     = {This paper presents GestureMap, a visual analytics tool for gesture elicitation which directly visualises the space of gestures. Concretely, a Variational Autoencoder embeds gestures recorded as 3D skeletons on an interactive 2D map. GestureMap further integrates three computational capabilities to connect exploration to quantitative measures: Leveraging DTW Barycenter Averaging (DBA), we compute average gestures to 1) represent gesture groups at a glance; 2) compute a new consensus measure (variance around average gesture); and 3) cluster gestures with k-means. We evaluate GestureMap and its concepts with eight experts and an in-depth analysis of published data. Our findings show how GestureMap facilitates exploring large datasets and helps researchers to gain a visual understanding of elicited gesture spaces. It further opens new directions, such as comparing elicitations across studies. We discuss implications for elicitation studies and research, and opportunities to extend our approach to additional tasks in gesture elicitation.},
	articleno    = 317,
	numpages     = 12,
	keywords     = {Gesture elicitation, dimensionality reduction, visual analytics, deep learning}
}
@inproceedings{10.1145/3411764.3445762,
	title        = {VINS: Visual Search for Mobile User Interface Design},
	author       = {Bunian, Sara and Li, Kai and Jemmali, Chaima and Harteveld, Casper and Fu, Yun and Seif El-Nasr, Magy Seif},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445762},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445762},
	abstract     = {Searching for relative mobile user interface (UI) design examples can aid interface designers in gaining inspiration and comparing design alternatives. However, finding such design examples is challenging, especially as current search systems rely on only text-based queries and do not consider the UI structure and content into account. This paper introduces VINS, a visual search framework, that takes as input a UI image (wireframe, high-fidelity) and retrieves visually similar design examples. We first survey interface designers to better understand their example finding process. We then develop a large-scale UI dataset that provides an accurate specification of the interface’s view hierarchy (i.e., all the UI components and their specific location). By utilizing this dataset, we propose an object-detection based image retrieval framework that models the UI context and hierarchical structure. The framework achieves a mean Average Precision of 76.39% for the UI detection and high performance in querying similar UI designs.},
	articleno    = 423,
	numpages     = 14,
	keywords     = {object detection, design examples, information retrieval, deep learning, wireframes, user interface design, datasets, data-driven design, computer vision}
}
@inproceedings{10.1145/3411764.3445755,
	title        = {Exploring Technology Design for Students with Vision Impairment in the Classroom and Remotely},
	author       = {Gadiraju, Vinitha and Doyle, Olwyn and Kane, Shaun},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445755},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445755},
	abstract     = {Teachers of the Visually Impaired (TVIs) teach academic and functional living skills simultaneously to prepare students with vision impairment to be successful and independent. Current educational tools primarily focus on academic instruction rather than this multifaceted approach needed for students. Our work aims to understand how technology can integrate behavioral skills, like independence, and support TVIs in their preferred teaching strategy. We observed elementary classrooms at a school for the blind for six weeks to study how educators design lessons and use technology to supplement their instruction in different subjects. After the observational study, we conducted remote interviews with educators to understand how technology can support students in building academic and behavioral skills in-person and remotely. Educators suggested incorporating audio feedback that motivates students to play and learn consistently, student progress tracking for parents and educators, and designing features that help students build independence and develop collaborative skills.},
	articleno    = 30,
	numpages     = 13,
	keywords     = {classroom, blind, visually impaired, children, Accessibility, teachers}
}
@inproceedings{10.1145/3411764.3445750,
	title        = {Enabling Personal Computational Handweaving with a Low-Cost Jacquard Loom},
	author       = {Albaugh, Lea and McCann, James and Yao, Lining and Hudson, Scott E.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445750},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445750},
	abstract     = {We present an inexpensive tabletop loom that offers fully computational patterning while maintaining the flexibility of handweaving. Our loom can be assembled for under US$200 with 3D printed parts, and it can be controlled straightforwardly over USB. Our loom is explicitly a hand loom: that is, a weaver is required to operate the weaving process and may mediate row-by-row patterning and material specifics like yarn tension. Our approach combines the flexibility of fully analog handweaving with the computational affordances of digital fabrication: it enables the incorporation of special techniques and materials, as well as allowing for the possibility of computational and creative interventions in the weaving process itself. In taking this approach, we aim to serve a range of end users including artisans and researchers, whether for skill-building, for rapid prototyping, or for creative reflection. We describe the mechanical and electronic implementation of our loom and show examples of its use for personal fabrication.},
	articleno    = 497,
	numpages     = 10,
	keywords     = {weaving, Textiles}
}
@inproceedings{10.1145/3411764.3445739,
	title        = {Interpreting the Effect of Embellishment on Chart Visualizations},
	author       = {Andry, Tiffany and Hurter, Christophe and Lambotte, Fran\c{c}ois and Fastrez, Pierre and Telea, Alexandru},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445739},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445739},
	abstract     = {Infographics range from minimalism that aims to convey the raw data to elaborately decorated, or embellished, graphics that aim to engage readers by telling a story. Several studies have shown evidence to negative, but also positive, effects on embellishments. We conducted a set of experiments to gauge more precisely how embellishments affect how people relate to infographics and make sense of the conveyed story. By analyzing questionnaires, interviews, and eye-tracking data simplified by bundling, we show that, within bounds, embellishments have a positive effect on how users get engaged in understanding an infographic, with very limited downside. To our knowledge, our work is the first that fuses the aforementioned three information sources to understand infographics. Our findings can help to design more fine-grained studies to quantify the effects of embellishments and also to design infographics that effectively use the embellishments’ positive aspects identified. I think the contribution does not appear well in the abstract. It’s not just that the visual embellishments are positive. We show a methodology that allows us to see what these effects are (in addition to engagement, memorization and recall) at several levels (scales, interviews, eye tracking) which are therefore physiological and emotional. We could include this idea in the abstract?},
	articleno    = 613,
	numpages     = 15,
	keywords     = {gaze detection, neural networks, text tagging, datasets}
}
@inproceedings{10.1145/3411764.3445737,
	title        = {What Matters in Professional Drone Pilots’ Practice? An Interview Study to Understand the Complexity of Their Work and Inform Human-Drone Interaction Research},
	author       = {Ljungblad, Sara and Man, Yemao and Bayta\c{s}, Mehmet Ayd\i{}n and Gamboa, Mafalda and Obaid, Mohammad and Fjeld, Morten},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445737},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445737},
	abstract     = {Human-drone interaction is a growing topic of interest within HCI research. Researchers propose many innovative concepts for drone applications, but much of this research does not incorporate knowledge on existing applications already adopted by professionals. This limits the validity of said research. To address this limitation, we present our findings from an in-depth interview study with 10 professional drone pilots. Our participants were armed with significant experience and qualifications – pertinent to both drone operations and a set of applications covering diverse industries. Our findings have resulted in design recommendations that should inform both ends and means of human-drone interaction research. These include, but are not limited to: safety-related protocols, insights from domain-specific use cases, and relevant practices outside of hands-on flight.},
	articleno    = 159,
	numpages     = 16,
	keywords     = {pilots, interview study, Drones, quadcopters, professionals, piloting}
}
@inproceedings{10.1145/3411764.3445718,
	title        = {Showing Academic Performance Predictions during Term Planning: Effects on Students’ Decisions, Behaviors, and Preferences},
	author       = {Mendez, Gonzalo and Gal\'{a}rraga, Luis and Chiluiza, Katherine},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445718},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445718},
	abstract     = {Course selection is a crucial activity for students as it directly impacts their workload and performance. It is also time-consuming, prone to subjectivity, and often carried out based on incomplete information. This task can, nevertheless, be assisted with computational tools, for instance, by predicting performance based on historical data. We investigate the effects of showing grade predictions to students through an interactive visualization tool. A qualitative study suggests that in the presence of predictions, students may focus too much on maximizing their performance, to the detriment of other factors such as the workload. A follow-up quantitative study explored whether these effects are mitigated by changing how predictions are conveyed. Our observations suggest the presence of a framing effect that induces students to put more effort into course selection when faced with more specific predictions. We discuss these and other findings and outline considerations for designing better data-driven course selection tools.},
	articleno    = 22,
	numpages     = 17,
	keywords     = {Visual learning analytics, framing effects, course selection, academic performance predictions, course recommendation.}
}
@inproceedings{10.1145/3411764.3445707,
	title        = {The Right to Help and the Right Help: Fostering and Regulating Collective Action in a Medical Making Reaction to COVID-19},
	author       = {Hofmann, Megan and Lakshmi, Udaya and Mack, Kelly and Hudson, Scott E and Arriaga, Rosa I. and Mankoff, Jennifer},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445707},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445707},
	abstract     = {Medical making intersects opposing value systems of a medical “do no harm” ethos and makers’ drive to innovate. Since March 2020, online maker communities have formed to design, manufacture, and distribute personal protective equipment (PPE) and other medical devices needed to fight the COVID-19 pandemic. We present a participant observation study of 14 maker communities, which have developed differing driving principles for efforts with varied access to interdisciplinary expertise on online platforms that mutually shape collective action. Over time, these communities unintentionally align towards action-oriented or regulated practices because they often lack higher level insight and agency in choosing communication platforms. In response, we recommend: regulatory bodies to build coalitions with makers, online platforms to give communities more control over the presentation of information, and repositories to balance needs to distribute information while limiting the spread of misinformation.},
	articleno    = 654,
	numpages     = 13,
	keywords     = {COVID-19, 3D printing, making, collective action}
}
@inproceedings{10.1145/3411764.3445704,
	title        = {Haptic and Visual Comprehension of a 2D Graph Layout Through Physicalisation},
	author       = {Drogemuller, Adam and Cunningham, Andrew and Walsh, James A and Baumeister, James and Smith, Ross T. and Thomas, Bruce H},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445704},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445704},
	abstract     = {Data physicalisations afford people the ability to directly interact with data using their hands, potentially achieving a more comprehensive understanding of a dataset. Due to their complex nature, the representation of graphs and networks could benefit from physicalisation, bringing the dataset from the digital world into the physical one. However, no empirical work exists investigating the effects physicalisations have upon comprehension as they relate to graph representations. In this work, we present initial design considerations for graph physicalisations, as well as an empirical study investigating differences in comprehension between virtual and physical representations. We found that participants perceived themselves as being more accurate via touch and sight (visual-haptic) than the graphical-only modality, and perceived a triangle count task as less difficult in visual-haptic than in the graphical-only modality. Additionally, we found that participants significantly preferred interacting with visual-haptic over other conditions, despite no significant effect on task time or error.},
	articleno    = 463,
	numpages     = 16,
	keywords     = {tactile graphics, data physicalisation, information visualisation, embodiment}
}
@inproceedings{10.1145/3411764.3445693,
	title        = {Sustaining a Networked Community Resource: Findings from a Longitudinal Situated Display Deployment},
	author       = {Nicholson, Stuart Alan and Crivellaro, Clara and Clear, Adrian K and Jackson, Dan and Comber, Rob and Vlachokyriakos, Vasilis and Olivier, Patrick},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445693},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445693},
	abstract     = {Configuring community technology to ensure its sustainability has proved challenging. We present a 3-year longitudinal study and evaluation of two independent situated community display networks in rural contexts. We describe how the design of the display systems evolved to reflect the needs and desires of the community. We report on the way stakeholders’ perceptions of the displays changed over time, and examine the community dynamics involved in the administration, maintenance and moderation of the systems. Drawing from our findings, we further explore the role of the community champion and their impact on sustainability and scalability. We provide recommendations for the design of community network display technology that supports democratic inter-community politics and governance, and is sensitive to the hidden emotional labor and social resources that are required from communities to fully adopt and sustain display technology.},
	articleno    = 561,
	numpages     = 13,
	keywords     = {social inclusion, community resource, pervasive displays, rural community}
}
@inproceedings{10.1145/3411764.3445688,
	title        = {MomentMeld: AI-Augmented Mobile Photographic Memento towards Mutually Stimulatory Inter-Generational Interaction},
	author       = {Kang, Bumsoo and Kang, Seungwoo and Hwang, Inseok},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445688},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445688},
	abstract     = {Aging often comes with declining social interaction, a known adversarial factor impacting the life satisfaction of senior population. Such decline appears even in family–a permanent social circle, as their adult children eventually go independent. We present MomentMeld, an AI-powered, cloud-backed mobile application that blends with everyday routine and naturally encourages rich and frequent inter-generational interactions in a family, especially those between the senior generation and their adult children. Firstly, we design a photographic interaction aid called mutually stimulatory memento, which is a cross-generational juxtaposition of semantically related photos to bring natural arousal of context-specific inter-generational empathy and reminiscence. Secondly, we build comprehensive ensemble AI models consisting of various deep neural networks and a runtime system that automates the creation of mutually stimulatory memento on top of the user’s usual photo-taking routines. We deploy MomentMeld in-the-wild with six families for an eight-week period, and discuss the key findings and further implications.},
	articleno    = 479,
	numpages     = 16,
	keywords     = {artificial intelligence, smartphone, aging, mobile photography, deep neural network, semantic similarity, mutually stimulatory memento, Inter-generational interaction}
}
@inproceedings{10.1145/3411764.3445685,
	title        = {Poros: Configurable Proxies for Distant Interactions in VR},
	author       = {Pohl, Henning and Lilija, Klemen and McIntosh, Jess and Hornb\ae{}k, Kasper},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445685},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445685},
	abstract     = {A compelling property of virtual reality is that it allows users to interact with objects as they would in the real world. However, such interactions are limited to space within reach. We present Poros, a system that allows users to rearrange space. After marking a portion of space, the distant marked space is mirrored in a nearby proxy. Thereby, users can arrange what is within their reachable space, making it easy to interact with multiple distant spaces as well as nearby objects. Proxies themselves become part of the scene and can be moved, rotated, scaled, or anchored to other objects. Furthermore, they can be used in a set of higher-level interactions such as alignment and action duplication. We show how Poros enables a variety of tasks and applications and also validate its effectiveness through an expert evaluation.},
	articleno    = 532,
	numpages     = 12,
	keywords     = {worlds in miniature, virtual reality, portals, 3D user interface}
}
@inproceedings{10.1145/3411764.3445680,
	title        = {Older Adults’ Think-Aloud Verbalizations and Speech Features for Identifying User Experience Problems},
	author       = {Fan, Mingming and Zhao, Qiwen and Tibdewal, Vinita},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445680},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445680},
	abstract     = {Subtle patterns in users’ think-aloud (TA) verbalizations and speech features are shown to be telltale signs of User Experience (UX) problems. However, such patterns were uncovered among young adults. Whether such patterns apply for older adults remains unknown. We conducted TA usability testing with older adults using physical and digital products. We analyzed their verbalizations, extracted speech features, identified UX problems, and uncovered the patterns that indicate UX problems. Our results show that when older adults encounter problems, their verbalizations tend to include observations (remarks), negations, question words and words with negative sentiments; and their voices tend to include high loudness, high pitch and high speech rate. We compare these subtle patterns with those of young adults uncovered in recent studies and discuss the implications of these patterns for the design of Human-AI collaborative UX analysis tools to better pinpoint UX problems.},
	articleno    = 358,
	numpages     = 13,
	keywords     = {verbalization, seniors, UX problems, usability testing, AI-assisted UX analysis, elderly, human-AI collaboration for UX analysis, remote usability testing, think-aloud, older adults, speech features}
}
@inproceedings{10.1145/3411764.3445663,
	title        = {It’s Not Just the Movement: Experiential Information Needed for Stroke Telerehabilitation},
	author       = {Akinsiku, Adegboyega and Avellino, Ignacio and Graham, Yasmin and Mentis, Helena M.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445663},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445663},
	abstract     = {Telerehabilitation systems for stroke survivors have been predominantly designed to measure and quantify movement in order to guide and encourage rehabilitation regular exercises at home. We set out to study what aspect of the movement data was essential, to better inform sensor design. We investigated face-to-face stroke rehabilitation sessions through a series of interviews and observations involving 16 stroke rehabilitation specialists including physiatrists, physical therapists, and occupational therapists. We found that specialists are not solely interested in movement data, and that experiential information about stroke survivors’ lived experience plays an essential role in specialists interpreting movement data and creating a rehabilitation plan. We argue for a reconceptualization in stroke telerehabilitation that is more inclusive of non-movement data, and present design implications to better account for experiential information in telerehabilitation systems.},
	articleno    = 661,
	numpages     = 12,
	keywords     = {Physical medicine and rehabilitation, Therapy, Stroke, Telerehabilitation}
}
@inproceedings{10.1145/3411764.3445654,
	title        = {Visualizing Examples of Deep Neural Networks at Scale},
	author       = {Yan, Litao and Glassman, Elena L. and Zhang, Tianyi},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445654},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445654},
	abstract     = {Many programmers want to use deep learning due to its superior accuracy in many challenging domains. Yet our formative study with ten programmers indicated that, when constructing their own deep neural networks (DNNs), they often had a difficult time choosing appropriate model structures and hyperparameter values. This paper presents ExampleNet—a novel interactive visualization system for exploring common and uncommon design choices in a large collection of open-source DNN projects. ExampleNet provides a holistic view of the distribution over model structures and hyperparameter settings in the corpus of DNNs, so users can easily filter the corpus down to projects tackling similar tasks and compare design choices made by others. We evaluated ExampleNet in a within-subjects study with sixteen participants. Compared with the control condition (i.e., online search), participants using ExampleNet were able to inspect more online examples, make more data-driven design decisions, and make fewer design mistakes.},
	articleno    = 313,
	numpages     = 14,
	keywords     = {code examples, deep neural networks, Visualization}
}
@inproceedings{10.1145/3411764.3445652,
	title        = {RElectrode: A Reconfigurable Electrode For Multi-Purpose Sensing Based on Microfluidics},
	author       = {Sun, Wei and Chen, Yanjun and Zhan, Simon and Han, Teng and Tian, Feng and Wang, Hongan and Yang, Xing-Dong},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445652},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445652},
	abstract     = {In this paper, we propose a reconfigurable electrode, RElectrode, using a microfluidic technique that can change the geometry and material properties of the electrode to satisfy the needs for sensing a variety of different types of user input through touch/touchless gestures, pressure, temperature, and distinguish between different types of objects or liquids. Unlike the existing approaches, which depend on the specific-shaped electrode for particular sensing (e.g., coil for inductive sensing), RElectrode enables capacity, inductance, resistance/pressure, temperature, pH sensings all in a single package. We demonstrate the design and fabrication of the microfluidic structure of our RElectrode, evaluate its sensing performance through several studies, and provide some unique applications. RElectrode demonstrates technical feasibility and application values of integrating physical and biochemical properties of microfluidics into novel sensing interfaces.},
	articleno    = 13,
	numpages     = 12,
	keywords     = {gesture, microfluidics, object recognition, capacitive and inductive sensing}
}
@inproceedings{10.1145/3411764.3445639,
	title        = {Exploring a Feedback-Oriented Design Process Through Curved Folding},
	author       = {Gulay, Emrecan and Kotnik, Toni and Lucero, Andr\'{e}s},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445639},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445639},
	abstract     = {The advancement of computational design and fabrication technologies has allowed combining physical and digital processes in architecture. Existing methods for physical-digital integration offer limited support for explorations with folded non-linear surfaces. This paper introduces a feedback-oriented design approach linking physical models with digital tools to enhance ideation processes in architecture. We employ paper as a medium for translating simple mock-up ideas to more elaborate digital design models. We explain the physical exploration, 3D scanning, digital simulation, and fabrication processes. Then, we discuss the results, observations, and limitations of this design approach.},
	articleno    = 365,
	numpages     = 8,
	keywords     = {design exploration, physical models, computer-aided design, ideation}
}
@inproceedings{10.1145/3411764.3445620,
	title        = {Nuanced Perspectives Toward Disability Simulations from Digital Designers, Blind, Low Vision, and Color Blind People},
	author       = {Tigwell, Garreth W.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445620},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445620},
	abstract     = {Designers of digital content have access to various resources that they use to help them meet disabled people’s accessibility needs. Disability simulations are one resource, but often criticized for failing to guide digital designers appropriately, and it is unclear if digital designers are aware of the issues surrounding disability simulations. I surveyed 92 digital designers to understand their perspectives toward disability simulations (both perceived advantages and disadvantages). I then shared work process challenges faced by digital designers and their reasons for using disability simulations with 17 people with vision impairments to facilitate a discussion on this topic. The interviewees discussed ideas that suggest many paths can be explored to connect digital designers and disabled people, in general, to reduce reliance on simulations, and a change is needed within workplace processes, culture, and staffing to further support positive change. There are research opportunities to investigate establishing avenues for connecting digital designers and disabled people in a way that is beneficial to both groups.},
	articleno    = 378,
	numpages     = 15,
	keywords     = {Accessibility, digital design, disability simulations.}
}
@inproceedings{10.1145/3411764.3445604,
	title        = {Towards Fairness in Practice: A Practitioner-Oriented Rubric for Evaluating Fair ML Toolkits},
	author       = {Richardson, Brianna and Garcia-Gathright, Jean and Way, Samuel F. and Thom, Jennifer and Cramer, Henriette},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445604},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445604},
	abstract     = {In order to support fairness-forward thinking by machine learning (ML) practitioners, fairness researchers have created toolkits that aim to transform state-of-the-art research contributions into easily-accessible APIs. Despite these efforts, recent research indicates a disconnect between the needs of practitioners and the tools offered by fairness research. By engaging 20 ML practitioners in a simulated scenario in which they utilize fairness toolkits to make critical decisions, this work aims to utilize practitioner feedback to inform recommendations for the design and creation of fair ML toolkits. Through the use of survey and interview data, our results indicate that though fair ML toolkits are incredibly impactful on users’ decision-making, there is much to be desired in the design and demonstration of fairness results. To support the future development and evaluation of toolkits, this work offers a rubric that can be used to identify critical components of Fair ML toolkits.},
	articleno    = 236,
	numpages     = 13,
	keywords     = {ethics, fairness, machine learning fairness, user-centric evaluation, AI, algorithmic bias, ML}
}
@inproceedings{10.1145/3411764.3445584,
	title        = {Are You Open? A Content Analysis of Transparency and Openness Guidelines in HCI Journals},
	author       = {Ballou, Nick and Warriar, Vivek R. and Deterding, Sebastian},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445584},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445584},
	abstract     = {Within the wider open science reform movement, HCI researchers are actively debating how to foster transparency in their own field. Publication venues play a crucial role in instituting open science practices, especially journals, whose procedures arguably lend themselves better to them than conferences. Yet we know little about how much HCI journals presently support open science practices. We identified the 51 most frequently published-in journals by recent CHI first authors and coded them according to the Transparency and Openness Promotion guidelines, a high-profile standard of evaluating editorial practices. Results indicate that journals in our sample currently do not set or specify clear openness and transparency standards. Out of a maximum of 29, the modal score was 0 (mean = 2.5, SD = 3.6, max = 15). We discuss potential reasons, the aptness of natural science-based guidelines for HCI, and next steps for the HCI community in furthering openness and transparency.},
	articleno    = 176,
	numpages     = 10,
	keywords     = {open science, Transparency and Openness Promotion guidelines, editorial practice}
}
@inproceedings{10.1145/3411764.3445581,
	title        = {LightTouch Gadgets: Extending Interactions on Capacitive Touchscreens by Converting Light Emission to Touch Inputs},
	author       = {Ikematsu, Kaori and Kato, Kunihiro and Kawahara, Yoshihiro},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445581},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445581},
	abstract     = {We present LightTouch, a 3D-printed passive gadget to enhance touch interactions on unmodified capacitive touchscreens. The LightTouch gadgets simulate finger operations such as tapping, swiping, and multi-touch gestures by means of conductive materials and light-dependent resistors (LDR) embedded in the object. The touchscreen emits visible light and the LDR senses the level of this light, which changes its resistance value. By controlling the screen brightness, it intentionally connects or disconnects the path between the GND and the touchscreen, thus allowing the touch inputs to be controlled. In contrast to conventional physical extensions for touchscreens, our technique requires neither continuous finger contact on the conductive part nor the use of batteries. As such, it opens up new possibilities for touchscreen interactions beyond the simple automation of touch inputs, such as establishing a communication channel between devices, enhancing the trackability of tangibles, and inter-application operations.},
	articleno    = 509,
	numpages     = 11,
	keywords     = {Capacitive Touchscreen, Tangible, 3D Print, Touch Interaction, Light-Dependent Resistor.}
}
@inproceedings{10.1145/3411764.3445571,
	title        = {Avoiding the Turing Tarpit: Learning Conversational Programming by Starting from Code’s Purpose},
	author       = {Cunningham, Kathryn and Ericson, Barbara J. and Agrawal Bejarano, Rahul and Guzdial, Mark},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445571},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445571},
	abstract     = {Conversational programmers want to learn about code primarily to communicate with technical co-workers, not to develop software. However, existing instructional materials don’t meet the needs of conversational programmers because they prioritize syntax and semantics over concepts and applications. This mismatch results in feelings of failure and low self-efficacy. To motivate conversational programmers, we propose purpose-first programming, a new approach that focuses on learning a handful of domain-specific code patterns and assembling them to create authentic and useful programs. We report on the development of a purpose-first programming prototype that teaches five patterns in the domain of web scraping. We show that learning with purpose-first programming is motivating for conversational programmers because it engenders a feeling of success and aligns with these learners’ goals. Purpose-first programming learning enabled novice conversational programmers to complete scaffolded code writing, debugging, and explaining activities after only 30 minutes of instruction.},
	articleno    = 61,
	numpages     = 15,
	keywords     = {scaffolding, programming plans, motivation, conversational programmers, computer-supported instruction}
}
@inproceedings{10.1145/3411764.3445570,
	title        = {Who Is Included in Human Perceptions of AI?: Trust and Perceived Fairness around Healthcare AI and Cultural Mistrust},
	author       = {Lee, Min Kyung and Rich, Katherine},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445570},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445570},
	abstract     = {Emerging research suggests that people trust algorithmic decisions less than human decisions. However, different populations, particularly in marginalized communities, may have different levels of trust in human decision-makers. Do people who mistrust human decision-makers perceive human decisions to be more trustworthy and fairer than algorithmic decisions? Or do they trust algorithmic decisions as much as or more than human decisions? We examine the role of mistrust in human systems in people’s perceptions of algorithmic decisions. We focus on healthcare Artificial Intelligence (AI), group-based medical mistrust, and Black people in the United States. We conducted a between-subjects online experiment to examine people’s perceptions of skin cancer screening decisions made by an AI versus a human physician depending on their medical mistrust, and we conducted interviews to understand how to cultivate trust in healthcare AI. Our findings highlight that research around human experiences of AI should consider critical differences in social groups.},
	articleno    = 138,
	numpages     = 14,
	keywords     = {Perceptions of Algorithmic Decisions, Trust, Black Perspectives, Fairness, Group-Based Medical Mistrust Scale (GBMMS), Healthcare AI}
}
@inproceedings{10.1145/3411764.3445551,
	title        = {Documented: Embedding Information onto and Retrieving Information from 3D Printed Objects},
	author       = {Ettehadi, Omid and Anderson, Fraser and Tindale, Adam and Somanath, Sowmya},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445551},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445551},
	abstract     = {Documentation for DIY tasks serve as codified project knowledge and help makers reach new understandings and appreciations for the artifact. Engaging in reflective processes using the documentation can be challenging when it comes to physical objects as the documentation and the artifact exist separately. We hypothesize that spatially associating the documentation information with the artifact can provide richer contextualization to reflect upon the artifact and design process. We implemented and evaluated Documented, a web application that helps makers associate documentation to 3D printed objects. Information can be embedded using printed tags spatially placed on the model and accessed using mobile AR. Our study highlights the different strategies participants had for organizing, embedding, and retrieving information. Informed by our results, we discuss how the coupling of the documentation and the artifact can support reflection and identify potential barriers that need further investigation.},
	articleno    = 424,
	numpages     = 11,
	keywords     = {reflective learning, documentation, self-reflection, digital fabrication, data embedding and retrieval}
}
@inproceedings{10.1145/3411764.3445547,
	title        = {Revamp: Enhancing Accessible Information Seeking Experience of Online Shopping for Blind or Low Vision Users},
	author       = {Wang, Ruolin and Chen, Zixuan and Zhang, Mingrui Ray and Li, Zhaoheng and Liu, Zhixiu and Dang, Zihan and Yu, Chun and Chen, Xiang 'Anthony'},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445547},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445547},
	abstract     = {Online shopping has become a valuable modern convenience, but blind or low vision (BLV) users still face significant challenges using it, because of: 1) inadequate image descriptions and 2) the inability to filter large amounts of information using screen readers. To address those challenges, we propose Revamp, a system that leverages customer reviews for interactive information retrieval. Revamp is a browser integration that supports review-based question-answering interactions on a reconstructed product page. From our interview, we identified four main aspects (color, logo, shape, and size) that are vital for BLV users to understand the visual appearance of a product. Based on the findings, we formulated syntactic rules to extract review snippets, which were used to generate image descriptions and responses to users’ queries. Evaluations with eight BLV users showed that Revamp 1) provided useful descriptive information for understanding product appearance and 2) helped the participants locate key information efficiently.},
	articleno    = 494,
	numpages     = 14,
	keywords     = {Online shopping, Reviews, Accessibility, Question-answering, Information Retrieval, Image Description, Blind or Low Vision Users}
}
@inproceedings{10.1145/3411764.3445539,
	title        = {SonicHoop: Using Interactive Sonification to Support Aerial Hoop Practices},
	author       = {Liu, Wanyu and Dementyev, Artem and Schwarz, Diemo and Flety, Emmanuel and Mackay, Wendy E. and Beaudouin-Lafon, Michel and Bevilacqua, Frederic},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445539},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445539},
	abstract     = {Aerial hoops are circular, hanging devices for both acrobatic exercise and artistic performance that let us explore the role of interactive sonification in physical activity. We present SonicHoop, an augmented aerial hoop that generates auditory feedback via capacitive touch sensing, thus becoming a digital musical instrument that performers can play with their bodies. We compare three sonification strategies through a structured observation study with two professional aerial hoop performers. Results show that SonicHoop fundamentally changes their perception and choreographic processes: instead of translating music into movement, they search for bodily expressions that compose music. Different sound designs affect their movement differently, and auditory feedback, regardless of type of sound, improves movement quality. We discuss opportunities for using SonicHoop as an aerial hoop training tool, as a digital musical instrument, and as a creative object; as well as using interactive sonification in other acrobatic practices to explore full-body vertical interaction.},
	articleno    = 738,
	numpages     = 16,
	keywords     = {Interactive sonification, sound, aerial hoop, capacitive sensing, auditory feedback}
}
@inproceedings{10.1145/3411764.3445536,
	title        = {Eliciting and Analysing Users’ Envisioned Dialogues with Perfect Voice Assistants},
	author       = {V\"{o}lkel, Sarah Theres and Buschek, Daniel and Eiband, Malin and Cowan, Benjamin R. and Hussmann, Heinrich},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445536},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445536},
	abstract     = {We present a dialogue elicitation study to assess how users envision conversations with a perfect voice assistant (VA). In an online survey, N=205 participants were prompted with everyday scenarios, and wrote the lines of both user and VA in dialogues that they imagined as perfect. We analysed the dialogues with text analytics and qualitative analysis, including number of words and turns, social aspects of conversation, implied VA capabilities, and the influence of user personality. The majority envisioned dialogues with a VA that is interactive and not purely functional; it is smart, proactive, and has knowledge about the user. Attitudes diverged regarding the assistant’s role as well as it expressing humour and opinions. An exploratory analysis suggested a relationship with personality for these aspects, but correlations were low overall. We discuss implications for research and design of future VAs, underlining the vision of enabling conversational UIs, rather than single command “Q&As”.},
	articleno    = 254,
	numpages     = 15,
	keywords     = {Adaptation, conversational agent, voice assistant, dialogue, personality}
}
@inproceedings{10.1145/3411764.3445532,
	title        = {Scene-Aware Behavior Synthesis for Virtual Pets in Mixed Reality},
	author       = {Liang, Wei and Yu, Xinzhe and Alghofaili, Rawan and Lang, Yining and Yu, Lap-Fai},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445532},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445532},
	abstract     = {Virtual pets are an alternative to real pets, providing a substitute for people with allergies or preparing people for adopting a real pet. Recent advancements in mixed reality pave the way for virtual pets to provide a more natural and seamless experience for users. However, one key challenge is embedding environmental awareness into the virtual pet (e.g., identifying the food bowl’s location) so that they can behave naturally in the real world. We propose a novel approach to synthesize virtual pet behaviors by considering scene semantics, enabling a virtual pet to behave naturally in mixed reality. Given a scene captured from the real world, our approach synthesizes a sequence of pet behaviors (e.g., resting after eating). Then, we assign each behavior in the sequence to a location in the real scene. We conducted user studies to evaluate our approach, which showed the efficacy of our approach in synthesizing natural virtual pet behaviors.},
	articleno    = 472,
	numpages     = 12,
	keywords     = {Virtual Pets, Behavior Synthesis, Scene Semantics}
}
@inproceedings{10.1145/3411764.3445525,
	title        = {Enacting the Last Mile: Experiences of Smart Contracts in Courier Deliveries},
	author       = {Tallyn, Ella and Revans, Joe and Morgan, Evan and Fisken, Keith and Murray-Rust, Dave},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445525},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445525},
	abstract     = {Smart contract systems could change the nature of last-mile delivery for the better through enhanced precision, coordination and accountability. However, technological complexity poses a challenge for end-users participating in the design process, making it hard to explore their experiences and incorporate their perspectives. We describe a case study where technological prototypes create smart contract experiences for professional couriers and receptionists, allowing them to speculate about emerging possibilities, whilst remaining grounded in their current practices. Participants enacted a series of deliveries, choreographed by smart contracts, and their responses were explored in post-experience, one-to-one interviews. Working with professionals to explore the potential impact of smart contract technologies, revealed the systemic webs of value underlying their existing work practices. This has implications for design of such technologies, in which increased automation, efficiency and accountability must be delicately balanced with the benefits of sustaining personal values, relationships and agency.},
	articleno    = 639,
	numpages     = 14,
	keywords     = {delivery, location data, last-mile logistics, bicycle couriers, distributed ledger technology, Smart contracts, logistics infrastructure}
}
@inproceedings{10.1145/3411764.3445524,
	title        = {The Complexity of Indoor Air Quality Forecasting and the Simplicity of Interacting with It – A Case Study of 1007 Office Meetings},
	author       = {Zhong, Sailin and Lalanne, Denis and Alavi, Hamed},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445524},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445524},
	abstract     = {Repeated exposure to poor air quality in indoor environments such as office, home, and classroom can have substantial adverse effects on our health and productivity. The problem is especially recognized in closed indoor spaces shared by several people. We have studied the evolution of carbon dioxide level in office-meeting spaces, during 1007 meeting sessions. The collected data is employed to examine machine learning models aimed to indicate the CO2 evolution pattern and to forecast when fresh air should be supplied. In addition, to gain insight into the relations and interdependencies of social factors in meetings that may influence the users’ perception of an interactive solution, we have conducted a series of online surveys. Building on the results of the two studies, a solution is proposed that predicts the evolution of air quality in naturally-ventilated meeting rooms and engages the users in preventive actions when risk is forecast.},
	articleno    = 47,
	numpages     = 19,
	keywords     = {Indoor Air Quality, Office Meeting, Human-Building Interaction, Interaction with Predictive Models}
}
@inproceedings{10.1145/3411764.3445504,
	title        = {Hidden Interaction Techniques: Concealed Information Acquisition and Texting on Smartphones and Wearables},
	author       = {M\"{a}kel\"{a}, Ville and Kleine, Johannes and Hood, Maxine and Alt, Florian and Schmidt, Albrecht},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445504},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445504},
	abstract     = {There are many situations where using personal devices is not socially acceptable, or where nearby people present a privacy risk. For these situations, we explore the concept of hidden interaction techniques through two prototype applications. HiddenHaptics allows users to receive information through vibrotactile cues on a smartphone, and HideWrite allows users to write text messages by drawing on a dimmed smartwatch screen. We conducted three user studies to investigate whether, and how, these techniques can be used without being exposed. Our primary findings are (1) users can effectively hide their interactions while attending to a social situation, (2) users seek to interact when another person is speaking, and they also tend to hide the interaction using their body or furniture, and (3) users can sufficiently focus on the social situation despite their interaction, whereas non-users feel that observing the user hinders their ability to focus on the social activity.},
	articleno    = 248,
	numpages     = 14,
	keywords     = {mobile computing, interaction techniques, smartwatches, subtle interaction, smartphones, interaction design, ubiquitous computing, hidden interaction}
}
@inproceedings{10.1145/3411764.3445498,
	title        = {“It’s Complicated”: Negotiating Accessibility and (Mis)Representation in Image Descriptions of Race, Gender, and Disability},
	author       = {Bennett, Cynthia L. and Gleason, Cole and Scheuerman, Morgan Klaus and Bigham, Jeffrey P. and Guo, Anhong and To, Alexandra},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445498},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445498},
	abstract     = {Content creators are instructed to write textual descriptions of visual content to make it accessible; yet existing guidelines lack specifics on how to write about people’s appearance, particularly while remaining mindful of consequences of (mis)representation. In this paper, we report on interviews with screen reader users who were also Black, Indigenous, People of Color, Non-binary, and/or Transgender on their current image description practices and preferences, and experiences negotiating theirs and others’ appearances non-visually. We discuss these perspectives, and the ethics of humans and AI describing appearance characteristics that may convey the race, gender, and disabilities of those photographed. In turn, we share considerations for more carefully describing appearance, and contexts in which such information is perceived salient. Finally, we offer tensions and questions for accessibility research to equitably consider politics and ecosystems in which technologies will embed, such as potential risks of human and AI biases amplifying through image descriptions.},
	articleno    = 375,
	numpages     = 19,
	keywords     = {Accessibility, Image descriptions, Blind, Disability, Race, AI, Gender, Visual impairments}
}
@inproceedings{10.1145/3411764.3445497,
	title        = {Adapting User Interfaces with Model-Based Reinforcement Learning},
	author       = {Todi, Kashyap and Bailly, Gilles and Leiva, Luis and Oulasvirta, Antti},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445497},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445497},
	abstract     = {Adapting an interface requires taking into account both the positive and negative effects that changes may have on the user. A carelessly picked adaptation may impose high costs to the user – for example, due to surprise or relearning effort – or “trap” the process to a suboptimal design immaturely. However, effects on users are hard to predict as they depend on factors that are latent and evolve over the course of interaction. We propose a novel approach for adaptive user interfaces that yields a conservative adaptation policy: It finds beneficial changes when there are such and avoids changes when there are none. Our model-based reinforcement learning method plans sequences of adaptations and consults predictive HCI models to estimate their effects. We present empirical and simulation results from the case of adaptive menus, showing that the method outperforms both a non-adaptive and a frequency-based policy.},
	articleno    = 573,
	numpages     = 13,
	keywords     = {Reinforcement Learning, Adaptive User Interfaces, Predictive Models, Monte Carlo Tree Search}
}
@inproceedings{10.1145/3411764.3445494,
	title        = {Exploring Asymmetric Roles in Mixed-Ability Gaming},
	author       = {Gon\c{c}alves, David and Rodrigues, Andr\'{e} and Richardson, Mike L. and de Sousa, Alexandra A. and Proulx, Michael J. and Guerreiro, Tiago},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445494},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445494},
	abstract     = {The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving cross-ability access to any of those are often limited in the experience they provide, or disregard multiplayer experiences. We explore ability-based asymmetric roles as a design approach to create engaging and challenging mixed-ability play. Our team designed and developed two collaborative testbed games exploring asymmetric interdependent roles. In a remote study with 13 mixed-visual-ability pairs we assessed how roles affected perceptions of engagement, competence, and autonomy, using a mixed-methods approach. The games provided an engaging and challenging experience, in which differences in visual ability were not limiting. Our results underline how experiences unequal by design can give rise to an equitable joint experience.},
	articleno    = 114,
	numpages     = 14,
	keywords     = {social gaming, visual impairment, mixed-ability, game accessibility, inclusion}
}
@inproceedings{10.1145/3411764.3445482,
	title        = {Articulating Soma Experiences Using Trajectories},
	author       = {Tennent, Paul and H\"{o}\"{o}k, Kristina and Benford, Steve and Tsaknaki, Vasiliki and St\r{a}hl, Anna and Dauden Roquet, Claudia and Windlin, Charles and Sanches, Pedro and Marshall, Joe and Li, Christine and Martinez Avila, Juan Pablo and Alfaras, Miquel and Umair, Muhammad and Zhou, Feng},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445482},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445482},
	abstract     = {In this paper, we reflect on the applicability of the concept of trajectories to soma design. Soma design is a first-person design method which considers users’ subjective somatic or bodily experiences of a design. Due to bodily changes over time, soma experiences are inherently temporal. Current instruments for articulating soma experiences lack the power to express the effects of experiences on the body over time. To address this, we turn to trajectories, a well-known concept in the HCI community, as a way of mapping this aspect of soma experience. By showing trajectories through a range of dimensions, we can articulate individual experiences and differences in those experiences. Through analysis of a set of soma experience designs and a set of temporal dimensions within the experiences, this paper demonstrates how trajectories can provide a practical conceptual framing for articulating the temporal complexity of soma designs.},
	articleno    = 268,
	numpages     = 16,
	keywords     = {Soma Design, Trajectories, Somaesthetics}
}
@inproceedings{10.1145/3411764.3445478,
	title        = {RepliCueAuth: Validating the Use of a Lab-Based Virtual Reality Setup for Evaluating Authentication Systems},
	author       = {Mathis, Florian and Vaniea, Kami and Khamis, Mohamed},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445478},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445478},
	abstract     = {Evaluating novel authentication systems is often costly and time-consuming. In this work, we assess the suitability of using Virtual Reality (VR) to evaluate the usability and security of real-world authentication systems. To this end, we conducted a replication study and built a virtual replica of CueAuth [52], a recently introduced authentication scheme, and report on results from: (1) a lab-based in-VR usability study (N=20) evaluating user performance; (2) an online security study (N=22) evaluating system’s observation resistance through virtual avatars; and (3) a comparison between our results and those previously reported in the real-world evaluation. Our analysis indicates that VR can serve as a suitable test-bed for human-centred evaluations of real-world authentication schemes, but the used VR technology can have an impact on the evaluation. Our work is a first step towards augmenting the design and evaluation spectrum of authentication systems and offers ground work for more research to follow.},
	articleno    = 534,
	numpages     = 18,
	keywords     = {Research Method, Virtual Reality, Authentication, Usable Security}
}
@inproceedings{10.1145/3411764.3445476,
	title        = {Augmented Reality and Older Adults: A Comparison of Prompting Types},
	author       = {Williams, Thomas J. and Jones, Simon L. and Lutteroth, Christof and Dekoninck, Elies and Boyd, Hazel C},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445476},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445476},
	abstract     = {Older adults can benefit from technologies that help them to complete everyday tasks. However, they are an often-under-represented population in augmented reality (AR) research. We present the results of a study in which people aged 50 years or older were asked to perform actions by interpreting visual AR prompts in a lab setting. Our results show that users were less successful at completing actions when using ARROW and HIGHLIGHT augmentations than when using ghosted OBJECT or GHOSTHAND augmentations. We found that user confidence in performing actions varied according to action and augmentation type. Users preferred combined AUDIO+TEXT prompts (our control condition) overall, but the GHOSTHAND was the most preferred visual prompt. We discuss reasons for these differences and provide insight for developers of AR content for older adults. Our work provides the first comparative study of AR with older adults in a non-industrial context.},
	articleno    = 723,
	numpages     = 13,
	keywords     = {prompting tools, older adults, task prompting, augmented reality}
}
@inproceedings{10.1145/3411764.3445472,
	title        = {A Human-AI Collaborative Approach for Clinical Decision Making on Rehabilitation Assessment},
	author       = {Lee, Min Hun and Siewiorek, Daniel P. and Smailagic, Asim and Bernardino, Alexandre and Berm\'{u}dez i Badia, Sergi},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445472},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445472},
	abstract     = {Advances in artificial intelligence (AI) have made it increasingly applicable to supplement expert’s decision-making in the form of a decision support system on various tasks. For instance, an AI-based system can provide therapists quantitative analysis on patient’s status to improve practices of rehabilitation assessment. However, there is limited knowledge on the potential of these systems. In this paper, we present the development and evaluation of an interactive AI-based system that supports collaborative decision making with therapists for rehabilitation assessment. This system automatically identifies salient features of assessment to generate patient-specific analysis for therapists, and tunes with their feedback. In two evaluations with therapists, we found that our system supports therapists significantly higher agreement on assessment (0.71 average F1-score) than a traditional system without analysis (0.66 average F1-score, p < 0.05). After tuning with therapist’s feedback, our system significantly improves its performance from 0.8377 to 0.9116 average F1-scores (p < 0.01). This work discusses the potential of a human-AI collaborative system to support more accurate decision making while learning from each other’s strengths.},
	articleno    = 392,
	numpages     = 14,
	keywords     = {Stroke Rehabilitation Assessment, Explainable and Interactive Machine Learning, Decision Support Systems, Personalization, Human-AI Interaction/Collaboration}
}
@inproceedings{10.1145/3411764.3445462,
	title        = {Leaving the Field: Designing a Socio-Material Toolkit for Teachers to Continue to Design Technology with Children},
	author       = {Scheepmaker, Laura and Kender, Kay and Frauenberger, Christopher and Fitzpatrick, Geraldine},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445462},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445462},
	abstract     = {Leaving the field when conducting research in situated contexts, and finding ways to sustain project outcomes beyond academia, is an ongoing struggle in HCI. In our research project, we co-designed technologies with children in classroom contexts for three years. Nearing the projects’ end, we focused on creating resources that enable teachers to continue our work with their pupils. In collaboration with teachers, we developed socio-material tools that support them in empowering neurodiverse children to engage with technology in creative ways and create their own technologies. While the majority of technology design toolkits are stand-alone artefacts, part of our toolkit is an infrastructure to keep guiding and supporting teachers beyond the project’s end. In this paper, we discuss the teachers expectations and requirements for a toolkit and argue that an infrastructure must be part of a toolkit. We present a set of guidelines for researchers planning for a project’s end.},
	articleno    = 145,
	numpages     = 14,
	keywords     = {Children, HCI, Participatory Design, Neurodiversity, Toolkit, Infrastructuring, Education}
}
@inproceedings{10.1145/3411764.3445453,
	title        = {Assembler3: 3D Reconstruction of Laser-Cut Models},
	author       = {Roumen, Thijs and Kommana, Yannis and Apel, Ingo and Lempert, Conrad and Brand, Markus and Brendel, Erik and Seidel, Laurenz and Rambold, Lukas and Goedecken, Carl and Crenzin, Pascal and Hurdelhey, Ben and Abdullah, Muhammad and Baudisch, Patrick},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445453},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445453},
	abstract     = {We present Assembler3 a software tool that allows users to perform 3D parametric manipulations on 2D laser cutting plans. Assembler3 achieves this by semi-automatically converting 2D laser cutting plans to 3D, where users modify their models using available 3D tools (kyub), before converting them back to 2D. In our user study, this workflow allowed users to modify models 10x faster than using the traditional approach of editing 2D cutting plans directly. Assembler3 converts models to 3D in 5 steps: (1) plate detection, (2) joint detection, (3) material thickness detection, (4) joint matching based on hashed joint "signatures", and (5) interactive reconstruction. In our technical evaluation, Assembler3 was able to reconstruct 100 of 105 models. Once 3D-reconstructed, we expect users to store and share their models in 3D, which can simplify collaboration and thereby empower the laser cutting community to create models of higher complexity.},
	articleno    = 672,
	numpages     = 11,
	keywords     = {reuse, laser cutting, personal fabrication, remixing}
}
@inproceedings{10.1145/3411764.3445448,
	title        = {Heterogeneous Stroke: Using Unique Vibration Cues to Improve the Wrist-Worn Spatiotemporal Tactile Display},
	author       = {Kim, Taejun and Shim, Youngbo Aram and Lee, Geehyuk},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445448},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445448},
	abstract     = {Beyond a simple notification of incoming calls or messages, more complex information such as alphabets and digits can be delivered through spatiotemporal tactile patterns (STPs) on a wrist-worn tactile display (WTD) with multiple tactors. However, owing to the limited skin area and spatial acuity of the wrist, frequent confusions occur between closely located tactors, resulting in a low recognition accuracy. Furthermore, the accuracies reported in previous studies have mostly been measured for a specific posture and could further decrease with free arm postures in real life. Herein, we present Heterogeneous Stroke, a design concept for improving the recognition accuracy of STPs on a WTD. By assigning unique vibrotactile stimuli to each tactor, the confusion between tactors can be reduced. Through our implementation of Heterogeneous Stroke, the alphanumeric characters could be delivered with high accuracy (93.8% for 26 alphabets and 92.4% for 10 digits) across different arm postures.},
	articleno    = 212,
	numpages     = 12,
	keywords     = {Spatiotemporal Tactile Pattern, Wrist-Worn Tactile Display, Wearable Tactile Display}
}
@inproceedings{10.1145/3411764.3445439,
	title        = {It’s a Wrap: Toroidal Wrapping of Network Visualisations Supports Cluster Understanding Tasks},
	author       = {Chen, Kun-Ting and Dwyer, Tim and Bach, Benjamin and Marriott, Kim},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445439},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445439},
	abstract     = {We explore network visualisation on a two-dimensional torus topology that continuously wraps when the viewport is panned. That is, links may be “wrapped” across the boundary, allowing additional spreading of node positions to reduce visual clutter. Recent work has investigated such pannable wrapped visualisations, finding them not worse than unwrapped drawings for small networks for path-following tasks. However, they did not evaluate larger networks nor did they consider whether torus-based layout might also better display high-level network structure like clusters. We offer two algorithms for improving toroidal layout that is completely autonomous and automatic panning of the viewport to minimiswe wrapping links. The resulting layouts afford fewer crossings, less stress, and greater cluster separation. In a study of 32 participants comparing performance in cluster understanding tasks, we find that toroidal visualisation offers significant benefits over standard unwrapped visualisation in terms of improvement in error by 62.7% and time by 32.3%.},
	articleno    = 465,
	numpages     = 12,
	keywords     = {User study., Graph visualization, Cluster visualisation, Torus topology, Layout algorithm, Network visualization}
}
@inproceedings{10.1145/3411764.3445430,
	title        = {Acceptability of Speech and Silent Speech Input Methods in Private and Public},
	author       = {Pandey, Laxmi and Hasan, Khalad and Arif, Ahmed Sabbir},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445430},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445430},
	abstract     = {Silent speech input converts non-acoustic features like tongue and lip movements into text. It has been demonstrated as a promising input method on mobile devices and has been explored for a variety of audiences and contexts where the acoustic signal is unavailable (e.g., people with speech disorders) or unreliable (e.g., noisy environment). Though the method shows promise, very little is known about peoples’ perceptions regarding using it. In this work, first, we conduct two user studies to explore users’ attitudes towards the method with a particular focus on social acceptance and error tolerance. Results show that people perceive silent speech as more socially acceptable than speech input and are willing to tolerate more errors with it to uphold privacy and security. We then conduct a third study to identify a suitable method for providing real-time feedback on silent speech input. Results show users find an abstract feedback method effective and significantly more private and secure than a commonly used video feedback method.},
	articleno    = 251,
	numpages     = 13,
	keywords     = {voice assistant, input and interaction, speech, social acceptance, contactless interaction, silent speech}
}
@inproceedings{10.1145/3411764.3445428,
	title        = {Learning from Home: A Mixed-Methods Analysis of Live Streaming Based Remote Education Experience in Chinese Colleges during the COVID-19 Pandemic},
	author       = {Chen, Zhilong and Cao, Hancheng and Deng, Yuting and Gao, Xuan and Piao, Jinghua and Xu, Fengli and Zhang, Yu and Li, Yong},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445428},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445428},
	abstract     = {The COVID-19 global pandemic and resulted lockdown policies have forced education in nearly every country to switch from a traditional co-located paradigm to a pure online “distance learning from home” paradigm. Lying in the center of this learning paradigm shift is the emergence and wide adoption of distance communication tools and live streaming platforms for education. Here, we present a mixed-methods study on live streaming based education experience during the COVID-19 pandemic. We focus our analysis on Chinese higher education, carried out semi-structured interviews on 30 students, and 7 instructors from diverse colleges and disciplines, meanwhile launched a large-scale survey covering 6291 students and 1160 instructors in one leading Chinese university. Our study not only reveals important design guidelines and insights to better support current remote learning experience during the pandemic, but also provides valuable implications towards constructing future collaborative education supporting systems and experience after pandemic.},
	articleno    = 348,
	numpages     = 16,
	keywords     = {live streaming, LS learning, distance learning, COVID-19}
}
@inproceedings{10.1145/3411764.3445425,
	title        = {User Ex Machina : Simulation as a Design Probe in Human-in-the-Loop Text Analytics},
	author       = {Crisan, Anamaria and Correll, Michael},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445425},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445425},
	abstract     = {Topic models are widely used analysis techniques for clustering documents and surfacing thematic elements of text corpora. These models remain challenging to optimize and often require a “human-in-the-loop” approach where domain experts use their knowledge to steer and adjust. However, the fragility, incompleteness, and opacity of these models means even minor changes could induce large and potentially undesirable changes in resulting model. In this paper we conduct a simulation-based analysis of human-centered interactions with topic models, with the objective of measuring the sensitivity of topic models to common classes of user actions. We find that user interactions have impacts that differ in magnitude but often negatively affect the quality of the resulting modelling in a way that can be difficult for the user to evaluate. We suggest the incorporation of sensitivity and “multiverse” analyses to topic model interfaces to surface and overcome these deficiencies. Code and Data Availability: https://osf.io/zgqaw},
	articleno    = 600,
	numpages     = 16,
	keywords     = {text analytics, topic modelling, human-in-the-loop ML, unsupervised clustering}
}
@inproceedings{10.1145/3411764.3445391,
	title        = {ChromoUpdate: Fast Design Iteration of Photochromic Color Textures Using Grayscale Previews and Local Color Updates},
	author       = {Wessely, Michael and Jin, Yuhua and Nuengsigkapian, Cattalyya and Kashapov, Aleksei and Qamar, Isabel P. S. and Tsetserukou, Dzmitry and Mueller, Stefanie},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445391},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445391},
	abstract     = {ChromoUpdate is a texture transfer system for fast design iteration. For the early stages of design, ChromoUpdate provides a fast grayscale preview that enables a texture to be transferred in under one minute. Once designers are satisfied with the grayscale texture, ChromoUpdate supports designers in coloring the texture by transitioning individual pixels directly to a desired target color. Finally, if designers need to make a change to the color texture already transferred, ChromoUpdate can quickly transition individual pixels from one color to a new target color. ChromoUpdate accomplishes this by (1) using a UV projector rather than a UV LED, which enables pixels to be saturated individually rather than resetting the entire texture to black, and (2) providing two new texture transfer algorithms that allow for fast grayscale previews and color-to-color transitions. Our evaluation shows a significant increase in texture transfer speed for both the grayscale preview (89%) and color-to-color updates (11%).},
	articleno    = 666,
	numpages     = 13,
	keywords     = {programmable textures, photochromic dyes., personal fabrication}
}
@inproceedings{10.1145/3411764.3445384,
	title        = {“Put It on the Top, I’ll Read It Later”: Investigating Users’ Desired Display Order for Smartphone Notifications},
	author       = {Lin, Tzu-Chieh and Su, Yu-Shao and Yang, Emily Helen and Chen, Yun Han and Lee, Hao-Ping and Chang, Yung-Ju},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445384},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445384},
	abstract     = {Smartphone users do not deal with notifications strictly in the order they are displayed, but sometimes read them from the middle, suggesting a mismatch between current systems’ display order and users’ needs. We therefore used mixed methods to investigate 34 smartphone users’ desired notification display order and related it with users’ self-reported order of attendance. Classifying using these two orders as dimensions, we obtained seven types of notifications, which helped us not only highlight the distinct attributes but understand the implied roles of these seven types of notifications, as well as the implied meaning of display orders. This is especially manifested in our identification of three main mismatches between the two orders. Qualitative findings reveal several meanings that participants attached to particular positions when arranging notifications. We offer design implications for notification systems, including calling for two-dimensional notification layout to support the multi-purpose roles of smartphone notifications we identified.},
	articleno    = 520,
	numpages     = 13,
	keywords     = {Experience Sampling Method, Attentiveness, Notification Display Order, Notification Management, Mobile Receptivity, Notification Order}
}
@inproceedings{10.1145/3411764.3445374,
	title        = {BackTrack: 2D Back-of-Device Interaction Through Front Touchscreen},
	author       = {Xiao, Chang and Bayer, Karl and Zheng, Changxi and Nayar, Shree K.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445374},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445374},
	abstract     = {We present BackTrack, a trackpad placed on the back of a smartphone to track fine-grained finger motions. Our system has a small form factor, with all the circuits encapsulated in a thin layer attached to a phone case. It can be used with any off-the-shelf smartphone, requiring no power supply or modification of the operating systems. BackTrack simply extends the finger tracking area of the front screen, without interrupting the use of the front screen. It also provides a switch to prevent unintentional touch on the trackpad. All these features are enabled by a battery-free capacitive circuit, part of which is a transparent, thin-film conductor coated on a thin glass and attached to the front screen. To ensure accurate and robust tracking, the capacitive circuits are carefully designed. Our design is based on a circuit model of capacitive touchscreens, justified through both physics-based finite-element simulation and controlled laboratory experiments. We conduct user studies to evaluate the performance of using BackTrack. We also demonstrate its use in a number of smartphone applications.},
	articleno    = 7,
	numpages     = 8
}
@inproceedings{10.1145/3411764.3445370,
	title        = {A Critique of Electrodermal Activity Practices at CHI},
	author       = {Babaei, Ebrahim and Tag, Benjamin and Dingler, Tilman and Velloso, Eduardo},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445370},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445370},
	abstract     = {Electrodermal activity data is widely used in HCI to capture rich and unbiased signals. Results from related fields, however, have suggested several methodological issues that can arise when practices do not follow established standards. In this paper, we present a systematic methodological review of CHI papers involving the use of EDA data according to best practices from the field of psychophysiology, where standards are well-established and mature. We found severe issues in our sample at all stages of the research process. To ensure the validity of future research, we highlight pitfalls and offer directions for how to improve community standards.},
	articleno    = 177,
	numpages     = 14,
	keywords     = {EDA, Electrodermal Activity, Galvanic Skin Response, GSR}
}
@inproceedings{10.1145/3411764.3445357,
	title        = {Homecoming: Exploring Returns to Long-Term Single Player Games},
	author       = {Hammad, Noor and Brierley, Owen and McKendrick, Zachary and Somanath, Sowmya and Finn, Patrick and Hammer, Jessica and Sharlin, Ehud},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445357},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445357},
	abstract     = {We present an autobiographical design journey exploring the experience of returning to long-term single player games. Continuing progress from a previously saved game, particularly when substantial time has passed, is an understudied area in games research. To begin our exploration in this domain, we investigated what the return experience is like first-hand. By returning to four long-term single player games played extensively in the past, we revealed a phenomenon we call The Pivot Point, a ‘eureka’ moment in return gameplay. The pivot point anchors our design explorations, where we created prototypes to leverage the pivot point in reconnecting with the experience. These return experiences and subsequent prototyping iterations inform our understanding of how to design better returns to gameplay, which can benefit both producers and consumers of long-term single player games.},
	articleno    = 116,
	numpages     = 13,
	keywords     = {autobiographical design, Pivot Point, long-term single player game}
}
@inproceedings{10.1145/3411764.3445356,
	title        = {Integrated Visualization Editing via Parameterized Declarative Templates},
	author       = {McNutt, Andrew M and Chugh, Ravi},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445356},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445356},
	abstract     = {Interfaces for creating visualizations typically embrace one of several common forms. Textual specification enables fine-grained control, shelf building facilitates rapid exploration, while chart choosing promotes immediacy and simplicity. Ideally these approaches could be unified to integrate the user- and usage-dependent benefits found in each modality, yet these forms remain distinct. We propose parameterized declarative templates, a simple abstraction mechanism over JSON-based visualization grammars, as a foundation for multimodal visualization editors. We demonstrate how templates can facilitate organization and reuse by factoring the more than 160 charts that constitute Vega-Lite’s example gallery into approximately 40 templates. We exemplify the pliability of abstracting over charting grammars by implementing—as a template—the functionality of the shelf builder Polestar (a simulacra of Tableau) and a set of templates that emulate the Google Sheets chart chooser. We show how templates support multimodal visualization editing by implementing a prototype and evaluating it through an approachability study.},
	articleno    = 17,
	numpages     = 14,
	keywords     = {Templates, User Interfaces, Information Visualization, Systems, Declarative Grammars, Ivy}
}
@inproceedings{10.1145/3411764.3445351,
	title        = {Effects of Semantic Segmentation Visualization on Trust, Situation Awareness, and Cognitive Load in Highly Automated Vehicles},
	author       = {Colley, Mark and Eder, Benjamin and Rixen, Jan Ole and Rukzio, Enrico},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445351},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445351},
	abstract     = {Autonomous vehicles could improve mobility, safety, and inclusion in traffic. While this technology seems within reach, its successful introduction depends on the intended user’s acceptance. A substantial factor for this acceptance is trust in the autonomous vehicle’s capabilities. Visualizing internal information processed by an autonomous vehicle could calibrate this trust by enabling the perception of the vehicle’s detection capabilities (and its failures) while only inducing a low cognitive load. Additionally, the simultaneously raised situation awareness could benefit potential take-overs. We report the results of two comparative online studies on visualizing semantic segmentation information for the human user of autonomous vehicles. Effects on trust, cognitive load, and situation awareness were measured using a simulation (N=32) and state-of-the-art panoptic segmentation on a pre-recorded real-world video (N=41). Results show that the visualization using Augmented Reality increases situation awareness while remaining low cognitive load.},
	articleno    = 155,
	numpages     = 11,
	keywords     = {Autonomous vehicles, self-driving vehicles, semantic segmentation.}
}
@inproceedings{10.1145/3411764.3445345,
	title        = {Fabricaide: Fabrication-Aware Design for 2D Cutting Machines},
	author       = {Sethapakdi, Ticha and Anderson, Daniel and Sy, Adrian Reginald Chua and Mueller, Stefanie},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445345},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445345},
	abstract     = {Designers of machine-cut objects must often consider whether and how their design can be fabricated with their available materials. In contrast to tools that support preparing finished designs for fabrication, we investigate shortening the feedback loop between design creation and fabrication preparation. To this end, we present Fabricaide, a fabrication-aware tool that interleaves the processes of creating and preparing designs for fabrication. By providing live feedback on how parts should be placed onto material sheets, analyzing how much material is consumed, and alerting users when designs are infeasible, Fabricaide enables users to proactively tailor their design to their available material. Fabricaide achieves this with a custom packing algorithm that arranges parts onto material sheets at interactive speeds. Our qualitative user study shows how Fabricaide can support different workflows, encourage material-conscious design practices, and provide insights on how to further improve similar interfaces in the future.},
	articleno    = 664,
	numpages     = 12,
	keywords     = {laser cutting, personal fabrication}
}
@inproceedings{10.1145/3411764.3445331,
	title        = {LGBTQ Persons' Pregnancy Loss Disclosures to Known Ties on Social Media: Disclosure Decisions and Ideal Disclosure Environments},
	author       = {Pyle, Cassidy and Roosevelt, Lee and Lacombe-Duncan, Ashley and Andalibi, Nazanin},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445331},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445331},
	abstract     = {Pregnancy loss is a common yet stigmatized experience. We investigate (non)disclosure of pregnancy loss among LGBTQ people to known ties on identified social media as well as what constitutes ideal socio-technical disclosure environments. LGBTQ persons experiencing loss face intersectional stigma for holding a marginalized sexual and/or gender identity and experiencing pregnancy loss. We interviewed 17 LGBTQ people in the U.S. who used social media and had recently experienced pregnancy loss. We demonstrate how the Disclosure Decision-Making (DDM) framework explains LGBTQ pregnancy loss (non)disclosure decisions, thereby asserting the framework's ability to explain (non)disclosure decisions for those facing intersectional stigma. We illustrate how one's LGBTQ identity shapes (non)disclosure decisions of loss. We argue that social media platforms can better facilitate disclosures about silenced topics by enabling selective disclosure, enabling proxy content moderation, providing education about silenced experiences, and prioritizing such disclosures in news feeds. CAUTION: This paper includes quotes about pregnancy loss.},
	articleno    = 543,
	numpages     = 17,
	keywords     = {social media, miscarriage, pregnancy loss, intersectional stigma, LGBTQ health, reproductive health, disclosure, intersectionality}
}
@inproceedings{10.1145/3411764.3445330,
	title        = {Investigating the Impact of Real-World Environments on the Perception of 2D Visualizations in Augmented Reality},
	author       = {Satkowski, Marc and Dachselt, Raimund},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445330},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445330},
	abstract     = {In this work we report on two comprehensive user studies investigating the perception of Augmented Reality (AR) visualizations influenced by real-world backgrounds. Since AR is an emerging technology, it is important to also consider productive use cases, which is why we chose an exemplary and challenging industry 4.0 environment. Our basic perceptual research focuses on both the visual complexity of backgrounds as well as the influence of a secondary task. In contrast to our expectation, data of our 34 study participants indicate that the background has far less influence on the perception of AR visualizations. Moreover, we observed a mismatch between measured and subjectively reported performance. We discuss the importance of the background and recommendations for visual real-world augmentations. Overall, our results suggest that AR can be used in many visually challenging environments without losing the ability to productively work with the visualizations shown.},
	articleno    = 522,
	numpages     = 15,
	keywords     = {Industrial Scenario, Immersive Analytics

repository: HighTemplar-wjiang/Crawlers

repo_name: HighTemplar-wjiang/Crawlers