text:
376647,
	title        = {Crafting, Communality, and Computing: Building on Existing Strengths To Support a Vulnerable Population},
	author       = {Gautam, Aakash and Tatar, Deborah and Harrison, Steve},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376647},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376647},
	abstract     = {In Nepal, sex-trafficking survivors and the organizations that support them have limited resources to assist the survivors in their on-going journey towards reintegration. We take an asset-based approach wherein we identify and build on the strengths possessed by such groups. In this work, we present reflections from introducing a voice-annotated web application to a group of survivors. The web application tapped into and built upon two elements of pre-existing strengths possessed by the survivors — the social bond between them and knowledge of crafting as taught to them by the organization. Our findings provide insight into the array of factors influencing how the survivors act in relation to one another as they created novel use practices and adapted the technology. Experience with the application seemed to open knowledge of computing as a potential source of strength. Finally, we articulate three design desiderata that could help promote communal spaces: make activity perceptible to the group, create appropriable steps, and build in fun choices.},
	numpages     = 14,
	keywords     = {hci4d, global south, asset-based, communal space, sensitive setting, ictd}
}
@inproceedings{10.1145/3313831.3376641,
	title        = {Designing an Eyes-Reduced Document Skimming App for Situational Impairments},
	author       = {Khan, Taslim Arefin and Yoon, Dongwook and McGrenere, Joanna},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376641},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376641},
	abstract     = {Listening to text using read-aloud applications is a popular way for people to consume content when their visual attention is situationally impaired (e.g., commuting, walking, tired eyes). However, due to the linear nature of audio, such apps do not support skimming---a non-linear, rapid form of reading---essential for quickly grasping the gist and organization of difficult texts, like academic or professional documents. To support auditory skimming for situational impairments, we (1) identified the user needs and challenges in auditory skimming through a formative study (N=20), (2) derived the concept of "eyes-reduced" skimming that blends auditory and visual modes of reading, inspired by how participants mixed visual and non-visual interactions, (3) generated a set of design guidelines for eyes-reduced skimming, and (4) designed and evaluated a novel audio skimming app that embodies the guidelines. Our in-situ preliminary observation study (N=6) suggested that participants were positive about our design and were able to auditorily skim documents. We discuss design implications for eyes-reduced reading, read-aloud apps, and text-to-speech engines.},
	numpages     = 14,
	keywords     = {accessibility, situational impairments, mobile device, interactive prototype, eyes-reduced, text-to-speech, eyes-free, skim reading, design guidelines}
}
@inproceedings{10.1145/3313831.3376628,
	title        = {VRSketchIn: Exploring the Design Space of Pen and Tablet Interaction for 3D Sketching in Virtual Reality},
	author       = {Drey, Tobias and Gugenheimer, Jan and Karlbauer, Julian and Milo, Maximilian and Rukzio, Enrico},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376628},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376628},
	abstract     = {Sketching in virtual reality (VR) enhances perception and understanding of 3D volumes, but is currently a challenging task, as spatial input devices (e.g., tracked controllers) do not provide any scaffolding or constraints for mid-air interaction. We present VRSketchIn, a VR sketching application using a 6DoF-tracked pen and a 6DoF-tracked tablet as input devices, combining unconstrained 3D mid-air with constrained 2D surface-based sketching. To explore what possibilities arise from this combination of 2D (pen on tablet) and 3D input (6DoF pen), we present a set of design dimensions and define the design space for 2D and 3D sketching interaction metaphors in VR. We categorize prior art inside our design space and implemented a subset of metaphors for pen and tablet sketching in our prototype. To gain a deeper understanding which specific sketching operations users perform with 2D and which with 3D metaphors, we present findings of usability walkthroughs with six participants.},
	numpages     = 14,
	keywords     = {interaction metaphors, mid-air painting, virtual reality, sketching, pen and tablet, design space}
}
@inproceedings{10.1145/3313831.3376618,
	title        = {ICONATE: Automatic Compound Icon Generation and Ideation},
	author       = {Zhao, Nanxuan and Kim, Nam Wook and Herman, Laura Mariah and Pfister, Hanspeter and Lau, Rynson W.H. and Echevarria, Jose and Bylinskii, Zoya},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376618},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376618},
	abstract     = {Compound icons are prevalent on signs, webpages, and infographics, effectively conveying complex and abstract concepts, such as "no smoking" and "health insurance", with simple graphical representations. However, designing such icons requires experience and creativity, in order to efficiently navigate the semantics, space, and style features of icons. In this paper, we aim to automate the process of generating icons given compound concepts, to facilitate rapid compound icon creation and ideation. Informed by ethnographic interviews with professional icon designers, we have developed ICONATE, a novel system that automatically generates compound icons based on textual queries and allows users to explore and customize the generated icons. At the core of ICONATE is a computational pipeline that automatically finds commonly used icons for sub-concepts and arranges them according to inferred conventions. To enable the pipeline, we collected a new dataset, Compicon1k, consisting of 1000 compound icons annotated with semantic labels (i.e., concepts). Through user studies, we have demonstrated that our tool is able to automate or accelerate the compound icon design process for both novices and professionals.},
	numpages     = 13,
	keywords     = {graphic design, ideogram, pictogram, icon design, compound icon, design tools}
}
@inproceedings{10.1145/3313831.3376605,
	title        = {"We Hold Each Other Accountable": Unpacking How Social Groups Approach Cybersecurity and Privacy Together},
	author       = {Watson, Hue and Moju-Igbene, Eyitemi and Kumari, Akanksha and Das, Sauvik},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376605},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376605},
	abstract     = {Digital resources are often collectively owned and shared by small social groups (e.g., friends sharing Netflix accounts, roommates sharing game consoles, families sharing WhatsApp groups). Yet, little is known about (i) how these groups jointly navigate cybersecurity and privacy (S&P) decisions for shared resources, (ii) how shared experiences influence individual S&P attitudes and behaviors, and (iii) how well existing S&P controls map onto group needs. We conducted group interviews and a supplemental diary study with nine social groups (n=34) of varying relationship types. We identified why, how and what resources groups shared, their jointly construed threat models, and how these factors influenced group strategies for securing shared resources. We also identified missed opportunities for cooperation and stewardship among group members that could have led to improved S&P behaviors, and found that existing S&P controls often fail to meet the needs of these small social groups.},
	numpages     = 12,
	keywords     = {interviews, groups, qualitative methods, social cybersecurity, privacy, security}
}
@inproceedings{10.1145/3313831.3376603,
	title        = {Join.Love: A Sociotechnical Genealogy of the Legalization of Same-Sex Marriage},
	author       = {Bardzell, Jeffrey and Freeman, Guo and Bardzell, Shaowen and Chen, Pei-Ying},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376603},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376603},
	abstract     = {HCI researchers interested in enhancing democracy have introduced methods and technologies that support democratic political processes, such as voting, and more broadly on empowering people to more fully participate in an increasingly technologized world. The aspiration for technologies to support meaningful democratic outcomes is not misplaced. In 2019, headlines around the world announced that Taiwan had become the first Asian country to legalize same-sex marriage, an impressive political achievement. But it was also an impressive technical achievement, the outcome of a concerted effort to develop responsive and impactful direct democracy platforms. We offer a sociotechnical genealogy of the process, informed by theory of deliberative democracy. We identify three opportunities for future HCI contributions: supporting less visible consensus-es, developing civic journeys, and engaging in deliberative experience design.},
	numpages     = 13,
	keywords     = {citizen journeys, sociotechnical ecology, same-sex marriage, deliberative experience design, deliberative democracy}
}
@inproceedings{10.1145/3313831.3376600,
	title        = {UI Dark Patterns and Where to Find Them: A Study on Mobile Applications and User Perception},
	author       = {Di Geronimo, Linda and Braz, Larissa and Fregnan, Enrico and Palomba, Fabio and Bacchelli, Alberto},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376600},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376600},
	abstract     = {A Dark Pattern (DP) is an interface maliciously crafted to deceive users into performing actions they did not mean to do. In this work, we analyze Dark Patterns in 240 popular mobile apps and conduct an online experiment with 589 users on how they perceive Dark Patterns in such apps. The results of the analysis show that 95% of the analyzed apps contain one or more forms of Dark Patterns and, on average, popular applications include at least seven different types of deceiving interfaces. The online experiment shows that most users do not recognize Dark Patterns, but can perform better in recognizing malicious designs if informed on the issue. We discuss the impact of our work and what measures could be applied to alleviate the issue.},
	numpages     = 14,
	keywords     = {dark patterns, user experiments, ethical design}
}
@inbook{10.1145/3313831.3376586,
	title        = {Is Your Time Well Spent? Reflecting on Knowledge Work More Holistically},
	author       = {Guillou, Hayley and Chow, Kevin and Fritz, Thomas and McGrenere, Joanna},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	pages        = {1–9},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376586},
	abstract     = {The modern workplace is more demanding than ever before. Yet, since the industrial age, productivity measures have predominantly stayed narrowly focused on the output of the work, and not accounted for the big shift in the cognitive demands placed on the workers or the interleaving of work and life that is so common today. We posit that a more holistic conceptualization of Time Well Spent (TWS) at work could mitigate this issue. In our 1-week study, 40 knowledge workers used the experience sampling method (ESM) to rate their TWS and then define TWS at the end of the week. Our work contributes a preliminary characterization of TWS and empirical evidence that this term can capture a more holistic notion of work that also includes the worker's feelings and well-being.},
	numpages     = 9
}
@inproceedings{10.1145/3313831.3376573,
	title        = {Being (In)Visible: Privacy, Transparency, and Disclosure in the Self-Management of Bipolar Disorder},
	author       = {Petelka, Justin and Van Kleunen, Lucy and Albright, Liam and Murnane, Elizabeth and Voida, Stephen and Snyder, Jaime},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376573},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376573},
	abstract     = {Research in personal informatics (PI) calls for systems to sup- port social forms of tracking, raising questions about how privacy can and should support intentionally sharing sensitive health information. We focus on the case of personal data related to the self-tracking of bipolar disorder (BD) in order to explore the ways in which disclosure activities intersect with other privacy experiences. While research in HCI of- ten discusses privacy as a disclosure activity, this does not reflect the ways in which privacy can be passively experienced. In this paper we broaden conceptions of privacy by defining transparency experiences and contributing factors in contrast to disclosure activities and preferences. Next, we ground this theoretical move in empirical analysis of personal narratives shared by people managing BD. We discuss the resulting emer- gent model of transparency in terms of implications for the design of socially-enabled PI systems. CAUTION: This paper contains references to experiences of mental illness, including self-harm, depression, suicidal ideation, etc.},
	numpages     = 14,
	keywords     = {bipolar disorder, privacy, serious mental illness, personal informatics}
}
@inproceedings{10.1145/3313831.3376549,
	title        = {Private Responses for Public Sharing: Understanding Self-Presentation and Relational Maintenance via Stories in Social Media},
	author       = {Trieu, Penny and Baym, Nancy K.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376549},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376549},
	abstract     = {With nearly two billion users, social media Stories-an ephemeral format of sharing-are increasingly popular and projected to overtake sharing via public feeds. Sharing via Stories differs from Feeds sharing by removing the visible feedback (e.g. "likes" and "comments") which has come to characterize social media. Given the salience of responses visibility to self-presentation and relational maintenance in social media literature, we conducted semi-structured interviews (N = 22) to explore how people understand these processes when using Stories. We find that users have lower expectations for responses with Stories and experience lower pressure for self-presentation. This fosters more frequent sharing and a sense of daily connectedness, which strong ties can find valuable. Finally, the act of viewing takes on new significance of signaling attention when made known to the sharer. Our findings point to the importance of effort and attention in understanding responses on social media.},
	numpages     = 13,
	keywords     = {self-presentation, social media, stories, relational maintenance}
}
@inproceedings{10.1145/3313831.3376533,
	title        = {Paths Explored, Paths Omitted, Paths Obscured: Decision Points & Selective Reporting in End-to-End Data Analysis},
	author       = {Liu, Yang and Althoff, Tim and Heer, Jeffrey},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376533},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376533},
	abstract     = {Drawing reliable inferences from data involves many, sometimes arbitrary, decisions across phases of data collection, wrangling, and modeling. As different choices can lead to diverging conclusions, understanding how researchers make analytic decisions is important for supporting robust and replicable analysis. In this study, we pore over nine published research studies and conduct semi-structured interviews with their authors. We observe that researchers often base their decisions on methodological or theoretical concerns, but subject to constraints arising from the data, expertise, or perceived interpretability. We confirm that researchers may experiment with choices in search of desirable results, but also identify other reasons why researchers explore alternatives yet omit findings. In concert with our interviews, we also contribute visualizations for communicating decision processes throughout an analysis. Based on our results, we identify design opportunities for strengthening end-to-end analysis, for instance via tracking and meta-analysis of multiple decision paths.},
	numpages     = 14,
	keywords     = {interview study, reproducibility, data analysis, multiverse analysis, garden of forking paths, analytic decision making}
}
@inproceedings{10.1145/3313831.3376526,
	title        = {Expanding Modes of Reflection in Design Futuring},
	author       = {Kozubaev, Sandjar and Elsden, Chris and Howell, Noura and S\o{}ndergaard, Marie Louise Juul and Merrill, Nick and Schulte, Britta and Wong, Richmond Y.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376526},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376526},
	abstract     = {Design futuring approaches, such as speculative design, design fiction and others, seek to (re)envision futures and explore alternatives. As design futuring becomes established in HCI design research, there is an opportunity to expand and develop these approaches. To that end, by reflecting on our own research and examining related work, we contribute five modes of reflection. These modes concern formgiving, temporality, researcher positionality, real-world engagement, and knowledge production. We illustrate the value of each mode through careful analysis of selected design exemplars and provide questions to interrogate the practice of design futuring. Each reflective mode offers productive resources for design practitioners and researchers to articulate their work, generate new directions for their work, and analyze their own and others' work.},
	numpages     = 15,
	keywords     = {design methods, futures, speculative design, futures-oriented design, design futuring, research through design}
}
@inproceedings{10.1145/3313831.3376503,
	title        = {Digital Ventriloquism: Giving Voice to Everyday Objects},
	author       = {Iravantchi, Yasha and Goel, Mayank and Harrison, Chris},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–10},
	doi          = {10.1145/3313831.3376503},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376503},
	abstract     = {Smart speakers with voice agents are becoming increasingly common. However, the agent's voice always emanates from the device, even when that information is contextually and spatially relevant elsewhere. Digital Ventriloquism allows smart speakers to render sound onto everyday objects, such that it appears they are speaking and are interactive. This can be achieved without any modification of objects or the environment. For this, we used a highly directional pan-tilt ultrasonic array. By modulating a 40 kHz ultrasonic signal, we can emit sound that is inaudible "in flight" and demodulates to audible frequencies when impacting a surface through acoustic parametric interaction. This makes it appear as though the sound originates from an object and not the speaker. We ran a study in which we projected speech onto five objects in three environments, and found that participants were able to correctly identify the source object 92% of the time and correctly repeat the spoken message 100% of the time, demonstrating our digital ventriloquy is both directional and intelligible.},
	numpages     = 10,
	keywords     = {iot, vr/ar, smart speakers, interaction, ultrasound}
}
@inproceedings{10.1145/3313831.3376502,
	title        = {A Literature Review of Quantitative Persona Creation},
	author       = {Salminen, Joni and Guan, Kathleen and Jung, Soon-Gyo and Chowdhury, Shammur A. and Jansen, Bernard J.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376502},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376502},
	abstract     = {Quantitative persona creation (QPC) has tremendous potential, as HCI researchers and practitioners can leverage user data from online analytics and digital media platforms to better understand their users and customers. However, there is a lack of a systematic overview of the QPC methods and progress made, with no standard methodology or known best practices. To address this gap, we review 49 QPC research articles from 2005 to 2019. Results indicate three stages of QPC research: Emergence, Diversification, and Sophistication. Sharing resources, such as datasets, code, and algorithms, is crucial to achieving the next stage (Maturity). For practitioners, we provide guiding questions for assessing QPC readiness in organizations.},
	numpages     = 14,
	keywords     = {personas, literature review, quantitative persona creation}
}
@inproceedings{10.1145/3313831.3376494,
	title        = {Projection Boxes: On-the-Fly Reconfigurable Visualization for Live Programming},
	author       = {Lerner, Sorin},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–7},
	doi          = {10.1145/3313831.3376494},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376494},
	abstract     = {Live programming is a regime in which the programming environment provides continual feedback, most often in the form of runtime values. In this paper, we present Projection Boxes, a novel visualization technique for displaying runtime values of programs. The key idea behind projection boxes is to start with a full semantics of the program, and then use projections to pick a subset of the semantics to display. By varying the projection used, projection boxes can encode both previously known visualization techniques, and also new ones. As such, projection boxes provide an expressive and configurable framework for displaying runtime information. Through a user study we demonstrate that (1) users find projection boxes and their configurability useful (2) users are not distracted by the always-on visualization (3) a key driving force behind the need for a configurable visualization for live programming lies with the wide variation in programmer preferences.},
	numpages     = 7,
	keywords     = {programming environment, debugging, live programming, program visualization}
}
@inproceedings{10.1145/3313831.3376485,
	title        = {Debugging Database Queries: A Survey of Tools, Techniques, and Users},
	author       = {Gathani, Sneha and Lim, Peter and Battle, Leilani},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–16},
	doi          = {10.1145/3313831.3376485},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376485},
	abstract     = {Database management systems (or DBMSs) have been around for decades, and yet are still difficult to use, particularly when trying to identify and fix errors in user programs (or queries). We seek to understand what methods have been proposed to help people debug database queries, and whether these techniques have ultimately been adopted by DBMSs (and users). We conducted an interdisciplinary review of 112 papers and tools from the database, visualisation and HCI communities. To better understand whether academic and industry approaches are meeting the needs of users, we interviewed 20 database users (and some designers), and found surprising results. In particular, there seems to be a wide gulf between users' debugging strategies and the functionality implemented in existing DBMSs, as well as proposed in the literature. In response, we propose new design guidelines to help system designers to build features that more closely match users debugging strategies.},
	numpages     = 16,
	keywords     = {survey, debugging databases, empirical study, literature review, visualization}
}
@inproceedings{10.1145/3313831.3376481,
	title        = {FaceHaptics: Robot Arm Based Versatile Facial Haptics for Immersive Environments},
	author       = {Wilberz, Alexander and Leschtschow, Dominik and Trepkowski, Christina and Maiero, Jens and Kruijff, Ernst and Riecke, Bernhard},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376481},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376481},
	abstract     = {This paper introduces FaceHaptics, a novel haptic display based on a robot arm attached to a head-mounted virtual reality display. It provides localized, multi-directional and movable haptic cues in the form of wind, warmth, moving and single-point touch events and water spray to dedicated parts of the face not covered by the head-mounted display.The easily extensible system, however, can principally mount any type of compact haptic actuator or object. User study 1 showed that users appreciate the directional resolution of cues, and can judge wind direction well, especially when they move their head and wind direction is adjusted dynamically to compensate for head rotations. Study 2 showed that adding FaceHaptics cues to a VR walkthrough can significantly improve user experience, presence, and emotional responses.},
	numpages     = 14,
	keywords     = {robot arm, user study, emotion, haptics, immersive environments, perception, virtual reality, presence}
}
@inproceedings{10.1145/3313831.3376478,
	title        = {Designing Ambient Narrative-Based Interfaces to Reflect and Motivate Physical Activity},
	author       = {Murnane, Elizabeth L. and Jiang, Xin and Kong, Anna and Park, Michelle and Shi, Weili and Soohoo, Connor and Vink, Luke and Xia, Iris and Yu, Xin and Yang-Sammataro, John and Young, Grace and Zhi, Jenny and Moya, Paula and Landay, James A.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376478},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376478},
	abstract     = {Numerous technologies now exist for promoting more active lifestyles. However, while quantitative data representations (e.g., charts, graphs, and statistical reports) typify most health tools, growing evidence suggests such feedback can not only fail to motivate behavior but may also harm self-integrity and fuel negative mindsets about exercise. Our research seeks to devise alternative, more qualitative schemes for encoding personal information. In particular, this paper explores the design of data-driven narratives, given the intuitive and persuasive power of stories. We present WhoIsZuki, a smartphone application that visualizes physical activities and goals as components of a multi-chapter quest, where the main character's progress is tied to the user's. We report on our design process involving online surveys, in-lab studies, and in-the-wild deployments, aimed at refining the interface and the narrative and gaining a deep understanding of people's experiences with this type of feedback. From these insights, we contribute recommendations to guide future development of narrative-based applications for motivating healthy behavior.},
	numpages     = 14,
	keywords     = {ambient display, narrative feedback, mobile health}
}
@inproceedings{10.1145/3313831.3376475,
	title        = {Toward Future-Centric Personal Informatics: Expecting Stressful Events and Preparing Personalized Interventions in Stress Management},
	author       = {Lee, Kwangyoung and Cho, Hyewon and Toshnazarov, Kobiljon and Narziev, Nematjon and Rhim, So Young and Han, Kyungsik and Noh, YoungTae and Hong, Hwajung},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376475},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376475},
	abstract     = {Stress is caused by a variety of events in our daily lives. By anticipating stressful situations, we can prepare and better cope with stressors when they actually occur. However, many past-centric personal informatics (PI) tools focus on capturing events that already happened and analyzing the data. In this work, we examine how anticipation — a future-centric self-tracking practice — could be used to manage daily stress levels. To address this, we built MindForecaster, a calendar- mediated stress anticipation application that allows users to expect stressful events in advance, generates activities to mitigate stress, and evaluates actual stress levels compared to previously estimated stress levels. In a 30-day deployment with 47 users, the users who explicitly planned and executed coping interventions reported reduced stress more than those who only expected stressful events. We suggest design implications for stress management by incorporating the properties of anticipation into current PI models.},
	numpages     = 13,
	keywords     = {self-experimentation, stress, intervention, future-centric personal informatics, coping planning, anticipation}
}
@inproceedings{10.1145/3313831.3376465,
	title        = {"Like Shock Absorbers": Understanding the Human Infrastructures of Technology-Mediated Mental Health Support},
	author       = {Pendse, Sachin R. and Lalani, Faisal M. and De Choudhury, Munmun and Sharma, Amit and Kumar, Neha},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376465},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376465},
	abstract     = {Significant research in HCI and beyond has sought to understand end-user needs in formal and informal technology-mediated mental health support (TMMHS) systems. However, little work has been done to understand the experiences and needs of the individuals who power or support these systems, particularly in the Global South. We present a qualitative study of one of the most accessible forms of mental health care in India — helplines. Through in-depth interviews conducted with 12 helpline volunteers, we research the human infrastructure responsible for the functioning of helplines. We foreground the often invisible labor involved in erecting and maintaining the institutional, interpersonal, and individual boundaries that are critical to realizing the goals of these helplines. Finally, we discuss the implications of our research for future work examining human infrastructures, particularly in mental health settings, and for the design of future TMMHS systems that deliver on-demand care to diverse, underserved, and stigmatized populations.},
	numpages     = 14,
	keywords     = {HCI4D, mental health, India, help-seeking, helplines}
}
@inproceedings{10.1145/3313831.3376459,
	title        = {Dimensions of UX Practice That Shape Ethical Awareness},
	author       = {Chivukula, Shruthi Sai and Watkins, Chris Rhys and Manocha, Rhea and Chen, Jingle and Gray, Colin M.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376459},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376459},
	abstract     = {HCI researchers are increasingly interested in describing the complexity of design practice, including ethical, organizational, and societal concerns. Recent studies have identified individual practitioners as key actors in driving the design process and culture within their respective organizations, and we build upon these efforts to reveal practitioner concerns regarding ethics on their own terms. In this paper, we report on the results of an interview study with eleven UX practitioners, capturing their experiences that highlight dimensions of design practice that impact ethical awareness and action. Using a bottom-up thematic analysis, we identified five dimensions of design complexity that influence ethical outcomes and span individual, collaborative, and methodological framing of UX activity. Based on these findings, we propose a set of implications for the creation of ethically-centered design methods that resonate with this complexity and inform the education of future UX practitioners.},
	numpages     = 13,
	keywords     = {practice-led research, UX practice, ethics, values}
}
@inproceedings{10.1145/3313831.3376444,
	title        = {Assessing Severity of Pulmonary Obstruction from Respiration Phase-Based Wheeze-Sensing Using Mobile Sensors},
	author       = {Chatterjee, Soujanya and Rahman, Md Mahbubur and Ahmed, Tousif and Saleheen, Nazir and Nemati, Ebrahim and Nathan, Viswam and Vatanparvar, Korosh and Kuang, Jilong},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376444},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376444},
	abstract     = {Obstructive pulmonary diseases cause limited airflow from the lung and severely affect patients' quality of life. Wheeze is one of the most prominent symptoms for them. High requirements imposed by traditional diagnosis methods make regular monitoring of pulmonary obstruction challenging, which hinders the opportunity of early intervention and prevention of significant exacerbation. In this work, we explore the feasibility of developing a mobile sensor-based system as a convenient means of assessing the severity of pulmonary obstruction via respiration phase-based symptomatic wheeze sensing. We conduct a 131 subjects' (91 patients and 40 healthy) study for the detection (F1: 87.96%) and characterization (F1: 79.47%) of wheeze. Subsequently, we develop novel wheeze metrics, which show a significant correlation (Pearson's correlation: -0.22, p-value: 0.024) with standard spirometry measure of pulmonary obstruction severity. This work takes a principal step towards the unobtrusive assessment of pulmonary condition from mobile sensor interactions.},
	numpages     = 13,
	keywords     = {mobile health (mhealth), pulmonary monitoring, wheezing, mobile application}
}
@inproceedings{10.1145/3313831.3376429,
	title        = {High Water Pants: Designing Embodied Environmental Speculation},
	author       = {Biggs, Heidi R. and Desjardins, Audrey},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376429},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376429},
	abstract     = {In this paper, we present the High Water Pants: speculative wearable technology which makes climate change tangible for everyday cyclists. The pants work by mechanically shortening when a cyclist wearing the pants enters an area of Seattle, USA, which is projected to be impacted by sea-level rise in 30-80 years. This interaction 'bends time' by allowing cyclists to feel future climate change data in the present. First, we discuss the research through design process of creating the High Water Pants including foundational research, a description of the design concept and results of a preliminary study with the pants. Second, we discuss three implications of the pants for human-computer interaction (HCI): (1) they offer the concept of a 'present/future' paradigm for embodied speculation, (2) our research process demonstrates how to successfully involve more-than-human perspectives, and (3) we articulate how the High Water Pants respond to shifts in HCI's framing of sustainability.},
	numpages     = 13,
	keywords     = {sustainability, cycling, embodied speculation, research through design, wearables, speculative design}
}
@inproceedings{10.1145/3313831.3376428,
	title        = {Crowdsourcing the Perception of Machine Teaching},
	author       = {Hong, Jonggi and Lee, Kyungjun and Xu, June and Kacorri, Hernisa},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376428},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376428},
	abstract     = {Teachable interfaces can empower end-users to attune machine learning systems to their idiosyncratic characteristics and environment by explicitly providing pertinent training examples. While facilitating control, their effectiveness can be hindered by the lack of expertise or misconceptions. We investigate how users may conceptualize, experience, and reflect on their engagement in machine teaching by deploying a mobile teachable testbed in Amazon Mechanical Turk. Using a performance-based payment scheme, Mechanical Turkers (N=100) are called to train, test, and re-train a robust recognition model in real-time with a few snapshots taken in their environment. We find that participants incorporate diversity in their examples drawing from parallels to how humans recognize objects independent of size, viewpoint, location, and illumination. Many of their misconceptions relate to consistency and model capabilities for reasoning. With limited variation and edge cases in testing, the majority of them do not change strategies on a second training attempt.},
	numpages     = 14,
	keywords     = {interactive machine learning, object recognition, crowdsourcing, teachable interfaces, personalization}
}
@inproceedings{10.1145/3313831.3376420,
	title        = {Surfacing Visualization Mirages},
	author       = {McNutt, Andrew and Kindlmann, Gordon and Correll, Michael},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–16},
	doi          = {10.1145/3313831.3376420},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376420},
	abstract     = {Dirty data and deceptive design practices can undermine, invert, or invalidate the purported messages of charts and graphs. These failures can arise silently: a conclusion derived from a particular visualization may look plausible unless the analyst looks closer and discovers an issue with the backing data, visual specification, or their own assumptions. We term such silent but significant failures . We describe a conceptual model of mirages and show how they can be generated at every stage of the visual analytics process. We adapt a methodology from software testing, , as a way of automatically surfacing potential mirages at the visual encoding stage of analysis through modifications to the underlying data and chart specification. We show that metamorphic testing can reliably identify mirages across a variety of chart types with relatively little prior knowledge of the data or the domain.},
	numpages     = 16,
	keywords     = {visualization testing, information visualization, deceptive visualization}
}
@inproceedings{10.1145/3313831.3376419,
	title        = {Inducing and Mitigating Stereotype Threat Through Gendered Virtual Body-Swap Illusions},
	author       = {Peck, Tabitha C. and Good, Jessica J. and Bourne, Kimberly A.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376419},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376419},
	abstract     = {A psychological phenomenon termed "stereotype threat" has been shown to contribute to women's underperformance and underrepresentation in math and science fields. Within the virtual reality literature, a recent study utilized gendered body-swap illusions (i.e., women in male virtual bodies) to mitigate the effects of stereotype threat among a sample of female participants. The present research provides a much needed replication of this intervention, as well as a critical extension of virtual reality research on the Proteus Effect to test whether stereotype threat can be induced among male participants immersed in a female virtual body. Results supported both the replication and extension hypotheses; female participants embodied in male avatars were buffered from stereotype threat whereas male participants embodied in female avatars suffered from stereotype threat. Avatar gender also influenced participants' math confidence and awareness of the negative societal stereotype regarding women's math ability.},
	numpages     = 13,
	keywords     = {gender identity, stereotype threat, self-avatars, body-swap illusions, gender, proteus effect, embodiment, virtual reality}
}
@inproceedings{10.1145/3313831.3376413,
	title        = {Designing Games for Healthy Sleep},
	author       = {Pusateri, Juliet and Leng, Judith and Wang, Qian and Chen, Xiangzhu and Hammer, Jessica},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376413},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376413},
	abstract     = {A sleep deficit has far-reaching consequences, but for many people, healthy sleep is not a priority or a possibility. We explore the potential for "sleepy games" as a genre of transformational games. To explore this design space, we prototyped nine games through an iterative design process. Based on analysis of design decisions and the games as artifacts, we identify seven design challenges for sleepy games: agency and control; physiological and mental arousal; intervention timing; social embeddedness; multisensory experience; vulnerability; and identity and values. We expand on three games with playtesting to show how these design challenges unfold for players in practice, show the impact on players' lives, and discuss sleepy games as creative, social, and situated practices.},
	numpages     = 13,
	keywords     = {game design, sleep, games for health, transformational games}
}
@inproceedings{10.1145/3313831.3376408,
	title        = {ElastOscillation: 3D Multilevel Force Feedback for Damped Oscillation on VR Controllers},
	author       = {Tsai, Hsin-Ruey and Hung, Ching-Wen and Wu, Tzu-Chun and Chen, Bing-Yu},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376408},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376408},
	abstract     = {Force feedback from damped oscillation is a common effect in our daily lives, especially when shaking an elastic object, an object hanging or containing other stuff, or a container with liquid, e.g., casting with a fishing pole or wine-swirling. Such a force, affected by complex physical variations and collisions, is difficult to properly simulate using current force feedback methods. Therefore, we propose ElastOscillation on a virtual reality (VR) controller to provide 3D multilevel force feedback for damped oscillation to enhance VR experiences. ElastOscillation consists of a proxy, six elastic bands and DC motors. It leverages the motors to control the bands' elasticity to restrain the movement of the proxy, which is connected with the bands. Therefore, when users shake the ElastOscillation device, the proxy shakes or moves in corresponding ranges of movement. The users then perceive the force from oscillation at different levels. In addition, elastic force from the bands further reinforces the oscillation force feedback. We conducted a force perception study to understand users' distinguishability for perceiving oscillation forces in 1D and 2D movement, respectively. Based on the results, we performed a VR experience study to show that the force feedback provided by ElastOscillation enhances VR realism.},
	numpages     = 12,
	keywords     = {haptic feedback, oscillation, elastic force, virtual reality, force feedback}
}
@inproceedings{10.1145/3313831.3376397,
	title        = {Learning from Positive Adaptations of Pediatric Cancer Patients to Design Health Technologies},
	author       = {Park, Sun Young and Seo, Woosuk and Berry, Andrew B.L. and Kim, Hyeryoung and Verma, Sanya and Choi, Sung Won and Buyuktur, Ayse G.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376397},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376397},
	abstract     = {The diagnosis of cancer brings about significant changes in the life of a child. In addition to physical pain, pediatric patients face psychological and social challenges. At the same time, some patients also have positive experiences with and attitudes toward their illness and treatment. Drawing on 19 semi-structured interviews with pairs of pediatric cancer patients and their parental caregivers, we examined patients' perspectives on their experience of living with cancer. We identified four salient themes in patients' positive experiences: future-oriented thinking, developing strong personal bonds and relationships, gaining knowledge and life experience, and developing self-management and coping skills. Collectively, the patients' positive experiences indicate that they adapt to their new lives through an evolving process. Based on this process, we provide design implications for health technologies to support and promote positive experiences during illness and treatment.},
	numpages     = 12,
	keywords     = {positive experience, pediatric patient, cancer, adaptation, health technology}
}
@inproceedings{10.1145/3313831.3376382,
	title        = {Enabling Data-Driven API Design with Community Usage Data: A Need-Finding Study},
	author       = {Zhang, Tianyi and Hartmann, Bj\"{o}rn and Kim, Miryung and Glassman, Elena L.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376382},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376382},
	abstract     = {APIs are becoming the fundamental building block of modern software and their usability is crucial to programming efficiency and software quality. Yet API designers find it hard to gather and interpret user feedback on their APIs. To close the gap, we interviewed 23 API designers from 6 companies and 11 open-source projects to understand their practices and needs. The primary way of gathering user feedback is through bug reports and peer reviews, as formal usability testing is prohibitively expensive to conduct in practice. Participants expressed a strong desire to gather real-world use cases and understand users' mental models, but there was a lack of tool support for such needs. In particular, participants were curious about where users got stuck, their workarounds, common mistakes, and unanticipated corner cases. We highlight several opportunities to address those unmet needs, including developing new mechanisms that systematically elicit users' mental models, building mining frameworks that identify recurring patterns beyond shallow statistics about API usage, and exploring alternative design choices made in similar libraries.},
	numpages     = 13,
	keywords     = {tool support, community, information needs, api design}
}
@inproceedings{10.1145/3313831.3376381,
	title        = {Evaluating Multivariate Network Visualization Techniques Using a Validated Design and Crowdsourcing Approach},
	author       = {Nobre, Carolina and Wootton, Dylan and Harrison, Lane and Lex, Alexander},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376381},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376381},
	abstract     = {Visualizing multivariate networks is challenging because of the trade-offs necessary for effectively encoding network topology and encoding the attributes associated with nodes and edges. A large number of multivariate network visualization techniques exist, yet there is little empirical guidance on their respective strengths and weaknesses. In this paper, we describe a crowdsourced experiment, comparing node-link diagrams with on-node encoding and adjacency matrices with juxtaposed tables. We find that node-link diagrams are best suited for tasks that require close integration between the network topology and a few attributes. Adjacency matrices perform well for tasks related to clusters and when many attributes need to be considered. We also reflect on our method of using validated designs for empirically evaluating complex, interactive visualizations in a crowdsourced setting. We highlight the importance of training, compensation, and provenance tracking.},
	numpages     = 12,
	keywords     = {multivariate networks visualization, crowdsourced evaluation}
}
@inproceedings{10.1145/3313831.3376362,
	title        = {Designing Mental Health Technologies That Support the Social Ecosystem of College Students},
	author       = {Lattie, Emily G. and Kornfield, Rachel and Ringland, Kathryn E. and Zhang, Renwen and Winquist, Nathan and Reddy, Madhu},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376362},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376362},
	abstract     = {The last decade has seen increased reports of mental health problems among college students, with college counseling centers struggling to keep up with the demand for services. Digital mental health tools offer a potential solution to expand the reach of mental health services for college students. In this paper, we present findings from a series of design activities conducted with college students and counseling center staff aimed at identifying needs and preferences for digital mental health tools. Results emphasize the social ecosystems and social support networks in a college student's life. Our findings highlight the predominant role of known peers, and the ancillary roles of unknown peers and non-peers (e.g., faculty, family) in influencing the types of digital mental health tools students desire, and the ways in which they want to learn about mental health tools. We identify considerations for designing digital mental health tools for college students that take into account the identified social factors and roles.},
	numpages     = 15,
	keywords     = {support technology, user centered design, college students, mental health, co-design}
}
@inproceedings{10.1145/3313831.3376349,
	title        = {Explore, Create, Annotate: Designing Digital Drawing Tools with Visually Impaired People},
	author       = {Pandey, Maulishree and Subramonyam, Hariharan and Sasia, Brooke and Oney, Steve and O'Modhrain, Sile},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376349},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376349},
	abstract     = {People often use text in their drawings to communicate their ideas. For visually impaired people, adding textual information to tactile graphics is challenging. Labeling in braille is a laborious process and clutters the drawings. Audio labels provide an alternative way to add text. However, digital drawing tools for visually impaired people have not examined the use of audio for creating labels. We conducted a study comprising three tasks with 11 visually impaired adults. Our goal was to understand how participants explored and created labeled tactile graphics (both braille and audio), and their interaction preferences. We find that audio labels were quicker to use and easier to create. However, braille labels enabled flexible exploration strategies. We also find that participants preferred multimodal interaction commands, and report hand postures and movements observed during the drawing process for designing recognizable interactions. Based on our findings, we derive design implications for digital drawing tools.},
	numpages     = 12,
	keywords     = {tactile graphics, accessibility, blind, drawing applications}
}
@inproceedings{10.1145/3313831.3376345,
	title        = {Making Design Memoirs: Understanding and Honoring Difficult Experiences},
	author       = {Devendorf, Laura and Andersen, Kristina and Kelliher, Aisling},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376345},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376345},
	abstract     = {Design is commonly understood as a storytelling practice, yet we have few narratives with which to describe the felt experiences of struggle, pain, and difficulty, beyond treating them as subjects to resolve. This work uses the praxis of embodied design as a way to bring more complex narratives to the community for contemplation---to engage and entangle personal and difficult stories within a public context. We propose the term Design Memoirs for these first-person practices and reflections. Design Memoirs are subjective and corporeal in nature, and provide a direct and observable way to reckon with felt experiences through, and for, design. We demonstrate Design Memoirs by drawing on our own experiences as mothers, caregivers, and corporeal subjects. Following Barad, we propose a practice of diffractive reading to locate resonances between Design Memoirs which render difficult autobiographical material addressable, shareable, and open for new interpretations. We present this strategy as a method for arriving at deeper understandings of difficult experiences.},
	numpages     = 12,
	keywords     = {autobiographical design, motherhood, methodology, design research, design memoirs, design fiction}
}
@inproceedings{10.1145/3313831.3376342,
	title        = {IoT Data in the Home: Observing Entanglements and Drawing New Encounters},
	author       = {Desjardins, Audrey and Biggs, Heidi R. and Key, Cayla and Viny, Jeremy E.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376342},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376342},
	abstract     = {Internet of Things (IoT) technologies for the home are gaining in popularity, generating exponential data byproducts. Yet, everyday relationships between home dwellers and domestic IoT data often remain secondary interactions, preventing deeper understanding and awareness of data tracked in the home. Our paper offers a design ethnography and design inquiry which examine these human-data entanglements. Findings from working with 10 inhabitants who interact with their IoT data illustrate five characteristics of current data encounters: manifesting, inquiring, exposing, repositioning, and broadening. In response, we used speculative sketches to refine, refract and complicate these encounters. We argue that data do not have to be laborious, tidy or the byproduct of a service, but rather lively and affecting. We further suggest new modes of engagement with data which expand or step away from self-improvement and reflection: through diverse acts of noticing, by allowing data to remain invisible, and by embracing imaginative practices.},
	numpages     = 13,
	keywords     = {design ethnography, data, research-through-design, speculative, internet of things, home}
}
@inproceedings{10.1145/3313831.3376339,
	title        = {Privacy and Activism in the Transgender Community},
	author       = {Lerner, Ada and He, Helen Yuxun and Kawakami, Anna and Zeamer, Silvia Catherine and Hoyle, Roberto},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376339},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376339},
	abstract     = {Transgender people are marginalized, facing specific privacy concerns and high risk of online and offline harassment, discrimination, and violence. They also benefit tremendously from technology. We conducted semi-structured interviews with 18 transgender people from 3 U.S. cities about their computer security and privacy experiences broadly construed. Participants frequently returned to themes of activism and prosocial behavior, such as protest organization, political speech, and role-modeling transgender identities, so we focus our analysis on these themes. We identify several prominent risk models related to visibility, luck, and identity that participants used to analyze their own risk profiles, often as distinct or extreme. These risk perceptions may heavily influence transgender people's defensive behaviors and self-efficacy, jeopardizing their ability to defend themselves or gain technology's benefits. We articulate design lessons emerging from these ideas, contrasting and relating them to lessons about other marginalized groups whenever possible.},
	numpages     = 13,
	keywords     = {transgender, privacy, social networks, security, gender identity, user-centered design, presentation management}
}
@inproceedings{10.1145/3313831.3376332,
	title        = {Restorative Play: Videogames Improve Player Wellbeing After a Need-Frustrating Event},
	author       = {Tyack, April and Wyeth, Peta and Johnson, Daniel},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376332},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376332},
	abstract     = {People often use videogames to restore wellbeing after negative experiences in day-to-day life. Although some research suggests that play can restore wellbeing, few studies have investigated the means by which restoration occurs. We employed self-determination theory (SDT) to understand how and to what degree play improves wellbeing after a need-frustrating event, and how players understand experiences of competence in play. Sixty-five participants worked at a competence manipulation task prior to playing a competence-satisfying videogame. Competence, affect, and vitality improved during play, and in-game experiences of need frustration were observed to effectively predict post-play negative affect. Post-experiment interviews indicate that videogames are seen to support competence relative to perceived skill, extending our knowledge of how design can support competence and restoration. We demonstrate that play can restore wellbeing, present need frustration as a means to explain negative experiences with interactive systems, and discuss effects of design on competence.},
	numpages     = 15,
	keywords     = {player experience, self-determination theory, video games, wellbeing, need frustration, restoration}
}
@inproceedings{10.1145/3313831.3376325,
	title        = {Color and Animation Preferences for a Light Band EHMI in Interactions Between Automated Vehicles and Pedestrians},
	author       = {Dey, Debargha and Habibovic, Azra and Pfleging, Bastian and Martens, Marieke and Terken, Jacques},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376325},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376325},
	abstract     = {In this paper, we report user preferences regarding color and animation patterns to support the interaction between Automated Vehicles (AVs) and pedestrians through an external Human-Machine-Interface (eHMI). Existing concepts of eHMI differ -- among other things -- in their use of colors or animations to express an AV's yielding intention. In the absence of empirical research, there is a knowledge gap regarding which color and animation leads to highest usability and preferences in traffic negotiation situations. We conducted an online survey (N=400) to investigate the comprehensibility of a light band eHMI with a combination of 5 color and 3 animation patterns for a yielding AV. Results show that cyan is considered a neutral color for communicating a yielding intention. Additionally, a uniformly flashing or pulsing animation is preferred compared to any pattern that animates sideways. These insights can contribute in the future design and standardization of eHMIs.},
	numpages     = 13,
	keywords     = {autonomous vehicles, pedestrians, interface, ehmi, vru, animation, automated vehicles, color}
}
@inproceedings{10.1145/3313831.3376306,
	title        = {BiTipText: Bimanual Eyes-Free Text Entry on a Fingertip Keyboard},
	author       = {Xu, Zheer and Chen, Weihao and Zhao, Dongyang and Luo, Jiehui and Wu, Te-Yen and Gong, Jun and Yin, Sicheng and Zhai, Jialun and Yang, Xing-Dong},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376306},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376306},
	abstract     = {We present a bimanual text input method on a miniature fingertip keyboard, that invisibly resides on the first segment of a user's index finger on both hands. Text entry can be carried out using the thumb-tip to tap the tip of the index finger. The design of our keyboard layout followed an iterative process, where we first conducted a study to understand the natural expectation of the handedness of the keys in a QWERTY layout for users. Among a choice of 67,108,864 design variations, we identified 1295 candidates offering a good satisfaction for user expectations. Based on these results, we computed an optimized bimanual keyboard layout, while considering the joint optimization problems of word ambiguity and movement time. Our user evaluation revealed that participants achieved an average text entry speed of 23.4 WPM.},
	numpages     = 13,
	keywords     = {wearable, bimanual input, micro finger gesture, text entry}
}
@inproceedings{10.1145/3313831.3376300,
	title        = {Is Too Much System Caution Counterproductive? Effects of Varying Sensitivity and Automation Levels in Vehicle Collision Avoidance Systems},
	author       = {Fu, Ernestine and Johns, Mishel and Hyde, David A. B. and Sibi, Srinath and Fischer, Martin and Sirkin, David},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376300},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376300},
	abstract     = {Autonomous vehicle system performance is limited by uncertainties inherent in the driving environment and challenges in processing sensor data. Engineers thus face the design decision of biasing systems toward lower sensitivity to potential threats (more misses) or higher sensitivity (more false alarms). We explored this problem for Automatic Emergency Braking systems in Level 3 autonomous vehicles, where the driver is required to monitor the system for failures. Participants (N=48) drove through a simulated suburban environment and experienced detection misses, perfect performance, or false alarms. We found that driver vigilance was greater for less-sensitive braking systems, resulting in improved performance during a potentially fatal failure. In addition, regardless of system bias, greater levels of autonomy resulted in significantly worse driver performance. Our results demonstrate that accounting for the effects of system bias on driver vigilance and performance will be critical design considerations as vehicle autonomy levels increase.},
	numpages     = 13,
	keywords     = {human machine interaction, autonomous vehicles, automated emergency braking, simulation, controlled experiment}
}
@inproceedings{10.1145/3313831.3376297,
	title        = {GoTree: A Grammar of Tree Visualizations},
	author       = {Li, Guozheng and Tian, Min and Xu, Qinmei and McGuffin, Michael J. and Yuan, Xiaoru},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376297},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376297},
	abstract     = {We present GoTree, a declarative grammar allowing users to instantiate tree visualizations by specifying three aspects: visual elements, layout, and coordinate system. Within the set of all possible tree visualization techniques, we identify a subset of techniques that are both "unit-decomposable" and "axis-decomposable" (terms we define). For tree visualizations within this subset, GoTree gives the user flexible and fine-grained control over the parameters of the techniques, supporting both explicit and implicit tree visualizations. We developed Tree Illustrator, an interactive authoring tool based on GoTree grammar. Tree Illustrator allows users to create a considerable number of tree visualizations, including not only existing techniques but also undiscovered and hybrid visualizations. We demonstrate the expressiveness and generative power of GoTree with a gallery of examples and conduct a qualitative study to validate the usability of Tree Illustrator.},
	numpages     = 13,
	keywords     = {declarative grammar, authoring tool, "tree visualization, hierarchical data visualization"}
}
@inproceedings{10.1145/3313831.3376290,
	title        = {Expert Discussions Improve Comprehension of Difficult Cases in Medical Image Assessment},
	author       = {Schaekermann, Mike and Cai, Carrie J. and Huang, Abigail E. and Sayres, Rory},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376290},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376290},
	abstract     = {Medical data labeling workflows critically depend on accurate assessments from human experts. Yet human assessments can vary markedly, even among medical experts. Prior research has demonstrated benefits of labeler training on performance. Here we utilized two types of labeler training feedback: highlighting incorrect labels for difficult cases ("individual performance" feedback), and expert discussions from adjudication of these cases. We presented ten generalist eye care professionals with either individual performance alone, or individual performance and expert discussions from specialists. Compared to performance feedback alone, seeing expert discussions significantly improved generalists' understanding of the rationale behind the correct diagnosis while motivating changes in their own labeling approach; and also significantly improved average accuracy on one of four pathologies in a held-out test set. This work suggests that image adjudication may provide benefits beyond developing trusted consensus labels, and that exposure to specialist discussions can be an effective training intervention for medical diagnosis.},
	numpages     = 13,
	keywords     = {labeler training, diagnosis, medical images, adjudication}
}
@inproceedings{10.1145/3313831.3376289,
	title        = {Mixed Reality Light Fields for Interactive Remote Assistance},
	author       = {Mohr, Peter and Mori, Shohei and Langlotz, Tobias and Thomas, Bruce H. and Schmalstieg, Dieter and Kalkofen, Denis},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376289},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376289},
	abstract     = {Remote assistance represents an important use case for mixed reality. With the rise of handheld and wearable devices, remote assistance has become practical in the wild. However, spontaneous provisioning of remote assistance requires an easy, fast and robust approach for capturing and sharing of unprepared environments. In this work, we make a case for utilizing interactive light fields for remote assistance. We demonstrate the advantages of object representation using light fields over conventional geometric reconstruction. Moreover, we introduce an interaction method for quickly annotating light fields in 3D space without requiring surface geometry to anchor annotations. We present results from a user study demonstrating the effectiveness of our interaction techniques, and we provide feedback on the usability of our overall system.},
	numpages     = 12,
	keywords     = {3d user interfaces, remote assistance, augmented reality, light field, telepresence, interaction, mixed reality, annotations}
}
@inproceedings{10.1145/3313831.3376284,
	title        = {Designing for Employee Voice},
	author       = {Abdulgalimov, Dinislam and Kirkham, Reuben and Nicholson, James and Vlachokyriakos, Vasilis and Briggs, Pam and Olivier, Patrick},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376284},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376284},
	abstract     = {Employee voice and workplace democracy have a positive impact on employee wellbeing and the performance of organizations. In this paper, we conducted interviews with employees to identify facilitators and inhibitors for voice within the workplace and a corresponding set of appropriate qualities: Civility, Validity, Safety and Egalitarianism. We then operationalised these qualities as a set of design goals - Assured Anonymity, Constructive Moderation, Adequate Slowness and Controlled Access - in the design and development of a secure anonymous employee voice system. Our novel take on the Enterprise Social Network aims to foster good citizenship whilst also promoting frank yet constructive discussion. We reflect on a two-week deployment of our system, the diverse range of candid discussions that emerged around important workplace issues and the potential for change within the host organization. We conclude by reflecting on the ways in which our approach shaped discourse and supported the creation of a trusted environment for employee voice.},
	numpages     = 13,
	keywords     = {enterprise social networks, workplace, anonymous online communities, cscw, employee voice}
}
@inproceedings{10.1145/3313831.3376276,
	title        = {Collective Support and Independent Learning with a Voice-Based Literacy Technology in Rural Communities},
	author       = {Madaio, Michael A. and Yarzebinski, Evelyn and Kamath, Vikram and Zinszer, Benjamin D. and Hannon-Cropp, Joelle and Tanoh, Fabrice and Akpe, Yapo Hermann and Seri, Axel Blahoua and Jasi\'{n}ska, Kaja K. and Ogan, Amy},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376276},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376276},
	abstract     = {Access to literacy is critical to children's futures, but formal education may be insufficient for fostering early literacy, especially in low-resource contexts. Educational technologies used at home may be able to help, but it is unclear whether or how children (and families) will use such technologies at home in rural communities, particularly in low-literate families. In this paper, we investigate these questions with a voice-based literacy technology deployed with families in 8 rural communities in C\^{o}te d'Ivoire for 4 months. We use interviews and observations with 37 families to investigate motivations, methods, and barriers for rural families' engagement with a literacy technology accessible via feature phones. We contribute insights into how families view digital literacy as a learning goal, leverage networks of supporters, and over time, transition from explicit to implicit support for children's learning.},
	numpages     = 14,
	keywords     = {educational technology, hci4d, ictd, ivr, literacy}
}
@inproceedings{10.1145/3313831.3376256,
	title        = {Race Yourselves: A Longitudinal Exploration of Self-Competition Between Past, Present, and Future Performances in a VR Exergame},
	author       = {Michael, Alexander and Lutteroth, Christof},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–17},
	doi          = {10.1145/3313831.3376256},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376256},
	abstract     = {Participating in competitive races can be a thrilling experience for athletes, involving a rush of excitement and sensations of flow, achievement, and self-fulfilment. However, for non-athletes, the prospect of competition is often a scary one which affects intrinsic motivation negatively, especially for less fit, less competitive individuals. We propose a novel method making the positive racing experience accessible to non-athletes using a high-intensity cycling VR exergame: by recording and replaying all their previous gameplay sessions simultaneously, including a projected future performance, players can race against a crowd of "ghost" avatars representing their individual fitness journey. The experience stays relevant and exciting as every race adds a new competitor. A longitudinal study over four weeks and a cross-sectional study found that the new method improves physical performance, intrinsic motivation, and flow compared to a non-competitive exergame. Additionally, the longitudinal study provides insights into the longer-term effects of VR exergames.},
	numpages     = 17,
	keywords     = {longitudinal, ghosts, virtual reality (vr), exergame, performance, intrinsic motivation, self-competition}
}
@inproceedings{10.1145/3313831.3376252,
	title        = {ARMath: Augmenting Everyday Life with Math Learning},
	author       = {Kang, Seokbin and Shokeen, Ekta and Byrne, Virginia L. and Norooz, Leyla and Bonsignore, Elizabeth and Williams-Pierce, Caro and Froehlich, Jon E.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376252},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376252},
	abstract     = {We introduce ARMath, a mobile Augmented Reality (AR) system that allows ch ildren to discover mathematical concepts in familiar, ord inary objects and engage with math problems in meaningful contexts. Leveraging advanced computer vision, ARMath recognizes everyday objects, visualizes their mathematical attributes, and turns them into tangible or virtual manipulatives. Using the manipulatives, children can solve problems that situate math operations or concepts in specific everyday contexts. Informed by four participatory design sessions with teachers and children, we developed five ARMath modules to support basic arithmetic and 2D geometry. We also conducted an exploratory evaluation of ARMath with 27 children (ages 5-8) at a local children's museum. Our findings demonstrate how ARMath engages children in math learning, how failures in AI can be used as learning opportunities, and challenges that children face when using ARMath.},
	numpages     = 15,
	keywords     = {learning, augmented reality, human-ai interaction}
}
@inproceedings{10.1145/3313831.3376249,
	title        = {Sprayable User Interfaces: Prototyping Large-Scale Interactive Surfaces with Sensors and Displays},
	author       = {Wessely, Michael and Sethapakdi, Ticha and Castillo, Carlos and Snowden, Jackson C. and Hanton, Ollie and Qamar, Isabel P. S. and Fraser, Mike and Roudaut, Anne and Mueller, Stefanie},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376249},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376249},
	abstract     = {We present Sprayable User Interfaces: room-sized interactive surfaces that contain sensor and display elements created by airbrushing functional inks. Since airbrushing is inherently mobile, designers can create large-scale user interfaces on complex 3D geometries where existing stationary fabrication methods fail. To enable Sprayable User Interfaces, we developed a novel design and fabrication pipeline that takes a desired user interface layout as input and automatically generates stencils for airbrushing the layout onto a physical surface. After fabricating stencils from cardboard or projecting stencils digitally, designers spray each layer with an airbrush, attach a microcontroller to the user interface, and the interface is ready to be used. Our technical evaluation shows that Sprayable User Interfaces work on various geometries and surface materials, such as porous stone and rough wood. We demonstrate our system with several application examples including interactive smart home applications on a wall and a soft leather sofa, an interactive smart city application, and interactive architecture in public office spaces.},
	numpages     = 12,
	keywords     = {fabrication, printed electronics, ubiquitous computing, spraying, airbrush}
}
@inproceedings{10.1145/3313831.3376244,
	title        = {AutoGain: Gain Function Adaptation with Submovement Efficiency Optimization},
	author       = {Lee, Byungjoo and Nancel, Mathieu and Kim, Sunjun and Oulasvirta, Antti},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376244},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376244},
	abstract     = {A well-designed control-to-display gain function can improve pointing performance with indirect pointing devices like trackpads. However, the design of gain functions is challenging and mostly based on trial and error. AutoGain is a novel method to individualize a gain function for indirect pointing devices in contexts where cursor trajectories can be tracked. It gradually improves pointing efficiency by using a novel submovement-level tracking+optimization technique that minimizes aiming error (undershooting/overshooting) for each submovement. We first show that AutoGain can produce, from scratch, gain functions with performance comparable to commercial designs, in less than a half-hour of active use. Second, we demonstrate AutoGain's applicability to emerging input devices (here, a Leap Motion controller) with no reference gain functions. Third, a one-month longitudinal study of normal computer use with AutoGain showed performance improvements from participants' default functions.},
	numpages     = 12,
	keywords     = {pointer acceleration, pointing facilitation, pointing, human performance, cd gain functions, submovement}
}
@inproceedings{10.1145/3313831.3376240,
	title        = {User Experiences with Online Status Indicators},
	author       = {Cobb, Camille and Simko, Lucy and Kohno, Tadayoshi and Hiniker, Alexis},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376240},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376240},
	abstract     = {Online status indicators (OSIs) improve online communication by helping users convey and assess availability, but they also let users infer potentially sensitive information about one another. We surveyed 200 smartphone users to understand the extent to which users are aware of information shared via OSIs and the extent to which this shapes their behavior. Despite familiarity with OSIs, participants misunderstand many aspects of OSIs, and they describe carefully curating and seeking to control their self-presentation via OSIs. Some users further report leveraging OSI-conveyed information for problematic and malicious purposes. Drawing on existing constructs of app dependence (i.e., when users contort their behavior to meet an app's demands) and app enablement (i.e., when apps enable users to engage in behaviors they feel good about), we demonstrate that current OSI design patterns promote app dependence, and we call for a shift toward OSI designs that are more enabling for users.},
	numpages     = 12,
	keywords     = {privacy, social computing, mobile apps, online status}
}
@inproceedings{10.1145/3313831.3376237,
	title        = {Evaluating the Effect of Timeline Shape on Visualization Task Performance},
	author       = {Di Bartolomeo, Sara and Pandey, Aditeya and Leventidis, Aristotelis and Saffo, David and Syeda, Uzma Haque and Carstensdottir, Elin and Seif El-Nasr, Magy and Borkin, Michelle A. and Dunne, Cody},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376237},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376237},
	abstract     = {Timelines are commonly represented on a horizontal line, which is not necessarily the most effective way to visualize temporal event sequences. However, few experiments have evaluated how timeline shape influences task performance. We present the design and results of a controlled experiment run on Amazon Mechanical Turk (n=192) in which we evaluate how timeline shape affects task completion time, correctness, and user preference. We tested 12 combinations of 4 shapes --- horizontal line, vertical line, circle, and spiral — and 3 data types — recurrent, non-recurrent, and mixed event sequences. We found good evidence that timeline shape meaningfully affects user task completion time but not correctness and that users have a strong shape preference. Building on our results, we present design guidelines for creating effective timeline visualizations based on user task and data types. A free copy of this paper, the evaluation stimuli and data, and code are available https://osf.io/qr5yu/},
	numpages     = 12,
	keywords     = {controlled experiments, information visualization, temporal event sequences, timelines}
}
@inproceedings{10.1145/3313831.3376216,
	title        = {Officers Never Type: Examining the Persistence of Paper in e-Governance},
	author       = {Marathe, Megh and Chandra, Priyank},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376216},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376216},
	abstract     = {The Global South has seen a proliferation of e-governance initiatives aimed at digitizing governmental service delivery. However, paper continues to remain the primary medium of bureaucracy. During ethnographic fieldwork at the CM Helpline, a state-wide e-governance initiative in central India, we observed that even tech-savvy bureaucrats who fully supported both the initiative and its paper-to-electronic transition ensured that paper continues to persist in abundance. Drawing upon scholarship from HCI, anthropology, and science & technology studies, we theorize this contradiction to uncover the circulations of power between people, paper, and electronic systems. We suggest that designers should recognize that new systems often disempower existing actors. The process of transition should integrate new systems into the existing ecosystem and plan for the graceful retirement of older technologies. In addition to machine errors, systems should be resilient to human errors. Finally, new systems should attend to sociocultural and historical specificities.},
	numpages     = 13,
	keywords     = {e-governance, paper, structural violence, bureaucracy, design, persistence, power}
}
@inproceedings{10.1145/3313831.3376208,
	title        = {Utilizing Participant Voice in Volunteer Training},
	author       = {Varghese, Delvin and Rainey, Jay and Montague, Kyle and Bartindale, Tom and Olivier, Patrick and Baillie Smith, Matt},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376208},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376208},
	abstract     = {Delivering training to volunteers is a huge challenge for non-governmental organisations (NGOs). Traditional classroom-based approaches that dominate training are problematic due to the limited participation they offer to trainees. Peer-led approaches however, have shown promise in helping NGOs utilise trainee experiences within training. Although technologies are playing an increasing role in training, their benefits are not well understood. We describe our experience of designing peer-led training for community volunteers in rural India. Working alongside an NGO involved in community regeneration and social action, we collaboratively delivered a ten-day training workshop, deploying audio technologies to engage the participants in sharing lived experiences. We draw on reflections from trainers and trainees on how utilising participant voice can enhance training. We highlight opportunities around the usage of audio technologies for engaging with participant voice, including the ability to reclaim trainee agency within training and to work within cultural barriers.},
	numpages     = 14,
	keywords     = {organizational training, audio technologies, ictd, hci4d, learning, ngo}
}
@inproceedings{10.1145/3313831.3376207,
	title        = {2Across: A Comparison of Audio-Tactile and Screen-Reader Based Representations of a Crossword Puzzle},
	author       = {Rao, Hrishikesh V. and O'Modhrain, Sile},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376207},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376207},
	abstract     = {Crosswords are a popular recreational game that relies on the spatial relationship between words. As a player answers clues, they begin to organize words to form an intersecting grid. A good non-visual representation should convey the interrelation of words and support the user in building a practical spatial image of the crossword grid. This paper looks at two approaches to representing a crossword puzzle for visually impaired users: a screen reader based crossword, and an audio-tactile crossword puzzle. We evaluate the designs in a study with 10 visually impaired participants. The audio-tactile representation was found to support the practical use of the crossword's spatial structure while the screen reader based puzzle leveraged participant's prior experience in navigating websites. The paper discusses critical aspects of our study and presents a perspective on the use of multimodal interfaces for such spatial applications.},
	numpages     = 12,
	keywords     = {audio-tactile, accessibility, refreshable braille display}
}
@inproceedings{10.1145/3313831.3376200,
	title        = {High Tempo Work: Design Challenges for Head-Worn Displays in Quick Service Restaurants},
	author       = {Matthews, Ben and Salisbury, Isaac and Schlosser, Paul and Smith, Francine and Sanderson, Penelope},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376200},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376200},
	abstract     = {Quick service restaurants (QSRs) are high tempo work environments that require collaboration and communication between crew. In a number of respects, head-worn displays (HWDs) might seem a promising technology to support QSR crew, but on close inspection they raise challenging issues for design. We conducted fieldwork studies at two large QSRs to understand how work is organised, how existing systems are used, and how information is displayed to and communicated between crew. We observed the crew working both routinely and with improvisation, collaboratively and individually, physically and digitally. From our analysis of the field study, we identify tentative use cases for HWDs, but with these also design tensions-that is, opportunities coupled with challenges that appear difficult to circumvent even with modest design proposals. These tensions would require careful consideration if HWDs were to be deployed in in QSRs, given that HWDs are ubiquitous, potentially private, digital, mobile, and able to collect behavioural data.},
	numpages     = 12,
	keywords     = {fieldwork, quick service restaurant, fast food, design tensions, smart glasses, head-worn display (hwd)}
}
@inproceedings{10.1145/3313831.3376193,
	title        = {Power Play: How the Need to Empower or Overpower Other Players Predicts Preferences in League of Legends},
	author       = {Poeller, Susanne and Baumann, Nicola and Mandryk, Regan L.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376193},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376193},
	abstract     = {The power motive describes our need to have an impact on others. Relevant in contexts such as sports, politics, and business, the power motive could help explain experiences and behaviours in digital games. We present four studies connecting the power motive to role and champion type choices in the MOBA game League of Legends (LoL). In Study1 we demonstrate that overall power motive does not predict role preferences. In Study2 we develop a 6-item-scale distinguishing between two facets of power in game settings: prosociality (empowering others) and dominance (overpowering others). In Study3 we show that prosociality and dominance uniquely predict role preferences for Support and Top Lane. In Study4 we demonstrate that champion type choice (tank, fighter, slayer, controller) is uniquely predicted by dominance and prosociality. We provide insight on how the wish for vertical interactions with other players-the power motive-can influence player interactions in multiplayer games.},
	numpages     = 13,
	keywords     = {player preferences, motive disposition theory, player types, explicit motives, power motive, digital games}
}
@inproceedings{10.1145/3313831.3376184,
	title        = {Reading with the Tongue: Individual Differences Affect the Perception of Ambiguous Stimuli with the BrainPort},
	author       = {Richardson, Mike L. and Lloyd-Esenkaya, Tayfun and Petrini, Karin and Proulx, Michael J.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–10},
	doi          = {10.1145/3313831.3376184},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376184},
	abstract     = {There is an increasing interest in non-visual interfaces for HCI to take advantage of the information processing capability of the other sensory modalities. The BrainPort is a vision-to-tactile sensory substitution device that conveys information through electro-stimulation on the tongue. As the tongue is a horizontal surface, it makes for an interesting platform to study the brain's representation of space. But which way is up on the tongue? We provided participants with perceptually ambiguous stimuli and measured how often different perspectives were adopted; furthermore, whether camera orientation and gender had an effect. Additionally, we examined whether personality (trait extraversion and openness) could predict the perspective taken. We found that self-centered perspectives were predominantly adopted, and that trait openness may predict perspective. This research demonstrates how individual differences can affect the usability of sensory substitution devices, and highlights the need for flexible and customisable interfaces.},
	numpages     = 10,
	keywords     = {individual differences in computing, user preferences, tactile interfaces, sensory substitution}
}
@inproceedings{10.1145/3313831.3376183,
	title        = {Inhaling and Exhaling: How Technologies Can Perceptually Extend Our Breath Awareness},
	author       = {Prpa, Mirjana and Stepanova, Ekaterina R. and Schiphorst, Thecla and Riecke, Bernhard E. and Pasquier, Philippe},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376183},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376183},
	abstract     = {Attending to breath is a self-awareness practice that exists within many contemplative and reflective traditions and is recognized for its benefits to well-being. Our current technological landscape embraces a large body of systems that utilize breath data in order to foster self-awareness. This paper seeks to deepen our understanding of the design space of systems that perceptually extend breath awareness. Our contribution is twofold: (1) our analysis reveals how the underlying theoretical frameworks shape the system design and its evaluation, and (2) how system design features support perceptual extension of breath awareness. We review and critically analyze 31 breath-based interactive systems. We identify 4 theoretical frameworks and 3 design strategies for interactive systems that perceptually extend breath awareness. We reflect upon this design space from both a theoretical and system design perspective, and propose future design directions for developing systems that "listen to" breath and perceptually extend it.},
	numpages     = 15,
	keywords     = {breathing regulation, mindfulness-based design, breath, soma design, breathing synchronization, perceptually extending}
}
@inproceedings{10.1145/3313831.3376178,
	title        = {Is This An Ad?: Automatically Disclosing Online Endorsements On YouTube With AdIntuition},
	author       = {Swart, Michael and Lopez, Ylana and Mathur, Arunesh and Chetty, Marshini},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376178},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376178},
	abstract     = {Undisclosed online endorsements on social media can be misleading to users who may not know when viewed content contains advertisements. Despite federal regulations requiring content creators to disclose online endorsements, studies suggest that less than 10% do so in practice. To overcome this issue, we need knowledge of how to best detect online endorsements, knowledge about how prevalent online endorsements are in the wild, and ways to design systems to automatically disclose advertising content to viewers. To that end, we designed, implemented, and evaluated a tool called AdIntuition which automatically discloses when YouTube videos contain affiliate marketing, a type of social media endorsement. We evaluated AdIntuition with 783 users using a survey, field deployment, and diary study. We discuss our findings and recommendations for future measurements of and tools to detect and alert users about affiliate marketing content.},
	numpages     = 12,
	keywords     = {social media, influencer, browser extension, advertisements}
}
@inproceedings{10.1145/3313831.3376172,
	title        = {DataQuilt: Extracting Visual Elements from Images to Craft Pictorial Visualizations},
	author       = {Zhang, Jiayi Eris and Sultanum, Nicole and Bezerianos, Anastasia and Chevalier, Fanny},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376172},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376172},
	abstract     = {Recent years have seen an increasing interest in the authoring and crafting of personal visualizations. Mainstream data analysis and authoring tools lack the flexibility for customization and personalization, whereas tools from the research community either require creativity and drawing skills, or are limited to simple vector graphics. We present DataQuilt, a novel system that enables visualization authors to iteratively design pictorial visualizations as collages. Real images (e.g., paintings, photographs, sketches) act as both inspiration and as a resource of visual elements that can be mapped to data. The creative pipeline involves the semi-guided extraction of relevant elements of an image (arbitrary regions, regular shapes, color palettes, textures) aided by computer vision techniques; the binding of these graphical elements and their features to data in order to create meaningful visualizations; and the iterative refinement of both features and visualizations through direct manipulation. We demonstrate the usability of DataQuilt in a controlled study and its expressiveness through a collection of authored visualizations from a second open-ended study.},
	numpages     = 13,
	keywords     = {graphic design, pictorial visualization, collage, creativity}
}
@inproceedings{10.1145/3313831.3376165,
	title        = {Why Johnny Can't Unsubscribe: Barriers to Stopping Unwanted Email},
	author       = {Dev, Jayati and Rader, Emilee and Patil, Sameer},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376165},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376165},
	abstract     = {A large proportion of email messages in an average Internet user's inbox are unwanted commercial messages from mailing lists, bots, and so on. Although such messages often include instructions to unsubscribe, people still struggle with stopping unwanted email. We investigated the user experience of unsubscribing from unwanted email messages by recruiting 18 individuals for via a lab study followed by semi-structured interviews. Based on unsubscribing practices of the study participants, we synthesized eight common unsubscription mechanisms and identified the corresponding user experience challenges. We further uncovered alternative practices aimed at circumventing the need to unsubscribe. Our findings reveal frustration with the prevailing options for limiting access to the self by managing email boundaries. We apply our insight to offer design suggestions that could help commercial providers improve the user experience of unsubscribing and provide users more control over the email they receive.},
	numpages     = 12,
	keywords     = {unwanted email, newsletters, boundary management, unsubscribing, marketing email, privacy, opt-out, mailing lists}
}
@inproceedings{10.1145/3313831.3376161,
	title        = {Student Engagement in Sensitive Design Contexts: A Case Study in Dementia Care},
	author       = {Foley, Sarah and Pantidi, Nadia and McCarthy, John},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376161},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376161},
	abstract     = {There is a growing body of HCI work that seeks to understand and enhance the lived experience of people with dementia. The majority of this work involves researchers working alongside people with dementia and their carers, focused on the design project outcomes. In order to enrich the social context of this work, we explore broadening participation to include student volunteers. To encourage mutually engaging experiences in this design context, careful consideration of how to support both students and people with dementia is needed. In this paper, we present two case- studies of co-design projects between students and people with dementia. Our findings detail the use of design methods to reconfigure the role of the residents in care contexts and the students learning process. We discuss the project learning outcomes as well as practical and ethical considerations to support the use of design methods to support mutual engagement in sensitive contexts.},
	numpages     = 13,
	keywords     = {co-design, dementia, experience-centered design, inter-generational engagement}
}
@inproceedings{10.1145/3313831.3376149,
	title        = {Computing Students' Learning Difficulties in HCI Education},
	author       = {Oleson, Alannah and Solomon, Meron and Ko, Amy J.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376149},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376149},
	abstract     = {Software developers often make interface design decisions and work with designers. Therefore, computing students who seek to become developers need some education about interface design. While prior work has studied difficulties that educators face when teaching design to computing students, there is comparatively little work on the difficulties computing students face when learning HCI design skills. To uncover these difficulties, we conducted two qualitative studies consisting of surveys and interviews with (1) computing students and (2) educators who teach interface design to computing students. Qualitative analysis of their responses revealed 18 types of learning difficulties students might experience in HCI design education, including difficulties around the mechanics of design work, project management skills, the wicked nature of design problems, and distorted perspectives on design.},
	numpages     = 14,
	keywords     = {learning difficulties, pedagogical content knowledge, hci education, interface design education}
}
@inproceedings{10.1145/3313831.3376143,
	title        = {ReCog: Supporting Blind People in Recognizing Personal Objects},
	author       = {Ahmetovic, Dragan and Sato, Daisuke and Oh, Uran and Ishihara, Tatsuya and Kitani, Kris and Asakawa, Chieko},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376143},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376143},
	abstract     = {We present ReCog, a mobile app that enables blind users to recognize objects by training a deep network with their own photos of such objects. This functionality is useful to differentiate personal objects, which cannot be recognized with pre-trained recognizers and may lack distinguishing tactile features. To ensure that the objects are well-framed in the captured photos, ReCog integrates a camera-aiming guidance that tracks target objects and instructs the user through verbal and sonification feedback to appropriately frame them.We report a two-session study with 10 blind participants using ReCog for object training and recognition, with and without guidance. We show that ReCog enables blind users to train and recognize their personal objects, and that camera-aiming guidance helps novice users to increase their confidence, achieve better accuracy, and learn strategies to capture better photos.},
	numpages     = 12,
	keywords     = {visual impairment, object recognition, photography guidance}
}
@inproceedings{10.1145/3313831.3376873,
	title        = {"Why is 'Chicago' Deceptive?" Towards Building Model-Driven Tutorials for Humans},
	author       = {Lai, Vivian and Liu, Han and Tan, Chenhao},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376873},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376873},
	abstract     = {To support human decision making with machine learning models, we often need to elucidate patterns embedded in the models that are unsalient, unknown, or counterintuitive to humans. While existing approaches focus on explaining machine predictions with real-time assistance, we explore model-driven tutorials to help humans understand these patterns in a train- ing phase. We consider both tutorials with guidelines from scientific papers, analogous to current practices of science communication, and automatically selected examples from training data with explanations. We use deceptive review detection as a testbed and conduct large-scale, randomized human-subject experiments to examine the effectiveness of such tutorials. We find that tutorials indeed improve human performance, with and without real-time assistance. In particular, although deep learning provides superior predictive performance than simple models, tutorials and explanations from simple models are more useful to humans. Our work suggests future directions for human-centered tutorials and explanations towards a synergy between humans and AI.},
	numpages     = 13,
	keywords     = {deception detection, explanations, tutorials, interpretable machine learning}
}
@inproceedings{10.1145/3313831.3376871,
	title        = {Future Opportunities for IoT to Support People with Parkinson's},
	author       = {McNaney, Roisin and Tsekleves, Emmanuel and Synnott, Jonathan},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376871},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376871},
	abstract     = {Recent years have seen an explosion of internet of things (IoT) technologies being released to the market. There has also been an emerging interest in the potentials of IoT devices to support people with chronic health conditions. In this paper, we describe the results of engagements to scope the future potentials of IoT for supporting people with Parkinson's (PwP). We ran a 2-day multi-disciplinary event with professionals with expertise in Parkinson's and IoT, to explore the opportunities, challenges and benefits. We then ran 4 workshops, engaging 13 PwP and caregivers, to scope out the needs, values and desires that the community has for utilizing IoT to monitor their symptoms. This work contributes considerations for future IoT solutions that might support PwP in better understanding their condition, through the provision of objective measurements that correspond to their, currently unmeasured, subjective experiences.},
	numpages     = 15,
	keywords     = {design, iot, parkinson's, quantified self, self-monitoring}
}
@inproceedings{10.1145/3313831.3376866,
	title        = {DFSeer: A Visual Analytics Approach to Facilitate Model Selection for Demand Forecasting},
	author       = {Sun, Dong and Feng, Zezheng and Chen, Yuanzhe and Wang, Yong and Zeng, Jia and Yuan, Mingxuan and Pong, Ting-Chuen and Qu, Huamin},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376866},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376866},
	abstract     = {Selecting an appropriate model to forecast product demand is critical to the manufacturing industry. However, due to the data complexity, market uncertainty and users' demanding requirements for the model, it is challenging for demand analysts to select a proper model. Although existing model selection methods can reduce the manual burden to some extent, they often fail to present model performance details on individual products and reveal the potential risk of the selected model. This paper presents DFSeer, an interactive visualization system to conduct reliable model selection for demand forecasting based on the products with similar historical demand. It supports model comparison and selection with different levels of details. Besides, it shows the difference in model performance on similar products to reveal the risk of model selection and increase users' confidence in choosing a forecasting model. Two case studies and interviews with domain experts demonstrate the effectiveness and usability of DFSeer.},
	numpages     = 13,
	keywords     = {model selection, product demand forecasting, time series, interactive visualization}
}
@inproceedings{10.1145/3313831.3376852,
	title        = {Walk The Line: Leveraging Lateral Shifts of the Walking Path as an Input Modality for Head-Mounted Displays},
	author       = {M\"{u}ller, Florian and Schmitz, Martin and Schmitt, Daniel and G\"{u}nther, Sebastian and Funk, Markus and M\"{u}hlh\"{a}user, Max},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},

license: MIT

license_type: permissive

branch_name: refs/heads/master

extension: bib