text:
raster drawings into vector illustrations is a well-researched set of problems. Our approach is based on a Delaunay subdivision of the raster drawing. We algorithmically generate a colored grouping of Delaunay regions that users interactively refine by dragging and dropping colors. Sketch strokes defined as marking boundaries of different colored regions are automatically neatened using B\'{e}zier curves, and turned into closed regions suitable for fills, textures, layering and animation. We show that minimal user interaction using our technique enables better sketch vectorization than state of art automated approaches. A user study, further shows our interface to be simple, fun and easy to use, yet effectively able to process messy images with a mix of construction lines, noisy and incomplete curves, sketched with arbitrary stroke style.},
	articleno    = 189,
	numpages     = 11
}
@inproceedings{10.1145/3411764.3445200,
	title        = {Significant Otter: Understanding the Role of Biosignals in Communication},
	author       = {Liu, Fannie and Park, Chunjong and Tham, Yu Jiang and Tsai, Tsung-Yu and Dabbish, Laura and Kaufman, Geoff and Monroy-Hern\'{a}ndez, Andr\'{e}s},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445200},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445200},
	abstract     = {With the growing ubiquity of wearable devices, sensed physiological responses provide new means to connect with others. While recent research demonstrates the expressive potential for biosignals, the value of sharing these personal data remains unclear. To understand their role in communication, we created Significant Otter, an Apple Watch/iPhone app that enables romantic partners to share and respond to each other’s biosignals in the form of animated otter avatars. In a one-month study with 20 couples, participants used Significant Otter with biosignals sensing OFF and ON. We found that while sensing OFF enabled couples to keep in touch, sensing ON enabled easier and more authentic communication that fostered social connection. However, the addition of biosignals introduced concerns about autonomy and agency over the messages they sent. We discuss design implications and future directions for communication systems that recommend messages based on biosignals.},
	articleno    = 334,
	numpages     = 15,
	keywords     = {social connection, couples, biosignals, interpersonal communication, heart rate, computer-mediated communication, smartwatches}
}
@inproceedings{10.1145/3411764.3445199,
	title        = {Enhancing the Composition Task in Text Entry Studies: Eliciting Difficult Text and Improving Error Rate Calculation},
	author       = {Gaines, Dylan and Kristensson, Per Ola and Vertanen, Keith},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445199},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445199},
	abstract     = {Participants in text entry studies usually copy phrases or compose novel messages. A composition task mimics actual user behavior and can allow researchers to better understand how a system might perform in reality. A problem with composition is that participants may gravitate towards writing simple text, that is, text containing only common words. Such simple text is insufficient to explore all factors governing a text entry method, such as its error correction features. We contribute to enhancing composition tasks in two ways. First, we show participants can modulate the difficulty of their compositions based on simple instructions. While it took more time to compose difficult messages, they were longer, had more difficult words, and resulted in more use of error correction features. Second, we compare two methods for obtaining a participant’s intended text, comparing both methods with a previously proposed crowdsourced judging procedure. We found participant-supplied references were more accurate.},
	articleno    = 725,
	numpages     = 8,
	keywords     = {composition;, evaluation, Text entry}
}
@inproceedings{10.1145/3411764.3445165,
	title        = {Spatial Labeling: Leveraging Spatial Layout for Improving Label Quality in Non-Expert Image Annotation},
	author       = {Chang, Chia-Ming and Lee, Chia-Hsien and Igarashi, Takeo},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445165},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445165},
	abstract     = {Non-expert annotators (who lack sufficient domain knowledge) are often recruited for manual image labeling tasks owing to the lack of expert annotators. In such a case, label quality may be relatively low. We propose leveraging the spatial layout for improving label quality in non-expert image annotation. In the proposed system, an annotator first spatially lays out the incoming images and labels them on an open space, placing related items together. This serves as a working space (spatial organization) for tentative labeling. During the process, the annotator observes and organizes the similarities and differences between the items. Finally, the annotator provides definitive labels to the images based on the results of the spatial layout. We ran a user study comparing the proposed method and a traditional non-spatial layout in an image labeling task. The results demonstrated that annotators can complete the labeling tasks more accurately using the spatial layout interface than the non-spatial layout interface.},
	articleno    = 306,
	numpages     = 12,
	keywords     = {Spatial Layout, Manual Image Labeling, Non-expert Annotator, Interface Design}
}
@inproceedings{10.1145/3411764.3445161,
	title        = {Using Intersectional Representation & Embodied Identification in Standard Video Game Play to Reduce Societal Biases},
	author       = {Jarrell, Marie and Ghaiumy Anaraky, Reza and Knijnenburg, Bart and Ash, Erin},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445161},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445161},
	abstract     = {While virtual character embodiment has been studied as a mitigator of singular societal biases in fully immersive VR and empathy games, there have been no major studies on representation featuring standard game play or intersectional identities. In our study, participants played a short 2D video game with racial and gender character manipulations. They then rated a LinkedIn profile application to examine interactions of racial and gender biases. White male participants showed bias against black and female applicants, with the black female applicant experiencing both racial and gender bias. However, participants who embodied certain underrepresented characters in the game displayed reduced biases. Participants’ perceived identification with the characters moderated this effect. The study highlights a lack of homogeneity in the prevalence and potential reduction of different societal biases and incorporates intersectionality to illustrate how multiple parts of a player character’s identity can be used to combat biases.},
	articleno    = 446,
	numpages     = 18,
	keywords     = {racial bias, identification, virtual characters, embodiment, representation, intersectionality, gender bias, video games}
}
@inproceedings{10.1145/3411764.3445151,
	title        = {TiltChair: Manipulative Posture Guidance by Actively Inclining the Seat of an Office Chair},
	author       = {Fujita, Kazuyuki and Suzuki, Aoi and Takashima, Kazuki and Ikematsu, Kaori and Kitamura, Yoshifumi},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445151},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445151},
	abstract     = {We propose TiltChair, an actuated office chair that physically manipulates the user’s posture by actively inclining the chair’s seat to address problems associated with prolonged sitting. The system controls the inclination angle and motion speed with the aim of achieving manipulative but unobtrusive posture guidance. To demonstrate its potential, we first built a prototype of TiltChair with a seat that could be tilted by pneumatic control. We then investigated the effects of the seat’s inclination angle and motions on task performance and overall sitting experience through two experiments. The results show that the inclination angle mainly affects the difficulty of maintaining one’s posture, while the motion speed affected the conspicuousness and subjective acceptability of the motion. However, these seating conditions did not affect objective task performance. Based on these results, we propose a design space for facilitating effective seat-inclination behavior using the three dimensions of angle, speed, and continuity. Furthermore, we discuss promising applications.},
	articleno    = 228,
	numpages     = 14,
	keywords     = {well-being, adaptive workplaces, actuated furniture, posture change}
}
@inproceedings{10.1145/3411764.3445150,
	title        = {Exploring A Reporting Tool to Empower Individuals with Intellectual and Developmental Disabilities to Self-Report Abuse},
	author       = {Venkatasubramanian, Krishna and Skorinko, Jeanine L. M. and Kobeissi, Mariam and Lewis, Brittany and Jutras, Nicole and Bosma, Pauline and Mullaly, John and Kelly, Brian and Lloyd, Deborah and Freark, Mariah and Alterio, Nancy A.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445150},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445150},
	abstract     = {In the US, abuse of individuals with intellectual and developmental disabilities (I/DD) is at epidemic proportions. Further, abuse incidents of individuals with I/DD are woefully under-reported. We surveyed practitioners who help individuals with I/DD post-abuse to get a broader context on the problem. We found that abuse of individuals with I/DD was often reported by someone other than the survivor, as survivors faced impediments in reporting. Consequently, we argue for developing a mobile-computing-based reporting tool for empowering individuals with I/DD to self-report abuse. Next, we conducted focus groups of individuals with I/DD to evaluate the tool’s viability, with respect to their ability to recognize/report abuse and use mobile-computing devices. We found individuals with I/DD could recognize/report abuse well when they received appropriate training. We also found individuals with I/DD could independently use their devices, though they shared access to them with family. Based on these findings, we call for several lines of accessibility research in designing an abuse self-reporting tool for individuals with I/DD.},
	articleno    = 373,
	numpages     = 13,
	keywords     = {Safety, Security, Developmental disability, Abuse reporting, Mobile computing, Intellectual disability, Abuse}
}
@inproceedings{10.1145/3411764.3445141,
	title        = {Exploring Approaches to Data Literacy Through a Critical Race Theory Perspective},
	author       = {Johnson, Britney and Rydal Shapiro, Ben and DiSalvo, Betsy and Rothschild, Annabel and DiSalvo, Carl},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445141},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445141},
	abstract     = {In this paper, we describe and analyze a workshop developed for a work training program called DataWorks. In this workshop, data workers chose a topic of their interest, sourced and processed data on that topic, and used that data to create presentations. Drawing from discourses of data literacy; epistemic agency and lived experience; and critical race theory, we analyze the workshops’ activities and outcomes. Through this analysis, three themes emerge: the tensions between epistemic agency and the context of work, encountering the ordinariness of racism through data work, and understanding the personal as communal and intersectional. Finally, critical race theory also prompts us to consider the very notions of data literacy that undergird our workshop activities. From this analysis, we offer a series of suggestions for approaching designing data literacy activities, taking into account critical race theory.},
	articleno    = 706,
	numpages     = 15
}
@inproceedings{10.1145/3411764.3445140,
	title        = {AdaptiFont: Increasing Individuals’ Reading Speed with a Generative Font Model and Bayesian Optimization},
	author       = {Kadner, Florian and Keller, Yannik and Rothkopf, Constantin},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445140},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445140},
	abstract     = {Digital text has become one of the primary ways of exchanging knowledge, but text needs to be rendered to a screen to be read. We present AdaptiFont, a human-in-the-loop system that is aimed at interactively increasing readability of text displayed on a monitor. To this end, we first learn a generative font space with non-negative matrix factorization from a set of classic fonts. In this space we generate new true-type-fonts through active learning, render texts with the new font, and measure individual users’ reading speed. Bayesian optimization sequentially generates new fonts on the fly to progressively increase individuals’ reading speed. The results of a user study show that this adaptive font generation system finds regions in the font space corresponding to high reading speeds, that these fonts significantly increase participants’ reading speed, and that the found fonts are significantly different across individual readers.},
	articleno    = 585,
	numpages     = 11,
	keywords     = {reading speed, generative model, adaptive font, Bayesian optimization}
}
@inproceedings{10.1145/3411764.3445119,
	title        = {Can Playing with Toy Blocks Reflect Behavior Problems in Children?},
	author       = {Wang, Xiyue and Takashima, Kazuki and Adachi, Tomoaki and Kitamura, Yoshifumi},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445119},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445119},
	abstract     = {Although children’s behavioral and mental problems are generally diagnosed in clinical settings, the prediction and awareness of children’s mental wellness in daily settings are getting increased attention. Toy blocks are both accessible in most children’s daily lives and provide physicality as a unique non-verbal channel to express their inner world. In this paper, we propose a toy block approach for predicting a range of behavior problems in young children (4-6 years old) measured by the Child Behavior Checklist (CBCL). We defined and classified a set of quantitative play actions from IMU-embedded toy blocks. Play data collected from 78 preschoolers revealed that specific play actions and patterns indicate total problems, internalizing problems, and aggressive behavior in children. The results align with our qualitative observations, and suggest the potential of predicting the clinical behavior problems of children based on short free-play sessions with sensor-embedded toy blocks.},
	articleno    = 540,
	numpages     = 14,
	keywords     = {Behavior problems, Well-being, Free play, Toy blocks, Tangibles for health, Children, CBCL, Motion data}
}
@inproceedings{10.1145/3411764.3445092,
	title        = {The Psychological Well-Being of Content Moderators: The Emotional Labor of Commercial Moderation and Avenues for Improving Support},
	author       = {Steiger, Miriah and Bharucha, Timir J and Venkatagiri, Sukrit and Riedl, Martin J. and Lease, Matthew},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445092},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445092},
	abstract     = {An estimated 100,000 people work today as commercial content moderators. These moderators are often exposed to disturbing content, which can lead to lasting psychological and emotional distress. This literature review investigates moderators’ psychological symptomatology, drawing on other occupations involving trauma exposure to further guide understanding of both symptoms and support mechanisms. We then introduce wellness interventions and review both programmatic and technological approaches to improving wellness. Additionally, we review methods for evaluating intervention efficacy. Finally, we recommend best practices and important directions for future research. Content Warning: we discuss the intense labor and psychological effects of CCM, including graphic descriptions of mental distress and illness.},
	articleno    = 341,
	numpages     = 14,
	keywords     = {wellness, human computation, content moderation, social justice}
}
@inproceedings{10.1145/3411764.3445087,
	title        = {StoryMap: Using Social Modeling and Self-Modeling to Support Physical Activity Among Families of Low-SES Backgrounds},
	author       = {Saksono, Herman and Castaneda-Sceppa, Carmen and Hoffman, Jessica A. and Seif El-Nasr, Magy and Parker, Andrea},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445087},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445087},
	abstract     = {Physical activity (PA) is crucial for reducing the risk of obesity, an epidemic that disproportionately burdens families of low-socioeconomic status (SES). While fitness tracking tools can increase PA awareness, more work is needed to examine (1) how such tools can help people benefit from their social environment, and (2) how reflections can help enhance PA attitudes. We investigated how fitness tracking tools for families can support social modeling and self-modeling (through reflection), two critical processes in Social Cognitive Theory. We developed StoryMap, a novel fitness tracking app for families aimed at supporting both modes of modeling. Then, we conducted a five-week qualitative study evaluating StoryMap with 16 low-SES families. Our findings contribute an understanding of how social and self-modeling can be implemented in fitness tracking tools and how both modes of modeling can enhance key PA attitudes: self-efficacy and outcome expectations. Finally, we propose design recommendations for social personal informatics tools.},
	articleno    = 203,
	numpages     = 14,
	keywords     = {Social Modeling, Social Cognitive Theory, Self-Modeling, Self-Efficacy, Low-SES, Health, Family, Physical Activity}
}
@inproceedings{10.1145/3411764.3445073,
	title        = {Virtual Reality Esports - Understanding Competitive Players’ Perceptions of Location Based VR Esports},
	author       = {Turkay, Selen and Formosa, Jessica and Cuthbert, Robert and Adinolf, Sonam and Brown, Ross Andrew},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445073},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445073},
	abstract     = {Competitive VR gaming has emerged as a new trend in recent years, due to the availability of consumer grade VR technologies and the rise of esports as a billion dollar industry. Despite the considerable attention to competitive VR gaming, there is a lack of research on attitudes and experiences that players have with these games. In this qualitative study with a pre-post interview design, we recruited eight competitive Counter-Strike: Global Offensive players from a university esports club. We aimed to understand their attitudes towards VR esports and their experiences playing a representative location based VR esports game. Findings showed that players had visceral and positive affective experiences in the game, such as how players map physical movements to the game. These findings can help design future competitive VR esports, while also further contributing to HCI as the first exploration on player experiences with VR esports, laying groundwork for future studies.},
	articleno    = 322,
	numpages     = 15,
	keywords     = {Player Experiences, Qualitative Study, Virtual Reality Esports}
}
@inproceedings{10.1145/3411764.3445072,
	title        = {The Gang’s All Here: How People Used Games to Cope with COVID19 Quarantine},
	author       = {Kleinman, Erica and Chojnacki, Sara and Seif El-Nasr, Magy},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445072},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445072},
	abstract     = {In 2020, the rapid spread of COVID-19 forced many people to self-isolate, resulting in struggles with mental health [60], and an increase in gaming [3]. In this paper, we seek to examine how individuals used digital games during the quarantine. We conducted a two-tier qualitative study where we used a thematic analysis of tweets to derive questions for an online survey that we distributed. Results of thematic analysis of survey responses identified 15 themes. Some themes confirm previous works’ findings, particularly how games are used to increase social connection or distract oneself from unpleasant situations. We also found new themes unique to the quarantine, such as interactions with non-player characters used as a surrogate for real-world interaction and using in-game routines as a substitute to real-world routines lost due to the pandemic. This work discusses the use of games during the pandemic and can be seeds for future studies.},
	articleno    = 327,
	numpages     = 12,
	keywords     = {Games, Coronavirus, Positive Emotions, Quarantine, Benefits of Gameplay, Gameplay, Connection, Isolation, COVID19}
}
@inproceedings{10.1145/3411764.3445070,
	title        = {“I...Got My Nose-Print. But It Wasn’t Accurate”: How People with Upper Extremity Impairment Authenticate on Their Personal Computing Devices},
	author       = {Lewis, Brittany and Venkatasubramanian, Krishna},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445070},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445070},
	abstract     = {Authentication has become increasingly ubiquitous for controlling access to personal computing devices (e.g., laptops, tablets, and smartphones). In this paper, we aim to understand the authentication process used by people with upper extremity impairment (UEI). A person with UEI lacks range of motion, strength, endurance, speed, and/or accuracy associated with arms, hands, or fingers. To this end, we conducted semi-structured interviews with eight (8) adults with UEI about their use of authentication for their personal computing devices. We found that our participants primarily use passwords and PINs as a verification credential during authentication. We found the process of authentication to have several accessibility issues for our participants. Consequently, our participants implemented a variety of workarounds that prioritized usability over security throughout the authentication process. Based on these findings, we present six broad subareas of research that should be explored in order to create more accessible authentication for people with UEI.},
	articleno    = 379,
	numpages     = 14,
	keywords     = {authentication, personal computing devices, upper extremity impairment}
}
@inproceedings{10.1145/3411764.3445063,
	title        = {Datamations: Animated Explanations of Data Analysis Pipelines},
	author       = {Pu, Xiaoying and Kross, Sean and Hofman, Jake M. and Goldstein, Daniel G.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445063},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445063},
	abstract     = {Plots and tables are commonplace in today’s data-driven world, and much research has been done on how to make these figures easy to read and understand. Often times, however, the information they contain conveys only the end result of a complex and subtle data analysis pipeline. This can leave the reader struggling to understand what steps were taken to arrive at a figure, and what implications this has for the underlying results. In this paper, we introduce datamations, which are animations designed to explain the steps that led to a given plot or table. We present the motivation and concept behind datamations, discuss how to programmatically generate them, and provide the results of two large-scale randomized experiments investigating how datamations affect people’s abilities to understand potentially puzzling results compared to seeing only final plots and tables containing those results.},
	articleno    = 467,
	numpages     = 14,
	keywords     = {data, animations, visualization, analysis}
}
@inproceedings{10.1145/3411764.3445053,
	title        = {Using Job Characteristics to Inform Interface Design for Industrial Maintenance Procedures},
	author       = {Woods, Caitlin and Griffin, Mark A. and French, Tim and Hodkiewicz, Melinda},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445053},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445053},
	abstract     = {Maintenance of industrial equipment is done by fitters, electricians and other maintainers. For safety and quality control, maintainers must follow procedures; historically these have been paper-based. Asset-owning organisations seek to transition maintainers to digital platforms. However, there are limited studies on the potential impact of digitisation on maintenance work and the maintainers that perform it. Our challenge is to identify interface design considerations that support the safe and reliable execution of work. We looked specifically at maintenance procedures and conducted semi-structured interviews with process-plant maintainers. Thematic analysis identified eight factors influencing maintainers’ perceptions towards using digital technologies in their work. We map these factors to three categories, work identity, agency and community. These categories are consistent with concepts from the Job Characteristics Model (JCM). The contribution of this work is the relevance of job characteristics in guiding user interface design for maintainers, for which we make a number of recommendations.},
	articleno    = 180,
	numpages     = 10,
	keywords     = {user experience design, interviews, job characteristics, industrial maintenance}
}
@inproceedings{10.1145/3411764.3446647,
	title        = {ExplAIn Yourself! Transparency for Positive UX in Autonomous Driving},
	author       = {Schneider, Tobias and Hois, Joana and Rosenstein, Alischa and Ghellal, Sabiha and Theofanou-F\"{u}lbier, Dimitra and Gerlicher, Ansgar R.S.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3446647},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3446647},
	abstract     = {In a fully autonomous driving situation, passengers hand over the steering control to a highly automated system. Autonomous driving behaviour may lead to confusion and negative user experience. When establishing such new technology, the user’s acceptance and understanding are crucial factors regarding success and failure. Using a driving simulator and a mobile application, we evaluated if system transparency during and after the interaction can increase the user experience and subjective feeling of safety and control. We contribute an initial guideline for autonomous driving experience design, bringing together the areas of user experience, explainable artificial intelligence and autonomous driving. The AVAM questionnaire, UEQ-S and interviews show that explanations during or after the ride help turn a negative user experience into a neutral one, which might be due to the increased feeling of control. However, we did not detect an effect for combining explanations during and after the ride.},
	articleno    = 161,
	numpages     = 12,
	keywords     = {autonomous driving, user experience, explainable artificial intelligence}
}
@inproceedings{10.1145/3411764.3445809,
	title        = {Students’ Verbalized Metacognition During Computerized Learning},
	author       = {Bosch, Nigel and Zhang, Yingbin and Paquette, Luc and Baker, Ryan and Ocumpaugh, Jaclyn and Biswas, Gautam},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445809},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445809},
	abstract     = {Students in computerized learning environments often direct their own learning processes, which requires metacognitive awareness of what should be learned next. We investigated a novel method of measuring verbalized metacognition by applying natural language processing (NLP) to transcripts of interviews conducted in a classroom with 99 middle school students who were using a computerized learning environment. We iteratively adapted the NLP method for the linguistic characteristics of these interviews, then applied it to study three research questions regarding the relationships between verbalized metacognition and measures of 1) learning, 2) confusion, and 3) metacognitive problem-solving strategies. Verbalized metacognition was not directly related to learning, but was related to confusion and metacognitive problem-solving strategies. Results also suggested that interviews themselves may improve learning by encouraging metacognition. We discuss implications for designing computerized environments that support self-regulated learning through metacognition.},
	articleno    = 680,
	numpages     = 12,
	keywords     = {Affect, Confusion, Metacognition, Self-regulated learning}
}
@inproceedings{10.1145/3411764.3445777,
	title        = {ThermoCaress: A Wearable Haptic Device with Illusory Moving Thermal Stimulation},
	author       = {Liu, Yuhu and Nishikawa, Satoshi and Seong, Young ah and Niiyama, Ryuma and Kuniyoshi, Yasuo},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445777},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445777},
	abstract     = {We propose ThermoCaress, a haptic device to create a stroking sensation on the forearm using pressure force and present thermal feedback simultaneously. In our method, based on the phenomenon of thermal referral, by overlapping a stroke of pressure force, users feel as if the thermal stimulation moves although the position of temperature source is static. We designed the device to be compact and soft, using microblowers and inflatable pouches for presenting pressure force and water for presenting thermal feedback. Our user study showed that the device succeeded in generating thermal referrals and creating a moving thermal illusion. The results also suggested that cold temperature enhance the pleasantness of stroking. Our findings contribute to expanding the potential of thermal haptic devices.},
	articleno    = 214,
	numpages     = 12,
	keywords     = {Soft wearable device, Haptics, Pneumatic actuation, Thermal stroking, Thermal referral}
}
@inproceedings{10.1145/3411764.3445775,
	title        = {Fits and Starts: Enterprise Use of AutoML and the Role of Humans in the Loop},
	author       = {Crisan, Anamaria and Fiore-Gartland, Brittany},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445775},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445775},
	abstract     = {AutoML systems can speed up routine data science work and make machine learning available to those without expertise in statistics and computer science. These systems have gained traction in enterprise settings where pools of skilled data workers are limited. In this study, we conduct interviews with 29 individuals from organizations of different sizes to characterize how they currently use, or intend to use, AutoML systems in their data science work. Our investigation also captures how data visualization is used in conjunction with AutoML systems. Our findings identify three usage scenarios for AutoML that resulted in a framework summarizing the level of automation desired by data workers with different levels of expertise. We surfaced the tension between speed and human oversight and found that data visualization can do a poor job balancing the two. Our findings have implications for the design and implementation of human-in-the-loop visual analytics approaches.},
	articleno    = 601,
	numpages     = 15,
	keywords     = {Data Science, Automation, Machine Learning, Data Scientists}
}
@inproceedings{10.1145/3411764.3445768,
	title        = {Privacy Champions in Software Teams: Understanding Their Motivations, Strategies, and Challenges},
	author       = {Tahaei, Mohammad and Frik, Alisa and Vaniea, Kami},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445768},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445768},
	abstract     = {Software development teams are responsible for making and implementing software design decisions that directly impact end-user privacy, a challenging task to do well. Privacy Champions—people who strongly care about advocating privacy—play a useful role in supporting privacy-respecting development cultures. To understand their motivations, challenges, and strategies for protecting end-user privacy, we conducted 12 interviews with Privacy Champions in software development teams. We find that common barriers to implementing privacy in software design include: negative privacy culture, internal prioritisation tensions, limited tool support, unclear evaluation metrics, and technical complexity. To promote privacy, Privacy Champions regularly use informal discussions, management support, communication among stakeholders, and documentation and guidelines. They perceive code reviews and practical training as more instructive than general privacy awareness and on-boarding training. Our study is a first step towards understanding how Privacy Champions work to improve their organisation’s privacy approaches and improve the privacy of end-user products.},
	articleno    = 693,
	numpages     = 15,
	keywords     = {user privacy, software development, privacy champions}
}
@inproceedings{10.1145/3411764.3445767,
	title        = {Patterns for Representing Knowledge Graphs to Communicate Situational Knowledge of Service Robots},
	author       = {Zhang, Shengchen and Wang, Zixuan and Chen, Chaoran and Dai, Yi and Ye, Lyumanshan and Sun, Xiaohua},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445767},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445767},
	abstract     = {Service robots are envisioned to be adaptive to their working environment based on situational knowledge. Recent research focused on designing visual representation of knowledge graphs for expert users. However, how to generate an understandable interface for non-expert users remains to be explored. In this paper, we use knowledge graphs (KGs) as a common ground for knowledge exchange and develop a pattern library for designing KG interfaces for non-expert users. After identifying the types of robotic situational knowledge from the literature, we present a formative study in which participants used cards to communicate the knowledge for given scenarios. We iteratively coded the results and identified patterns for representing various types of situational knowledge. To derive design recommendations for applying the patterns, we prototyped a lab service robot and conducted Wizard-of-Oz testing. The patterns and recommendations could provide useful guidance in designing knowledge-exchange interfaces for robots.},
	articleno    = 165,
	numpages     = 12,
	keywords     = {Human-Robot Interaction, Knowledge Graph, Interface Design, Design Patterns}
}
@inproceedings{10.1145/3411764.3445759,
	title        = {Ninja Hands: Using Many Hands to Improve Target Selection in VR},
	author       = {Schjerlund, Jonas and Hornb\ae{}k, Kasper and Bergstr\"{o}m, Joanna},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445759},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445759},
	abstract     = {Selection and manipulation in virtual reality often happen using an avatar’s hands. However, objects outside the immediate reach require effort to select. We develop a target selection technique called Ninja Hands. It maps the movement of a single real hand to many virtual hands, decreasing the distance to targets. We evaluate Ninja Hands in two studies. The first study shows that compared to a single hand, 4 and 8 hands are significantly faster for selecting targets. The second study complements this finding by using a larger target layout with many distractors. We find no decrease in selection time across 8, 27, and 64 hands, but an increase in the time spent deciding which hand to use. Thereby, net movement time still decreases significantly. In both studies, the physical motion exerted also decreases significantly with more hands. We discuss how these findings can inform future implementations of the Ninja Hands technique.},
	articleno    = 130,
	numpages     = 14,
	keywords     = {virtual hands, target selection, virtual reality, many hands, user studies}
}
@inproceedings{10.1145/3411764.3445757,
	title        = {Mediating Intimacy with DearBoard: A Co-Customizable Keyboard for Everyday Messaging},
	author       = {Griggio, Carla F. and Sato, Arissa J. and Mackay, Wendy E. and Yatani, Koji},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445757},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445757},
	abstract     = {Co-customizations are collaborative customizations in messaging apps that all conversation members can view and change, e.g. the color of chat bubbles on Facebook Messenger. Co-customizations grant new opportunities for expressing intimacy; however, most apps offer private customizations only. To investigate how people in close relationships integrate co-customizations into their established communication app ecosystems, we built DearBoard: an Android keyboard that allows two people to co-customize its color theme and a toolbar of expression shortcuts (emojis and GIFs). In a 5-week field study with 18 pairs of couples, friends, and relatives, participants expressed their shared interests, history, and knowledge of each other through co-customizations that served as meaningful decorations, interface optimizations, conversation themes, and non-verbal channels for playful, affectionate interactions. The co-ownership of the co-customizations invited participants to negotiate who customizes what and for whom they customize. We discuss how co-customizations mediate intimacy through place-making efforts and suggest design opportunities.},
	articleno    = 342,
	numpages     = 16,
	keywords     = {soft keyboard, close relationships, communication places, GIF, ecosystems of communication apps, co-customizations, mediated intimacy, CMC, emoji}
}
@inproceedings{10.1145/3411764.3445754,
	title        = {Market, Testbed, Backroom: The Redacted Internet of Facebook’s Discover},
	author       = {Pei, Lucy and Olgado, Benedict Salazar and Crooks, Roderic},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445754},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445754},
	abstract     = {This paper uses document theory to analyze Discover, a partially free-to-use application developed by Facebook’s philanthropic initiative Connectivity and released in the Philippines in May 2020. Discover’s design is predicated on the conviction that access to valorized forms of technology—in this case, popular websites viewed via the Internet—promises benefits to marginalized users who are presumed to lack resources needed to fully participate in contemporary informational capitalism. Document theory in HCI provides a framework that allows us to analyze the most popular websites as rendered by Discover. We argue that Discover’s logic of redaction and form moderation reproduces the very structural inequality that access to the Internet frequently claims to ameliorate. We conclude by pointing to potential applications of our approach in research at the intersection of HCI, ICT4D, and political economy.},
	articleno    = 588,
	numpages     = 13,
	keywords     = {access, document theory, political economy, the Philippines, Connectivity}
}
@inproceedings{10.1145/3411764.3445752,
	title        = {Avatar-Mediated Communication in Social VR: An In-Depth Exploration of Older Adult Interaction in an Emerging Communication Platform},
	author       = {Baker, Steven and Waycott, Jenny and Carrasco, Romina and Kelly, Ryan M. and Jones, Anthony John and Lilley, Jack and Dow, Briony and Batchelor, Frances and Hoang, Thuong and Vetere, Frank},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445752},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445752},
	abstract     = {While HCI researchers have begun designing personalised VR experiences for older adults, there has been limited research examining the use of social VR - where users interact via avatars in a virtual environment. Avatar-mediated communication (AMC) is a crucial component of the social VR experience, but older users’ experience with AMC is poorly understood. We conducted a five-month study with 16 older adults evaluating a co-designed social VR prototype. Results show that AMC in social VR was seen as medium that supported introverted users to express themselves and was viewed as offering advantages when discussing sensitive topics. Our study provides new insights into how older adults view AMC in social VR as a communication medium and we contribute six design reflections, based on our results, that highlight the steps that can be taken to ensure that AMC in social VR can meet the communication needs of older users.},
	articleno    = 491,
	numpages     = 13,
	keywords     = {Social VR, Avatars, Older adults}
}
@inproceedings{10.1145/3411764.3445730,
	title        = {Cracking Public Space Open: Design for Public Librarians},
	author       = {Kozubaev, Sandjar and DiSalvo, Carl},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445730},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445730},
	abstract     = {Public libraries in the U.S. and around the world are rapidly changing due to expanding technological and social needs of their communities. Furthermore, in recent years, public spaces, including libraries, have faced budgetary and other pressures, putting a strain on the resources available to librarians. As such, public libraries are a compelling cite for uncovering socio-technical entanglements between government services, technology use, public space, and civic participation. In this paper, we report on a qualitative study of librarians in a U.S. urban public library system undergoing substantial renovations and transformations. We frame the work of librarians as a range of infrastructuring practices, which help uncover insights about the socio-material and political conditions of public service in libraries. Using the metaphor of cracking public space open, we contribute a set of design provocations to support an increasingly complex work of public librarians.},
	articleno    = 627,
	numpages     = 14,
	keywords     = {public library, civic design, Public space, infrastructuring}
}
@inproceedings{10.1145/3411764.3445728,
	title        = {Tessera: Discretizing Data Analysis Workflows on a Task Level},
	author       = {Yan, Jing Nathan and Gu, Ziwei and Rzeszotarski, Jeffrey M},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445728},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445728},
	abstract     = {Researchers have investigated a number of strategies for capturing and analyzing data analyst event logs in order to design better tools, identify failure points, and guide users. However, this remains challenging because individual- and session-level behavioral differences lead to an explosion of complexity and there are few guarantees that log observations map to user cognition. In this paper we introduce a technique for segmenting sequential analyst event logs which combines data, interaction, and user features in order to create discrete blocks of goal-directed activity. Using measures of inter-dependency and comparisons between analysis states, these blocks identify patterns in interaction logs coupled with the current view that users are examining. Through an analysis of publicly available data and data from a lab study across a variety of analysis tasks, we validate that our segmentation approach aligns with users’ changing goals and tasks. Finally, we identify several downstream applications for our approach.},
	articleno    = 20,
	numpages     = 15,
	keywords     = {Visualization, Interaction Log Analysis, Data Analytics}
}
@inproceedings{10.1145/3411764.3445727,
	title        = {GamesBond: Bimanual Haptic Illusion of Physically Connected Objects for Immersive VR Using Grip Deformation},
	author       = {Ryu, Neung and Jo, Hye-Young and Pahud, Michel and Sinclair, Mike and Bianchi, Andrea},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445727},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445727},
	abstract     = {Virtual Reality experiences, such as games and simulations, typically support the usage of bimanual controllers to interact with virtual objects. To recreate the haptic sensation of holding objects of various shapes and behaviors with both hands, previous researchers have used mechanical linkages between the controllers that render adjustable stiffness. However, the linkage cannot quickly adapt to simulate dynamic objects, nor it can be removed to support free movements. This paper introduces GamesBond, a pair of 4-DoF controllers without physical linkage but capable to create the illusion of being connected as a single device, forming a virtual bond. The two controllers work together by dynamically displaying and physically rendering deformations of hand grips, and so allowing users to perceive a single connected object between the hands, such as a jumping rope. With a user study and various applications we show that GamesBond increases the realism, immersion, and enjoyment of bimanual interaction.},
	articleno    = 125,
	numpages     = 10,
	keywords     = {shape-changing, bimanual interaction, Haptics, grip deformation, Virtual Reality}
}
@inproceedings{10.1145/3411764.3445724,
	title        = {Comparison of Different Types of Augmented Reality Visualizations for Instructions},
	author       = {Jasche, Florian and Hoffmann, Sven and Ludwig, Thomas and Wulf, Volker},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445724},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445724},
	abstract     = {Augmented Reality (AR) is increasingly being used for providing guidance and supporting troubleshooting in industrial settings. While the general application of AR has been shown to provide clear benefits regarding physical tasks, it is important to understand how different visualization types influence user’s performance during the execution of the tasks. Previous studies evaluating AR and user’s performance compared different media types or types of AR hardware as opposed to different types of visualization for the same hardware type. This paper provides details of our comparative study in which we identified the influence of visualization types on the performance of complex machine set-up processes. Although our results show clear advantages to using concrete rather than abstract visualizations, we also find abstract visualizations coupled with videos leads to similar user performance as with concrete visualizations.},
	articleno    = 131,
	numpages     = 13,
	keywords     = {Visualization, Instructions, Augmented Reality, User Study}
}
@inproceedings{10.1145/3411764.3445716,
	title        = {From Tactile to NavTile: Opportunities and Challenges with Multi-Modal Feedback for Guiding Surfaces during Non-Visual Navigation},
	author       = {Swaminathan, Saiganesh and Yim, Yellina and Hudson, Scott E and Bennett, Cynthia L and Carrington, Patrick},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445716},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445716},
	abstract     = {Tactile guiding surfaces in the built environment have held a contentious place in the process of navigation by people who are blind or visually impaired. Despite standards for tactile guiding surfaces, problems persist with inconsistent implementation, perception, and geographic orientation. We investigate the role of tactile cues in non-visual navigation and attitudes surrounding guiding surfaces through a survey of 67 people with vision impairments and ten interviews with navigation and public accessibility experts. Our participants revealed several opportunities to augment existing tactile surfaces while envisioning novel multimodal feedback solutions in immediately relevant contexts. We also propose an approach for designing and exploring low cost, multimodal tactile surfaces, which we call navtiles. Finally, we discuss practical aspects of implementation for new design alternatives such as standardization, installation, movability, discoverability, and a need for transparency. Collectively, these insights contribute to the production and implementation of novel multimodal navigation aids.},
	articleno    = 36,
	numpages     = 13,
	keywords     = {Low-Vision, Tactile, Textured Surface, Mobility, Navigation, Blind}
}
@inproceedings{10.1145/3411764.3445695,
	title        = {Not Now, Ask Later: Users Weaken Their Behavior Change Regimen Over Time, But Expect To Re-Strengthen It Imminently},
	author       = {Kovacs, Geza and Wu, Zhengxuan and Bernstein, Michael S.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445695},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445695},
	abstract     = {How effectively do we adhere to nudges and interventions that help us control our online browsing habits? If we have a temporary lapse and disable the behavior change system, do we later resume our adherence, or has the dam broken? In this paper, we investigate these questions through log analyses of 8,000+ users on HabitLab, a behavior change platform that helps users reduce their time online. We find that, while users typically begin with high-challenge interventions, over time they allow themselves to slip into easier and easier interventions. Despite this, many still expect to return to the harder interventions imminently: they repeatedly choose to be asked to change difficulty again on the next visit, declining to have the system save their preference for easy interventions.},
	articleno    = 229,
	numpages     = 14,
	keywords     = {behavior change, distractions and interruptions}
}
@inproceedings{10.1145/3411764.3445694,
	title        = {AdolescentBot: Understanding Opportunities for Chatbots in Combating Adolescent Sexual and Reproductive Health Problems in Bangladesh},
	author       = {Rahman, Rifat and Rahman, Md. Rishadur and Tripto, Nafis Irtiza and Ali, Mohammed Eunus and Apon, Sajid Hasan and Shahriyar, Rifat},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445694},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445694},
	abstract     = {Traditional face-to-face health consultation-based systems largely failed to attract teenagers to get reproductive and sexual health supports from doctors and practitioners in Bangladesh as ‘sex’ or ‘adolescent’ related issues are considered social taboos and are rarely discussed openly with anyone. This has damaging implications for the physiological and mental well-being of a large group of people. In this paper, we study chatbot’s effectiveness to assist adolescents in seeking reproductive and sexual health supports by analyzing the responses from 256 participants, including adolescents and medical personnel from six different regions of Bangladesh. We prototype an interactive chatbot, namely AdolescentBot, and analyzed users’ communication patterns, feelings, and contexts of use as the first point of support for getting adolescence related health advice. Our analysis finds that a chatbot can satisfy most of the users’ queries, and the majority of the queries are associated with wrong-beliefs. Finally, we discuss ethical and societal issues with chatbot usage and recommend a set of design propositions for the AdolescentBot.},
	articleno    = 710,
	numpages     = 15,
	keywords     = {Chatbot, Adolescent health, Bangladesh, HCI4D}
}
@inproceedings{10.1145/3411764.3445682,
	title        = {What We Can Learn From Visual Artists About Software Development},
	author       = {Li, Jingyi and Hashim, Sonia and Jacobs, Jennifer},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445682},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445682},
	abstract     = {This paper explores software’s role in visual art production by examining how artists use and develop software. We conducted interviews with professional artists who were collaborating with software developers, learning software development, and building and maintaining software. We found artists were motivated to learn software development for intellectual growth and access to technical communities. Artists valued efficient workflows through skilled manual execution and personal software development, but avoided high-level forms of software automation. Artists identified conflicts between their priorities and those of professional developers and computational art communities, which influenced how they used computational aesthetics in their work. These findings contribute to efforts in systems engineering research to integrate end-user programming and creativity support across software and physical media, suggesting opportunities for artists as collaborators. Artists’ experiences writing software can guide technical implementations of domain-specific representations, and their experiences in interdisciplinary production can aid inclusive community building around computational tools.},
	articleno    = 314,
	numpages     = 14,
	keywords     = {software development, creativity support tools, visual art}
}
@inproceedings{10.1145/3411764.3445681,
	title        = {Using Boolean Satisfiability Solvers to Help Reduce Cognitive Load and Improve Decision Making When Creating Common Academic Schedules},
	author       = {Manzano, Joshua C. and Soliven, Adrienne Francesca O. and Llamas, Antonio Miguel B. and Tinsay, Shenn Margareth V. and Samson, Briane Paul V. and Cabredo, Rafael A.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445681},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445681},
	abstract     = {Manual schedule creation often involves satisfying numerous unique and conflicting constraints, which becomes more cognitively demanding when creating a common academic schedule with other individuals. Poor decision making caused by cognitive overload can result in unsuitable schedules. This study proposes the use of Boolean satisfiability (SAT) solvers in an academic scheduling system to help students balance scheduling preferences and satisfy necessary constraints. Based on the availability of courses and the scheduling preferences of users, the system automatically resolves conflicts and presents possible schedules. In a controlled experiment with 42 undergraduate students, cognitive demand was reduced by eliminating menial decisions, which significantly optimized the creation of a common schedule among peers. We found that human errors and emotional stress were diminished, and schedules created using the system were more satisfactory to participants. Finally, we present recommendations and design implications for future academic scheduling systems.},
	articleno    = 456,
	numpages     = 13,
	keywords     = {Human-Centered Design, Boolean Satisfiability, SAT Solver, Constraint Satisfaction, Decision Making, Student Scheduling, Cognitive Load}
}
@inproceedings{10.1145/3411764.3445675,
	title        = {A User-Oriented Approach to Space-Adaptive Augmentation: The Effects of Spatial Affordance on Narrative Experience in an Augmented Reality Detective Game},
	author       = {Shin, Jae-eun and Yoon, Boram and Kim, Dooyoung and Woo, Woontack},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445675},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445675},
	abstract     = {Space-adaptive algorithms aim to effectively align the virtual with the real to provide immersive user experiences for Augmented Reality(AR) content across various physical spaces. While such measures are reliant on real spatial features, efforts to understand those features from the user’s perspective and reflect them in designing adaptive augmented spaces have been lacking. For this, we compared factors of narrative experience in six spatial conditions during the gameplay of Fragments, a space-adaptive AR detective game. Configured by size and furniture layout, each condition afforded disparate degrees of traversability and visibility. Results show that whereas centered furniture clusters are suitable for higher presence in sufficiently large rooms, the same layout leads to lower narrative engagement. Based on our findings, we suggest guidelines that can enhance the effects of space adaptivity by considering how users perceive and navigate augmented space generated from different physical environments.},
	articleno    = 722,
	numpages     = 13,
	keywords     = {space adaptivity, spatial affordance, storytelling, spatial mapping, Head Mounted Displays, Augmented Reality, narrative experience}
}
@inproceedings{10.1145/3411764.3445671,
	title        = {Understanding, Detecting and Mitigating the Effects of Coactivations in Ten-Finger Mid-Air Typing in Virtual Reality},
	author       = {Foy, Conor R. and Dudley, John J. and Gupta, Aakar and Benko, Hrvoje and Kristensson, Per Ola},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445671},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445671},
	abstract     = {Typing with ten fingers on a virtual keyboard in virtual or augmented reality exposes a challenging input interpretation problem. There are many sources of noise in this interaction context and these exacerbate the challenge of accurately translating human actions into text. A particularly challenging input noise source arises from the physiology of the hand. Intentional finger movements can produce unintentional coactivations in other fingers. On a physical keyboard, the resistance of the keys alleviates this issue. On a virtual keyboard, coactivations are likely to introduce spurious input events under a na\"{\i}ve solution to input detection. In this paper we examine the features that discriminate intentional activations from coactivations. Based on this analysis, we demonstrate three alternative coactivation detection strategies with high discrimination power. Finally, we integrate coactivation detection into a probabilistic decoder and demonstrate its ability to further reduce uncorrected character error rates by approximately 10% relative and 0.9% absolute.},
	articleno    = 287,
	numpages     = 11,
	keywords     = {text entry, virtual reality}
}
@inproceedings{10.1145/3411764.3445667,
	title        = {What Makes Civic Tech Initiatives To Last Over Time? Dissecting Two Global Cases},
	author       = {Hamm, Andrea and Shibuya, Yuya and Ullrich, Stefan and Cerratto Pargman, Teresa Cerratto},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445667},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445667},
	abstract     = {Civic tech initiatives dedicated to environmental issues have become a worldwide phenomenon and made invaluable contributions to data, community building, and publics. However, many of them stop after a relatively short time. Therefore, we studied two long-lasting civic tech initiatives of global scale, to understand what makes them sustain over time. To this end, we conducted two mixed-method case studies, combining social network analysis and qualitative content analysis of Twitter data with insights from expert interviews. Drawing on our findings, we identified a set of key factors that help the studied civic tech initiatives to grow and last. Contributing to Digital Civics in HCI, we argue that the civic tech initiatives’ scaling and sustaining are configured through the entanglement of (1) civic data both captured and owned by the citizens for the citizens, (2) the use of open and accessible technology, and (3) the initiatives’ public narrative, giving them a voice on the environmental issue.},
	articleno    = 87,
	numpages     = 17,
	keywords     = {Civic Tech, Digital Civics, Civic IoT, Citizen Science, Scaling, Sustainability}
}
@inproceedings{10.1145/3411764.3445666,
	title        = {Developable Metamaterials: Mass-Fabricable Metamaterials by Laser-Cutting Elastic Structures},
	author       = {Signer, Madlaina and Ion, Alexandra and Sorkine-Hornung, Olga},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445666},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445666},
	abstract     = {We propose a novel design of engineered, structured materials that leverages fast fabrication technologies, pushing them towards mass-fabrication. Specifically, our metamaterial is designed to be laser cut, to approximate the volumetric shape and allow for locally varying compliance. Traditional mechanical metamaterials consist of intricate cells arranged on a 3-dimensional grid, limiting them to 3D printing—which is slow. Our metamaterial is designed for laser cutting, which is drastically faster. Our structures are best described as ruffled strips of thin sheet material, such as paper, plastics, metals, etc. Users can interactively define the ruffles’ anisotropic stiffness directions and local density. Our computational design tool assists users by automatically optimizing the ruffle to fill the shape’s volume, and exporting the flat ruffle design ready for cutting. We demonstrate how such ruffled metamaterials can be utilized for, e.g., custom toys with locally varying compliance, custom packaging material, or lightweight formwork for architectural shells.},
	articleno    = 674,
	numpages     = 13,
	keywords     = {Computational design, Developable surfaces, Metamaterials, Fabrication, Shape modeling, Laser cutting}
}
@inproceedings{10.1145/3411764.3445665,
	title        = {Sharing Heartbeats: Motivations of Citizen Scientists in Times of Crises},
	author       = {Diethei, Daniel and Niess, Jasmin and Stellmacher, Carolin and Stefanidi, Evropi and Sch\"{o}ning, Johannes},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445665},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445665},
	abstract     = {With the rise of COVID-19 cases globally, many countries released digital tools to mitigate the effects of the pandemic. In Germany the Robert Koch Institute (RKI) published the Corona-Data-Donation-App, a virtual citizen science (VCS) project, to establish an early warning system for the prediction of potential COVID-19 hotspots using data from wearable devices. While work on motivation for VCS projects in HCI often presents egoistic motives as prevailing, there is little research on such motives in crises situations. In this paper, we explore the socio-psychological processes and motivations to share personal data during a pandemic. Our findings indicate that collective motives dominated among app reviews (n=464) and in in-depth interviews (n=10). We contribute implications for future VCS tools in times of crises that highlight the importance of communication, transparency and responsibility.},
	articleno    = 650,
	numpages     = 15,
	keywords     = {covid-19, social computing, motivation, wearables, pandemic, citizen science}
}
@inproceedings{10.1145/3411764.3445659,
	title        = {Trade-Offs for Substituting a Human with an Agent in a Pair Programming Context: The Good, the Bad, and the Ugly},
	author       = {Kuttal, Sandeep Kaur and Ong, Bali and Kwasny, Kate and Robe, Peter},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445659},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445659},
	abstract     = {Pair programming has a documented history of benefits, such as increased code quality, productivity, self-efficacy, knowledge transfer, and reduced gender gap. Research uncovered problems with pair programming related to scheduling, collocating, role imbalance, and power dynamics. We investigated the trade-offs of substituting a human with an agent to simultaneously provide benefits and alleviate obstacles in pair programming. We conducted gender-balanced studies with human-human pairs in a remote lab with 18 programmers and Wizard-of-Oz studies with 14 programmers, then analyzed results quantitatively and qualitatively. Our comparative analysis of the two studies showed no significant differences in productivity, code quality, and self-efficacy. Further, agents facilitated knowledge transfer; however, unlike humans, agents were unable to provide logical explanations or discussions. Human partners trusted and showed humility towards agents. Our results demonstrate that agents can act as effective pair programming partners and open the way towards new research on conversational agents for programming.},
	articleno    = 243,
	numpages     = 20,
	keywords     = {conversational agents, Pair programming, empirical evaluation, avatars}
}
@inproceedings{10.1145/3411764.3445650,
	title        = {Trust in Collaborative Automation in High Stakes Software Engineering Work: A Case Study at NASA},
	author       = {Widder, David Gray and Dabbish, Laura and Herbsleb, James D. and Holloway, Alexandra and Davidoff, Scott},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445650},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445650},
	abstract     = {The amount of autonomy in software engineering tools is increasing as developers build increasingly complex systems. We study factors influencing software engineers’ trust in an autonomous tool situated in a high stakes workplace, because research in other contexts shows that too much or too little trust in autonomous tools can have negative consequences. We present the results of a ten week ethnographic case study of engineers collaborating with an autonomous tool to write control software at the National Aeronautics and Space Administration to support high stakes missions. We find that trust in an autonomous software engineering tool in this setting was influenced by four main factors: the tool’s transparency, usability, its social context, and the organization’s associated processes. Our observations lead us to frame trust as a quality the operator places in their collaboration with the automated system, and we outline implications of this framing and other results for researchers studying trust in autonomous systems, designers of software engineering tools, and organizations conducting high stakes work with these tools.},
	articleno    = 184,
	numpages     = 13,
	keywords     = {case study, software engineering, ethnography, tools, autonomous, trust, space}
}
@inproceedings{10.1145/3411764.3445635,
	title        = {Connected Learning, Collapsed Contexts: Examining Teens’ Sociotechnical Ecosystems Through the Lens of Digital Badges},
	author       = {Pitt, Caroline and Bell, Adam and S. Boyd, Brandyn and Demmel, Nikki and Davis, Katie},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445635},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445635},
	abstract     = {Researchers and designers have incorporated social media affordances into learning technologies to engage young people and support personally relevant learning, but youth may reject these attempts because they do not meet user expectations. Through in-depth case studies, we explore the sociotechnical ecosystems of six teens (ages 15-18) working at a science center that had recently introduced a digital badge system to track and recognize their learning. By analyzing interviews, observations, ecological momentary assessments, and system data, we examined tensions in how badges as connected learning technologies operate in teens' sociotechnical ecosystems. We found that, due to issues of unwanted context collapse and incongruent identity representations, youth only used certain affordances of the system and did so sporadically. Additionally, we noted that some features seemed to prioritize values of adult stakeholders over youth. Using badges as a lens, we reveal critical tensions and offer design recommendations for networked learning technologies.},
	articleno    = 354,
	numpages     = 14,
	keywords     = {identity development, informal learning, social media, sociotechnical systems, Identity, digital badges}
}
@inproceedings{10.1145/3411764.3445555,
	title        = {From Reflection to Action: Combining Machine Learning with Expert Knowledge for Nutrition Goal Recommendations},
	author       = {G. Mitchell, Elliot and M. Heitkemper, Elizabeth and Burgermaster, Marissa and E. Levine, Matthew and Miao, Yishen and L. Hwang, Maria and M. Desai, Pooja and Cassells, Andrea and N. Tobin, Jonathan and G. Tabak, Esteban and J. Albers, David and M. Smaldone, Arlene and Mamykina, Lena},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445555},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445555},
	abstract     = {Self-tracking can help personalize self-management interventions for chronic conditions like type 2 diabetes (T2D), but reflecting on personal data requires motivation and literacy. Machine learning (ML) methods can identify patterns, but a key challenge is making actionable suggestions based on personal health data. We introduce GlucoGoalie, which combines ML with an expert system to translate ML output into personalized nutrition goal suggestions for individuals with T2D. In a controlled experiment, participants with T2D found that goal suggestions were understandable and actionable. A 4-week in-the-wild deployment study showed that receiving goal suggestions augmented participants’ self-discovery, choosing goals highlighted the multifaceted nature of personal preferences, and the experience of following goals demonstrated the importance of feedback and context. However, we identified tensions between abstract goals and concrete eating experiences and found static text too ambiguous for complex concepts. We discuss implications for ML-based interventions and the need for systems that offer more interactivity, feedback, and negotiation.},
	articleno    = 206,
	numpages     = 17,
	keywords     = {Machine learning, Diabetes self-management, Personal Informatics, Goal setting}
}
@inproceedings{10.1145/3411764.3445544,
	title        = {Accessibility of Command Line Interfaces},
	author       = {Sampath, Harini and Merrick, Alice and Macvean, Andrew},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445544},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445544},
	abstract     = {Command-line interfaces (CLIs) remain a popular tool among developers and system administrators. Since CLIs are text-based interfaces, they are sometimes considered accessible alternatives to predominantly visual developer tools like IDEs. However, there is no systematic evaluation of the accessibility of CLIs in the literature. In this paper, we describe two studies with 12 developers on their experience of using CLIs with screen readers. Our findings show that CLIs have their own set of accessibility issues - the most important being CLIs are unstructured text interfaces. Based on our results, we provide a set of recommendations for improving the accessibility of command-line interfaces.},
	articleno    = 489,
	numpages     = 10,
	keywords     = {command-line interfaces, developers with visual impairments, accessibility, screen reader users}
}
@inproceedings{10.1145/3411764.3445543,
	title        = {MagnetIO: Passive yet Interactive Soft Haptic Patches Anywhere},
	author       = {Mazursky, Alex and Teng, Shan-Yuan and Nith, Romain and Lopes, Pedro},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445543},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445543},
	abstract     = {We propose a new type of haptic actuator, which we call MagnetIO, that is comprised of two parts: one battery-powered voice-coil worn on the user's fingernail and any number of interactive soft patches that can be attached onto any surface (everyday objects, user's body, appliances, etc.). When the user's finger wearing our voice-coil contacts any of the interactive patches it detects its magnetic signature via magnetometer and vibrates the patch, adding haptic feedback to otherwise input-only interactions. To allow these passive patches to vibrate, we make them from silicone with regions doped with polarized neodymium powder, resulting in soft and stretchable magnets. This stretchable form-factor allows them to be wrapped to the user's body or everyday objects of various shapes. We demonstrate how these add haptic output to many situations, such as adding haptic buttons to the walls of one's home. In our technical evaluation, we demonstrate that our interactive patches can be excited across a wide range of frequencies (0-500 Hz) and can be tuned to resonate at specific frequencies based on the patch's geometry. Furthermore, we demonstrate that MagnetIO's vibration intensity is as powerful as a typical linear resonant actuator (LRA); yet, unlike these rigid actuators, our passive patches operate as springs with multiple modes of vibration, which enables a wider band around its resonant frequency than an equivalent LRA.},
	articleno    = 213,
	numpages     = 15,
	keywords     = {ubiquitous haptics, fabrication, soft magnets}
}
@inproceedings{10.1145/3411764.3445542,
	title        = {A Meta-Analysis of Human Personality and Robot Acceptance in Human-Robot Interaction},
	author       = {Esterwood, Connor and Essenmacher, Kyle and Yang, Han and Zeng, Fanpan and Robert, Lionel Peter},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445542},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445542},
	abstract     = {Human personality has been identified as a predictor of robot acceptance in the human–robot interaction (HRI) literature. Despite this, the HRI literature has provided mixed support for this assertion. To better understand the relationship between human personality and robot acceptance, this paper conducts a meta-analysis of 26 studies. Results found a positive relationship between human personality and robot acceptance. However, this relationship varied greatly by the specific personality trait along with the study sample’s age, gender diversity, task, and global region. This meta-analysis also identified gaps in the literature. Namely, additional studies are needed that investigate both the big five personality traits and other personality traits, examine a more diverse age range, and utilize samples from previously unexamined regions of the globe.},
	articleno    = 711,
	numpages     = 18,
	keywords     = {Robot Acceptance, Human-Robot Interaction, Personality, Adaptability, HRI, Trust, Social Presence, Meta-Analysis, Enjoyment, Sociability, Individual Differences, Anxiety}
}
@inproceedings{10.1145/3411764.3445526,
	title        = {AutoDS: Towards Human-Centered Automation of Data Science},
	author       = {Wang, Dakuo and Andres, Josh and Weisz, Justin D. and Oduor, Erick and Dugan, Casey},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445526},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445526},
	abstract     = {Data science (DS) projects often follow a lifecycle that consists of laborious tasks for data scientists and domain experts (e.g., data exploration, model training, etc.). Only till recently, machine learning(ML) researchers have developed promising automation techniques to aid data workers in these tasks. This paper introduces AutoDS, an automated machine learning (AutoML) system that aims to leverage the latest ML automation techniques to support data science projects. Data workers only need to upload their dataset, then the system can automatically suggest ML configurations, preprocess data, select algorithm, and train the model. These suggestions are presented to the user via a web-based graphical user interface and a notebook-based programming user interface. Our goal is to offer a systematic investigation of user interaction and perceptions of using an AutoDS system in solving a data science task. We studied AutoDS with 30 professional data scientists, where one group used AutoDS, and the other did not, to complete a data science project. As expected, AutoDS improves productivity; Yet surprisingly, we find that the models produced by the AutoDS group have higher quality and less errors, but lower human confidence scores. We reflect on the findings by presenting design implications for incorporating automation techniques into human work in the data science lifecycle.},
	articleno    = 79,
	numpages     = 12,
	keywords     = {automated machine learning, XAI, AutoDS, human-AI collaboration, model building, Data science, automated data science, AI, collaborative AI, human-in-the-loop, AutoML}
}
@inproceedings{10.1145/3411764.3445516,
	title        = {Bolder is Better: Raising User Awareness through Salient and Concise Privacy Notices},
	author       = {Ebert, Nico and Alexander Ackermann, Kurt and Scheppler, Bj\"{o}rn},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445516},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445516},
	abstract     = {This paper addresses the question whether the recently proposed approach of concise privacy notices in apps and on websites is effective in raising user awareness. To assess the effectiveness in a realistic setting, we included concise notices in a fictitious but realistic fitness tracking app and asked participants recruited from an online panel to provide their feedback on the usability of the app as a cover story. Importantly, after giving feedback, users were also asked to recall the data practices described in the notices. The experimental setup included the variation of different levels of saliency and riskiness of the privacy notices. Based on a total sample of 2,274 participants, our findings indicate that concise privacy notices are indeed a promising approach to raise user awareness for privacy information when displayed in a salient way, especially in case the notices describe risky data practices. Our results may be helpful for regulators, user advocates and transparency-oriented companies in creating or enforcing better privacy transparency towards average users that do not read traditional privacy policies.},
	articleno    = 67,
	numpages     = 12,
	keywords     = {privacy communication, information saliency, Privacy notices, privacy awareness, experimental design, information systems}
}
@inproceedings{10.1145/3411764.3445510,
	title        = {Detecting and Defending Against Seizure-Inducing GIFs in Social Media},
	author       = {South, Laura and Saffo, David and Borkin, Michelle A.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445510},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445510},
	abstract     = {Despite recent improvements in online accessibility, the Internet remains an inhospitable place for users with photosensitive epilepsy, a chronic condition in which certain light stimuli can trigger seizures and even lead to death in extreme cases. In this paper, we explore how current risk detection systems have allowed attackers to take advantage of design oversights and target vulnerable users with photosensitivity on popular social media platforms. Through interviews with photosensitive individuals and a critical review of existing systems, we constructed design requirements for consumer-driven protective systems and developed a prototype browser extension for actively detecting and disarming potentially seizure-inducing GIFs and videos. We validate our system with a comprehensive dataset of simulated GIFs and GIFs collected from social media. Finally, we conduct a novel quantitative analysis of the prevalence of seizure-inducing GIFs across popular social media platforms and contribute recommendations for improving online accessibility for individuals with photosensitivity. All study materials are available at https://osf.io/5a3dy/.},
	articleno    = 273,
	numpages     = 17,
	keywords     = {human-computer interaction, GIFs, photosensitive epilepsy, accessibility}
}
@inproceedings{10.1145/3411764.3445509,
	title        = {Adaptive Subtitles: Preferences and Trade-Offs in Real-Time Media Adaption},
	author       = {Gorman, Benjamin M. and Crabb, Michael and Armstrong, Michael},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445509},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445509},
	abstract     = {Subtitles can help improve the understanding of media content. People enable subtitles based on individual characteristics (e.g., language or hearing ability), viewing environment, or media context (e.g., drama, quiz show). However, some people find that subtitles can be distracting and that they negatively impact their viewing experience. We explore the challenges and opportunities surrounding interaction with real-time personalisation of subtitled content. To understand how people currently interact with subtitles, we first conducted an online questionnaire with 102 participants. We used our findings to elicit requirements for a new approach called Adaptive Subtitles that allows the viewer to alter which speakers have subtitles displayed in real-time. We evaluated our approach with 19 participants to understand the interaction trade-offs and challenges within real-time adaptations of subtitled media. Our evaluation findings suggest that granular controls and structured onboarding allow viewers to make informed trade-offs when adapting media content, leading to improved viewing experiences.},
	articleno    = 733,
	numpages     = 11,
	keywords     = {Adaptive-Interfaces, Closed-captions, Captions, Subtitles, Media}
}
@inproceedings{10.1145/3411764.3445505,
	title        = {The Technology-Mediated Reflection Model: Barriers and Assistance in Data-Driven Reflection},
	author       = {Bentvelzen, Marit and Niess, Jasmin and Wo\'{z}niak, Pawe\l{} W.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445505},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445505},
	abstract     = {Current personal informatics models consider reflection as an important stage in users’ journeys with trackers. However, these models describe reflection from a meta perspective and it remains unclear what this stage entails. To design interactive technologies that support reflection, we need a more thorough understanding of how people reflect on their personal data in practice. To that end, we conducted semi-structured interviews with users of fitness trackers and an online survey to study practices in reflecting on fitness data. Our results show that users reported reflecting on data despite lacking reflection support from their tracking technology. Based on our results, we introduce the Technology-Mediated Reflection Model, which describes conditions and barriers for reflection on personal data. Our model consists of the temporal and conceptual cycles of reflection and helps designers identify the possible barriers a user might face when using a system for reflection.},
	articleno    = 246,
	numpages     = 12,
	keywords     = {reflection, tracking, construal, fitness trackers, personal informatics}
}
@inproceedings{10.1145/3411764.3445466,
	title        = {FastForce: Real-Time Reinforcement of Laser-Cut Structures},
	author       = {Abdullah, Muhammad and Taraz, Martin and Kommana, Yannis and Katakura, Shohei and Kovacs, Robert and Shigeyama, Jotaro and Roumen, Thijs and Baudisch, Patrick},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445466},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445466},
	abstract     = {We present fastForce, a software tool that detects structural flaws in laser cut 3D models and fixes them by introducing additional plates into the model, thereby making models up to 52x stronger. By focusing on a specific type of structural issue, i.e., poorly connected sub-structures in closed box structures, fastForce achieves real-time performance (106x faster than finite element analysis, in the specific case of the wheelbarrow from Figure 1). This allows fastForce to fix structural issues continuously in the background, while users stay focused on editing their models and without ever becoming aware of any structural issues.In our study, six of seven participants inadvertently introduced severe structural flaws into the guitar stands they designed. Similarly, we found 286 of 402 relevant models in the kyub [1] model library to contain such flaws. We integrated fastForce into a 3D editor for lasercutting (kyub) and found that even with high plate counts fastForce achieves real-time performance.},
	articleno    = 673,
	numpages     = 12,
	keywords     = {structural reinforcement, structural analysis, lasercutting, Personal fabrication}
}
@inproceedings{10.1145/3411764.3445464,
	title        = {Bringing the Jury to the Scene of the Crime: Memory and Decision-Making in a Simulated Crime Scene},
	author       = {Reichherzer, Carolin and Cunningham, Andrew and Coleman, Tracey and Cao, Ruochen and McManus, Kurt and Sheppard, Dion and Kohler, Mark and Billinghurst, Mark and Thomas, Bruce H},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445464},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445464},
	abstract     = {This paper investigates the use of immersive virtual reconstructions as an aid for jurors during a courtroom trial. The findings of a between-participant user study on memory and decision-making are presented in the context of viewing a simulated hit-run-death scenario. Participants listened to the opening statement of a prosecutor and a defence attorney before viewing the crime scene in Virtual Reality (VR) or as still images. We compare the effects on cognition and usability of using VR over images presented on a screen. We found several significant improvements, including that VR led to more consistent decision-making among participants. This shows that VR could provide a promising solution for the court to present crime scenes when site visitations are not possible.},
	articleno    = 709,
	numpages     = 12,
	keywords     = {spatial memory, crime scene, Virtual Reality, interactive virtual environment, jury, 3D Reconstruction}
}
@inproceedings{10.1145/3411764.3445461,
	title        = {Towards the Right Direction in BiDirectional User Interfaces},
	author       = {Goldenberg, Yulia and Tractinsky, Noam},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445461},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445461},
	abstract     = {Hundreds of millions of speakers of bidirectional (BiDi) languages rely on writing systems that mix the native right-to-left script with left-to-right strings. The global reach of interactive digital technologies requires special attention to these people, whose perception of interfaces is affected by this script mixture. However, empirical research on this topic is scarce. Although leading software vendors provide guidelines for BiDi design, bidirectional interfaces demonstrate inconsistent and incorrect directionality of UI elements, which may cause user confusion and errors.Through a websites' review, we identified problematic UI items and considered reasons for their existence. In an online survey with 234 BiDi speakers, we observed that in many cases, users' direction preferences were inconsistent with the guidelines. The findings provide potential insights for design rules and empirical evidence for the problem's complexity, suggesting the need for further empirical research and greater attention by the HCI community to the BiDi design problem.},
	articleno    = 149,
	numpages     = 13,
	keywords     = {UI element direction, Localization, Right-to-left design, Bidirectional interface, Bidirectional design, BiDi}
}
@inproceedings{10.1145/3411764.3445457,
	title        = {Styling Words: A Simple and Natural Way to Increase Variability in Training Data Collection for Gesture Recognition},
	author       = {Kang, Woojin and Jung, In-Taek and Lee, DaeHo and Hong, Jin-Hyuk},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445457},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445457},
	abstract     = {Due to advances in deep learning, gestures have become a more common tool for human-computer interaction. When implementing a large amount of training data, deep learning models show remarkable performance in gesture recognition. Since it is expensive and time consuming to collect gesture data from people, we are often confronted with a practicality issue when managing the quantity and quality of training data. It is a well-known fact that increasing training data variability can help to improve the generalization performance of machine learning models. Thus, we directly intervene in the collection of gesture data to increase human gesture variability by adding some words (called styling words) into the data collection instructions, e.g., giving the instruction "perform gesture #1 faster" as opposed to "perform gesture #1." Through an in-depth analysis of gesture features and video-based gesture recognition, we have confirmed the advantageous use of styling words in gesture training data collection.},
	articleno    = 318,
	numpages     = 12,
	keywords     = {Data collection, Human gesture variability, Styling words, Gesture recognition, Machine learning}
}
@inproceedings{10.1145/3411764.3445452,
	title        = {CAST: Authoring Data-Driven Chart Animations},
	author       = {Ge, Tong and Lee, Bongshin and Wang, Yunhai},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445452},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445452},
	abstract     = {We present CAST, an authoring tool that enables the interactive creation of chart animations. It introduces the visual specification of chart animations consisting of keyframes that can be played sequentially or simultaneously, and animation parameters (e.g., duration, delay). Building on Canis [19], a declarative chart animation grammar that leverages data-enriched SVG charts, CAST supports auto-completion for constructing both keyframes and keyframe sequences. It also enables users to refine the animation specification (e.g., aligning keyframes across tracks to play them together, adjusting delay) with direct manipulation and other parameters for animation effects (e.g., animation type, easing function) using a control panel. In addition to describing how CAST infers recommendations for auto-completion, we present a gallery of examples to demonstrate the expressiveness of CAST and a user study to verify its learnability and usability. Finally, we discuss the limitations and potentials of CAST as well as directions for future research.},
	articleno    = 24,
	numpages     = 15,
	keywords     = {interactive system, chart animation specification, data visualization, chart animation authoring, Chart animation}
}
@inproceedings{10.1145/3411764.3445450,
	title        = {Remote Learners, Home Makers: How Digital Fabrication Was Taught Online During a Pandemic},
	author       = {Benabdallah, Gabrielle and Bourgault, Sam and Peek, Nadya and Jacobs, Jennifer},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445450},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445450},
	abstract     = {Digital fabrication courses that relied on physical makerspaces were severely disrupted by COVID-19. As universities shut down in Spring 2020, instructors developed new models for digital fabrication at a distance. Through interviews with faculty and students and examination of course materials, we recount the experiences of eight remote digital fabrication courses. We found that learning with hobbyist equipment and online social networks could emulate using industrial equipment in shared workshops. Furthermore, at-home digital fabrication offered unique learning opportunities including more iteration, machine tuning, and maintenance. These opportunities depended on new forms of labor and varied based on student living situations. Our findings have implications for remote and in-person digital fabrication instruction. They indicate how access to tools was important, but not as critical as providing opportunities for iteration; they show how remote fabrication exacerbated student inequities; and they suggest strategies for evaluating trade-offs in remote fabrication models with respect to learning objectives.},
	articleno    = 350,
	numpages     = 14,
	keywords     = {Digital Fabrication, Pandemic, Remote Learning}
}
@inproceedings{10.1145/3411764.3445449,
	title        = {Exploring Semi-Supervised Learning for Predicting Listener Backchannels},
	author       = {Jain, Vidit and Leekha, Maitree and Shah, Rajiv Ratn and Shukla, Jainendra},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445449},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445449},
	abstract     = {Developing human-like conversational agents is a prime area in HCI research and subsumes many tasks. Predicting listener backchannels is one such actively-researched task. While many studies have used different approaches for backchannel prediction, they all have depended on manual annotations for a large dataset. This is a bottleneck impacting the scalability of development. To this end, we propose using semi-supervised techniques to automate the process of identifying backchannels, thereby easing the annotation process. To analyze our identification module’s feasibility, we compared the backchannel prediction models trained on (a) manually-annotated and (b) semi-supervised labels. Quantitative analysis revealed that the proposed semi-supervised approach could attain 95% of the former’s performance. Our user-study findings revealed that almost 60% of the participants found the backchannel responses predicted by the proposed model more natural. Finally, we also analyzed the impact of personality on the type of backchannel signals and validated our findings in the user-study.},
	articleno    = 395,
	numpages     = 12,
	keywords     = {Conversational Agents, Backchanneling, Multimodal analysis.}
}
@inproceedings{10.1145/3411764.3445446,
	title        = {Effects of Support-Seekers’ Community Knowledge on Their Expressed Satisfaction with the Received Comments in Mental Health Communities},
	author       = {Peng, Zhenhui and Ma, Xiaojuan and Yang, Diyi and Tsang, Ka Wing and Guo, Qingyu},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445446},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445446},
	abstract     = {Online mental health communities (OMHCs) are prominent resources for improving people’s mental wellbeing. An immediate cue of such improvement is support-seekers’ satisfaction expressed in their replies to the received comments. However, the comments that seekers find satisfying may change with their community knowledge, e.g., measured by tenure and posting experience in that community. In this paper, we first model the amount of satisfaction conveyed in the support-seekers’ replies to the received comments. Then we quantitatively examine how seekers’ expressed satisfaction is affected by their community knowledge, sought and received support in an OMHC. Results show that support-seekers with more posting experience generally display less contentment to the received comments. Compared to newcomers, higher tenured members express less satisfaction when receiving informational support. We also found that support matching positively predicts seekers’ satisfaction regardless of their community knowledge. Our findings have implications for OMHCs to satisfy support-seekers through their community knowledge.},
	articleno    = 536,
	numpages     = 12,
	keywords     = {Mental health, reply behaviors, online community, tenure, satisfaction, emotional support, familiarity, informational support}
}
@inproceedings{10.1145/3411764.3445443,
	title        = {Towards Understanding How Readers Integrate Charts and Captions: A Case Study with Line Charts},
	author       = {Kim, Dae Hyun and Setlur, Vidya and Agrawala, Maneesh},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445443},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445443},
	abstract     = {Charts often contain visually prominent features that draw attention to aspects of the data and include text captions that emphasize aspects of the data. Through a crowdsourced study, we explore how readers gather takeaways when considering charts and captions together. We first ask participants to mark visually prominent regions in a set of line charts. We then generate text captions based on the prominent features and ask participants to report their takeaways after observing chart-caption pairs. We find that when both the chart and caption describe a high-prominence feature, readers treat the doubly emphasized high-prominence feature as the takeaway; when the caption describes a low-prominence chart feature, readers rely on the chart and report a higher-prominence feature as the takeaway. We also find that external information that provides context, helps further convey the caption’s message to the reader. We use these findings to provide guidelines for authoring effective chart-caption pairs.},
	articleno    = 610,
	numpages     = 11,
	keywords     = {takeaways., Captions, visually prominent features, line charts}
}
@inproceedings{10.1145/3411764.3445429,
	title        = {The Ecological Context of Preschool-Aged Children’s Selection of Media Content},
	author       = {Kalinowski, Robert D and Xu, Ying and Salen, Katie},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445429},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445429},
	abstract     = {Today, preschool-aged children have an abundance of digital content to choose from, with some more desirable than others from a developmental perspective. We aim to describe and better understand the interplay of factors that influence children’s selection of media content using a year-long, multi-case ethnography of 13 diverse families in Southern California. We found that young children’s media content selection may be best understood as an ecologically situated process involving the interplay between the content, the child, their family, community, and societal spheres. Children do not make media selections on their own. Rather, these choices are supported or constrained by a range of resource, culture, and policy factors specific to family and community background. We argue that policy makers and technology designers are better served by an ecological perspective if they wish to understand how digital content is selected and used by children in sociocultural context.},
	articleno    = 349,
	numpages     = 14,
	keywords     = {screen media, children, content selection, ecological perspective}
}
@inproceedings{10.1145/3411764.3445412,
	title        = {What Do We Mean by “Accessibility Research”? A Literature Survey of Accessibility Papers in CHI and ASSETS from 1994 to 2019},
	author       = {Mack, Kelly and McDonnell, Emma and Jain, Dhruv and Lu Wang, Lucy and E. Froehlich, Jon and Findlater, Leah},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445412},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445412},
	abstract     = {Accessibility research has grown substantially in the past few decades, yet there has been no literature review of the field. To understand current and historical trends, we created and analyzed a dataset of accessibility papers appearing at CHI and ASSETS since ASSETS’ founding in 1994. We qualitatively coded areas of focus and methodological decisions for the past 10 years (2010-2019, N=506 papers), and analyzed paper counts and keywords over the full 26 years (N=836 papers). Our findings highlight areas that have received disproportionate attention and those that are underserved—for example, over 43% of papers in the past 10 years are on accessibility for blind and low vision people. We also capture common study characteristics, such as the roles of disabled and nondisabled participants as well as sample sizes (e.g., a median of 13 for participant groups with disabilities and older adults). We close by critically reflecting on gaps in the literature and offering guidance for future work in the field.},
	articleno    = 371,
	numpages     = 18,
	keywords     = {literature review, disability, Accessibility, assistive technology}
}
@inproceedings{10.1145/3411764.3445408,
	title        = {“Turning the Invisible Visible”: Transdisciplinary Bioart Explorations in Human-DNA Interaction},
	author       = {Hamidi, Foad and Stamato, Lydia and Scheifele, Lisa and Hammond, Rian Ciela Visscher and Asgarali-Hoffman, S. Nisa},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445408},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445408},
	abstract     = {Hybrid interactive systems that combine living and digital components can engage, educate, and inform users, and are of growing interest in the HCI community. Advances in synthetic biology are transforming what is possible to do with these living media interfaces (LMIs). Bioart is a practice in which artists, often using synthetic biology methods, work with living organisms to creatively explore the human relationship with nonhuman organisms. We present results from an interview study with expert bioartists as well as our hands-on experience in a bioart project where we created poetry-infused wine by encoding and inserting a Persian Sufi poem into the DNA sequence of living yeast cells. We find that engaging in bioart practice generates transdisciplinary fluency with implications for access and activism and our understanding of the qualities of living media. We further explore the qualitative aspects of interacting directly with DNA and implications for sustainable futures.},
	articleno    = 592,
	numpages     = 15,
	keywords     = {transgenic art, biotechnology, synthetic biology, DIYbio, bioart, community science, Living organisms}
}
@inproceedings{10.1145/3411764.3445399,
	title        = {Comparing Generic and Community-Situated Crowdsourcing for Data Validation in the Context of Recovery from Substance Use Disorders},
	author       = {Rubya, Sabirat and Numainville, Joseph and Yarosh, Svetlana},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445399},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445399},
	abstract     = {Targeting the right group of workers for crowdsourcing often achieves better quality results. One unique example of targeted crowdsourcing is seeking community-situated workers whose familiarity with the background and the norms of a particular group can help produce better outcome or accuracy. These community-situated crowd workers can be recruited in different ways from generic online crowdsourcing platforms or from online recovery communities. We evaluate three different approaches to recruit generic and community-situated crowd in terms of the time and the cost of recruitment, and the accuracy of task completion. We consider the context of Alcoholics Anonymous (AA), the largest peer support group for recovering alcoholics, and the task of identifying and validating AA meeting information. We discuss the benefits and trade-offs of recruiting paid vs. unpaid community-situated workers and provide implications for future research in the recovery context and relevant domains of HCI, and for the design of crowdsourcing ICT systems.},
	articleno    = 449,
	numpages     = 17,
	keywords     = {Crowdsourcing, Alcoholics Anonymous, community-situated crowd}
}
@inproceedings{10.1145/3411764.3445398,
	title        = {Assisting Manipulation and Grasping in Robot Teleoperation with Augmented Reality Visual Cues},
	author       = {Arevalo Arboleda, Stephanie and R\"{u}cker, Franziska and Dierks, Tim and Gerken, Jens},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445398},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445398},
	abstract     = {Teleoperating industrial manipulators in co-located spaces can be challenging. Facilitating robot teleoperation by providing additional visual information about the environment and the robot affordances using augmented reality (AR), can improve task performance in manipulation and grasping. In this paper, we present two designs of augmented visual cues, that aim to enhance the visual space of the robot operator through hints about the position of the robot gripper in the workspace and in relation to the target. These visual cues aim to improve the distance perception and thus, the task performance. We evaluate both designs against a baseline in an experiment where participants teleoperate a robotic arm to perform pick-and-place tasks. Our results show performance improvements in different levels, reflecting in objective and subjective measures with trade-offs in terms of time, accuracy, and participants’ views of teleoperation. These findings show the potential of AR not only in teleoperation, but in understanding the human-robot workspace.},
	articleno    = 728,
	numpages     = 14,
	keywords     = {robot teleoperation, augmented reality, visual cues, human-robot interaction}
}
@inproceedings{10.1145/3411764.3445387,
	title        = {Toggles, Dollar Signs, and Triangles: How to (In)Effectively Convey Privacy Choices with Icons and Link Texts},
	author       = {Habib, Hana and Zou, Yixin and Yao, Yaxing and Acquisti, Alessandro and Cranor, Lorrie and Reidenberg, Joel and Sadeh, Norman and Schaub, Florian},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},

repository: HighTemplar-wjiang/Crawlers

repo_name: HighTemplar-wjiang/Crawlers