text:
series       = {CHI '21},
	doi          = {10.1145/3411764.3445387},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445387},
	abstract     = {Increasingly, icons are being proposed to concisely convey privacy-related information and choices to users. However, complex privacy concepts can be difficult to communicate. We investigate which icons effectively signal the presence of privacy choices. In a series of user studies, we designed and evaluated icons and accompanying textual descriptions (link texts) conveying choice, opting-out, and sale of personal information — the latter an opt-out mandated by the California Consumer Privacy Act (CCPA). We identified icon-link text pairings that conveyed the presence of privacy choices without creating misconceptions, with a blue stylized toggle icon paired with “Privacy Options” performing best. The two CCPA-mandated link texts (“Do Not Sell My Personal Information” and “Do Not Sell My Info”) accurately communicated the presence of do-not-sell opt-outs with most icons. Our results provide insights for the design of privacy choice indicators and highlight the necessity of incorporating user testing into policy making.},
	articleno    = 63,
	numpages     = 25,
	keywords     = {CCPA., choice, Privacy, icon design}
}
@inproceedings{10.1145/3411764.3445380,
	title        = {Hardhats and Bungaloos: Comparing Crowdsourced Design Feedback with Peer Design Feedback in the Classroom},
	author       = {Oppenlaender, Jonas and Kuosmanen, Elina and Lucero, Andr\'{e}s and Hosio, Simo},
	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          = {10.1145/3411764.3445380},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445380},
	abstract     = {Feedback is an important aspect of design education, and crowdsourcing has emerged as a convenient way to obtain feedback at scale. In this paper, we investigate how crowdsourced design feedback compares to peer design feedback within a design-oriented HCI class and across two metrics: perceived quality and perceived fairness. We also examine the perceived monetary value of crowdsourced feedback, which provides an interesting contrast to the typical requester-centric view of the value of labor on crowdsourcing platforms. Our results reveal that the students (N = 106) perceived the crowdsourced design feedback as inferior to peer design feedback in multiple ways. However, they also identified various positive aspects of the online crowds that peers cannot provide. We discuss the meaning of the findings and provide suggestions for teachers in HCI and other researchers interested in crowd feedback systems on using crowds as a potential complement to peers.},
	articleno    = 570,
	numpages     = 14,
	keywords     = {peer review, design feedback, classroom study, crowd feedback system, crowdsourcing}
}
@inproceedings{10.1145/3411764.3445377,
	title        = {Engaging Teachers to Co-Design Integrated AI Curriculum for K-12 Classrooms},
	author       = {Lin, Phoebe and Van Brummelen, Jessica},
	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          = {10.1145/3411764.3445377},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445377},
	abstract     = {Artificial Intelligence (AI) education is an increasingly popular topic area for K-12 teachers. However, little research has investigated how AI curriculum and tools can be designed to be more accessible to all teachers and learners. In this study, we take a Value-Sensitive Design approach to understanding the role of teacher values in the design of AI curriculum and tools, and identifying opportunities to integrate AI into core curriculum to leverage learners’ interests. We organized co-design workshops with 15 K-12 teachers, where teachers and researchers co-created lesson plans using AI tools and embedding AI concepts into various core subjects. We found that K-12 teachers need additional scaffolding in AI tools and curriculum to facilitate ethics and data discussions, and value supports for learner evaluation and engagement, peer-to-peer collaboration, and critical reflection. We present an exemplar lesson plan that shows entry points for teaching AI in non-computing subjects and reflect on co-designing with K-12 teachers in a remote setting.},
	articleno    = 239,
	numpages     = 12,
	keywords     = {K-12 Education, Artificial Intelligence, Co-Design}
}
@inproceedings{10.1145/3411764.3445376,
	title        = {The Lived Experience of Child-Owned Wearables: Comparing Children's and Parents’ Perspectives on Activity Tracking},
	author       = {Oyg\"{u}r, I\th{}il and Su, Zhaoyuan and A. Epstein, Daniel and Chen, Yunan},
	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          = {10.1145/3411764.3445376},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445376},
	abstract     = {Children are increasingly using wearables with physical activity tracking features. Although research has designed and evaluated novel features for supporting parent-child collaboration with these wearables, less is known about how families naturally adopt and use these technologies in their everyday life. We conducted interviews with 17 families who have naturally adopted child-owned wearables to understand how they use wearables individually and collaboratively. Parents are primarily motivated to use child-owned wearables for children's long-term health and wellbeing, whereas children mostly seek out entertainment and feeling accomplished through reaching goals. Children are often unable to interpret or contextualize the measures that wearables record, while parents do not regularly track these measures and focus on deviations from their children's routines. We discuss opportunities for making naturally-occurring family moments educational to positively contribute to children's conceptual understanding of health, such as developing age-appropriate trackable metrics for shared goal-setting and data reflection.},
	articleno    = 480,
	numpages     = 12,
	keywords     = {Wearable Computers, Children/Parents, Health-Wellbeing, Personal Data/Tracking}
}
@inproceedings{10.1145/3411764.3445373,
	title        = {Feeling Colours: Crossmodal Correspondences Between Tangible 3D Objects, Colours and Emotions},
	author       = {Lin, Anan and Scheller, Meike and Feng, Feng and Proulx, Michael J and Metatla, Oussama},
	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          = {10.1145/3411764.3445373},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445373},
	abstract     = {With increasing interest in multisensory experiences in HCI there is a need to consider the potential impact of crossmodal correspondences (CCs) between sensory modalities on perception and interpretation. We investigated CCs between active haptic experiences of tangible 3D objects, visual colour and emotion using the “Bouba/Kiki” paradigm. We asked 30 participants to assign colours and emotional categories to 3D-printed objects with varying degrees of angularity and complexity. We found tendencies to associate high degrees of complexity and angularity with red colours, low brightness and high arousal levels. Less complex round shapes were associated with blue colours, high brightness and positive valence levels. These findings contrast previously reported crossmodal effects triggered by 2D shapes of similar angularity and complexity, suggesting that designers cannot simply extrapolate potential perceptual and interpretive experiences elicited by 2D shapes to seemingly similar 3D tangible objects. Instead, we propose a design space for creating tangible multisensory artefacts that can trigger specific emotional percepts and discuss implications for exploiting CCs in the design of interactive technology.},
	articleno    = 187,
	numpages     = 12,
	keywords     = {Emotions, Bouba, Crossmodal Correspondences, Touch, 3D Printing, Colour, Multisensory Interaction, Kiki}
}
@inproceedings{10.1145/3411764.3445353,
	title        = {Armed in ARMY: A Case Study of How BTS Fans Successfully Collaborated to #MatchAMillion for Black Lives Matter},
	author       = {Park, So Yeon and Santero, Nicole K. and Kaneshiro, Blair and Lee, Jin Ha},
	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          = {10.1145/3411764.3445353},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445353},
	abstract     = {Music fans strategically support their artists. Their collective efforts can extend to social causes as well: In 2020 for example, ARMY—the fandom of the music group BTS—successfully organized the #MatchAMillion campaign to raise over one million USD to support Black Lives Matter. To better understand factors of fandoms’ collaborative success for arguably unrelated social goals, we conducted a survey focusing on ARMYs’ perceptions of their fandom and their social effort. Most ARMYs viewed the fandom as a community, loosely structured with pillar accounts. They reported trust in each other as well as high team composition, which mediated the relationship between their neutral psychological safety and high efficacy. Respondents attributed their success in #MatchAMillion to shared values, good teamwork, and established infrastructure. Our findings elucidate contextual factors that contribute to ARMY’s collaborative success and highlight themes that may be applied to studying other fandoms and their collaborative efforts.},
	articleno    = 336,
	numpages     = 14,
	keywords     = {Collaboration, Teamwork, Fan activism, Fandom, Collaborative success, Online community, Philanthropy}
}
@inproceedings{10.1145/3411764.3445342,
	title        = {ArticuLev: An Integrated Self-Assembly Pipeline for Articulated Multi-Bead Levitation Primitives},
	author       = {Fender, Andreas Rene and Martinez Plasencia, Diego and Subramanian, Sriram},
	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          = {10.1145/3411764.3445342},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445342},
	abstract     = {Acoustic levitation is gaining popularity as an approach to create physicalized mid-air content by levitating different types of levitation primitives. Such primitives can be independent particles or particles that are physically connected via threads or pieces of cloth to form shapes in mid-air. However, initialization (i.e., placement of such primitives in their mid-air target locations) currently relies on either manual placement or specialized ad-hoc implementations, which limits their practical usage. We present ArticuLev, an integrated pipeline that deals with the identification, assembly and mid-air placement of levitated shape primitives. We designed ArticuLev with the physical properties of commonly used levitation primitives in mind. It enables experiences that seamlessly combine different primitives into meaningful structures (including fully articulated animated shapes) and supports various levitation display approaches (e.g., particles moving at high speed). In this paper, we describe our pipeline and demonstrate it with heterogeneous combinations of levitation primitives.},
	articleno    = 422,
	numpages     = 12
}
@inproceedings{10.1145/3411764.3445322,
	title        = {LightWrite: Teach Handwriting to The Visually Impaired with A Smartphone},
	author       = {Wu, Zihan and Yu, Chun and Xu, Xuhai and Wei, Tong and Zou, Tianyuan and Wang, Ruolin and Shi, Yuanchun},
	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          = {10.1145/3411764.3445322},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445322},
	abstract     = {Learning to write is challenging for blind and low vision (BLV) people because of the lack of visual feedback. Regardless of the drastic advancement of digital technology, handwriting is still an essential part of daily life. Although tools designed for teaching BLV to write exist, many are expensive and require the help of sighted teachers. We propose LightWrite, a low-cost, easy-to-access smartphone application that uses voice-based descriptive instruction and feedback to teach BLV users to write English lowercase letters and Arabian digits in a specifically designed font. A two-stage study with 15 BLV users with little prior writing knowledge shows that LightWrite can successfully teach users to learn handwriting characters in an average of 1.09 minutes for each letter. After initial training and 20-minute daily practice for 5 days, participants were able to write an average of 19.9 out of 26 letters that are recognizable by sighted raters.},
	articleno    = 32,
	numpages     = 15,
	keywords     = {Handwriting Learning, Blind and Visually-Impaired Users, Accessibility}
}
@inproceedings{10.1145/3411764.3445320,
	title        = {Understanding Analytics Needs of Video Game Streamers},
	author       = {Mallari, Keri and Williams, Spencer and Hsieh, Gary},
	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          = {10.1145/3411764.3445320},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445320},
	abstract     = {Live streaming is a rapidly growing industry, with millions of content creators using platforms like Twitch to share games, art, and other activities. However, with this rise in popularity, most streamers often fail to attract viewers and grow their platforms. Analytic tools—which have shown success in other business and learning contexts—may be one potential solution, but their use in streaming settings remains unexplored. In this study, we focused on game streaming and interviewed 18 game streamers on Twitch and Mixer about their information needs and current use of tools, supplemented by explorations into their Discord communities. We find that streamers have a range of content, marketing, and community information needs, many of which are not being met by available tools. We conclude with design implications for developing more streamer-centered analytics for video game streamers.},
	articleno    = 337,
	numpages     = 12,
	keywords     = {streamers, live streaming, analytics, video games}
}
@inproceedings{10.1145/3411764.3445318,
	title        = {When the Social Becomes Non-Human: Young People's Perception of Social Support in Chatbots},
	author       = {Bae Brandtz\ae{}g, Petter Bae and Skjuve, Marita and Kristoffer Dysthe, Kim Kristoffer and F\o{}lstad, Asbj\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          = {10.1145/3411764.3445318},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445318},
	abstract     = {Although social support is important for health and well-being, many young people are hesitant to reach out for support. The emerging uptake of chatbots for social and emotional purposes entails opportunities and concerns regarding non-human agents as sources of social support. To explore this, we invited 16 participants (16–21 years) to use and reflect on chatbots as sources of social support. Our participants first interacted with a chatbot for mental health (Woebot) for two weeks. Next, they participated in individual in-depth interviews. As part of the interview session, they were presented with a chatbot prototype providing information to young people. Two months later, the participants reported on their continued use of Woebot. Our findings provide in-depth knowledge about how young people may experience various types of social support—appraisal, informational, emotional, and instrumental support—from chatbots. We summarize implications for theory, practice, and future research.},
	articleno    = 257,
	numpages     = 13,
	keywords     = {Young people, Chatbots, Artificial Intelligence, Social support}
}
@inproceedings{10.1145/3411764.3445313,
	title        = {“That Courage to Encourage”: Participation and Aspirations in Chat-Based Peer Support for Youth Living with HIV},
	author       = {Karusala, Naveena and Seeh, David Odhiambo and Mugo, Cyrus and Guthrie, Brandon and Moreno, Megan A and John-Stewart, Grace and Inwani, Irene and Anderson, Richard and Ronen, Keshet},
	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          = {10.1145/3411764.3445313},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445313},
	abstract     = {We present a qualitative study of a six-month pilot of WhatsApp-based facilitated peer support groups, serving youth living with human immunodeficiency virus (HIV) in an informal settlement in Nairobi, Kenya. Popular chat apps are increasingly being leveraged to make a combination of patient-provider communication and peer support more accessible beyond formal healthcare settings. However, how these interventions are experienced in Global South contexts with phone sharing and intermittent data access is understudied. The context of stigmatized illnesses like HIV further complicates privacy concerns. We draw on chat records and interviews with youth and the facilitator to describe their experience of the intervention. We find that despite tensions in group dynamics, intermittent participation, and contingencies around privacy, youth were motivated by newfound aspirations and community to manage their health. We use our findings to discuss implications for the design of chat-based peer interventions, negotiation of privacy in mobile health applications, and the role of aspirations in health interventions.},
	articleno    = 223,
	numpages     = 17,
	keywords     = {WhatsApp, Kenya, peer support, health, chat apps, aspirations}
}
@inproceedings{10.1145/3411764.3445312,
	title        = {Heuristic Evaluation of Conversational Agents},
	author       = {Langevin, Raina and Lordon, Ross J and Avrahami, Thi and Cowan, Benjamin R. and Hirsch, Tad and Hsieh, Gary},
	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          = {10.1145/3411764.3445312},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445312},
	abstract     = {Conversational interfaces have risen in popularity as businesses and users adopt a range of conversational agents, including chatbots and voice assistants. Although guidelines have been proposed, there is not yet an established set of usability heuristics to guide and evaluate conversational agent design. In this paper, we propose a set of heuristics for conversational agents adapted from Nielsen’s heuristics and based on expert feedback. We then validate the heuristics through two rounds of evaluations conducted by participants on two conversational agents, one chatbot and one voice-based personal assistant. We find that, when using our heuristics to evaluate both interfaces, evaluators were able to identify more usability issues than when using Nielsen’s heuristics. We propose that our heuristics successfully identify issues related to dialogue content, interaction design, help and guidance, human-like characteristics, and data privacy.},
	articleno    = 632,
	numpages     = 15,
	keywords     = {heuristic evaluation, user interface design, conversational agents}
}
@inproceedings{10.1145/3411764.3445308,
	title        = {Soliciting Stakeholders’ Fairness Notions in Child Maltreatment Predictive Systems},
	author       = {Cheng, Hao-Fei and Stapleton, Logan and Wang, Ruiqi and Bullock, Paige and Chouldechova, Alexandra and Wu, Zhiwei Steven Steven and Zhu, Haiyi},
	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          = {10.1145/3411764.3445308},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445308},
	abstract     = {Recent work in fair machine learning has proposed dozens of technical definitions of algorithmic fairness and methods for enforcing these definitions. However, we still lack an understanding of how to develop machine learning systems with fairness criteria that reflect relevant stakeholders’ nuanced viewpoints in real-world contexts. To address this gap, we propose a framework for eliciting stakeholders’ subjective fairness notions. Combining a user interface that allows stakeholders to examine the data and the algorithm’s predictions with an interview protocol to probe stakeholders’ thoughts while they are interacting with the interface, we can identify stakeholders’ fairness beliefs and principles. We conduct a user study to evaluate our framework in the setting of a child maltreatment predictive system. Our evaluations show that the framework allows stakeholders to comprehensively convey their fairness viewpoints. We also discuss how our results can inform the design of predictive systems.},
	articleno    = 390,
	numpages     = 17,
	keywords     = {child welfare, machine learning, human-centered AI, algorithm-assisted decision-making, algorithmic fairness}
}
@inproceedings{10.1145/3411764.3445305,
	title        = {“Why Lose Control?” A Study of Freelancers’ Experiences with Gig Economy Platforms},
	author       = {Carlos Alvarez de la Vega, Juan and E. Cecchinato, Marta and Rooksby, John},
	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          = {10.1145/3411764.3445305},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445305},
	abstract     = {Freelancing platforms, such as Upwork, represent an expansion of the gig economy to encompass knowledge-based work. Prior research in HCI has primarily focused on forms of gig work such as ride-sharing and microwork but has not addressed how freelancing platforms are disrupting high-skilled knowledge work. To understand freelancers’ perspectives on how these platforms are disrupting their work we have collected and thematically analysed 528 posts with 7499 comments from four relevant subforums on Reddit. The qualitative findings reveal tensions between wanting autonomy and control and the necessity of opportunities and convenience. Freelancing platforms are perceived as systems that present advantages to find clients, gain experience and mitigate precarity. However, these platforms constrain the control over their work that freelancers value. The paper contributes an improved understanding of freelance work, the role and potential for freelancing platforms in the knowledge-based gig economy, and directions for worker-centred design.},
	articleno    = 455,
	numpages     = 14,
	keywords     = {Fiverr, Reddit, Freelancing platforms, Worker-centered design, Gig economy, Freelance work, Upwork}
}
@inproceedings{10.1145/3411764.3445300,
	title        = {Stereo-Smell via Electrical Trigeminal Stimulation},
	author       = {Brooks, Jas and Teng, Shan-Yuan and Wen, Jingxuan and Nith, Romain and Nishida, Jun 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          = {10.1145/3411764.3445300},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445300},
	abstract     = {We propose a novel type of olfactory device that creates a stereo-smell experience, i.e., directional information about the location of an odor, by rendering the readings of external odor sensors as trigeminal sensations using electrical stimulation of the user's nasal septum. The key is that the sensations from the trigeminal nerve, which arise from nerve-endings in the nose, are perceptually fused with those of the olfactory bulb (the brain region that senses smells). As such, we propose that electrically stimulating the trigeminal nerve is an ideal candidate for stereo-smell augmentation/substitution that, unlike other approaches, does not require implanted electrodes in the olfactory bulb. To realize this, we engineered a self-contained device that users wear across their nasal septum. Our device outputs by stimulating the user's trigeminal nerve using electrical impulses with variable pulse-widths; and it inputs by sensing the user's inhalations using a photoreflector. It measures 10x23 mm and communicates with external gas sensors using Bluetooth. In our user study, we found the key electrical waveform parameters that enable users to feel an odor's intensity (absolute electric charge) and direction (phase order and net charge). In our second study, we demonstrated that participants were able to localize a virtual smell source in the room by using our prototype without any previous training. Using these insights, our device enables expressive trigeminal sensations and could function as an assistive device for people with anosmia, who are unable to smell.},
	articleno    = 502,
	numpages     = 13,
	keywords     = {Electrical stimulation, intranasal, olfaction, trigeminal}
}
@inproceedings{10.1145/3411764.3445295,
	title        = {Sticky Goals: Understanding Goal Commitments for Behavioral Changes in the Wild},
	author       = {Lee, Hyunsoo and Kim, Auk and Hong, Hwajung and Lee, Uichin},
	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          = {10.1145/3411764.3445295},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445295},
	abstract     = {A commitment device, an attempt to bind oneself for a successful goal achievement, has been used as an effective strategy to promote behavior change. However, little is known about how commitment devices are used in the wild, and what aspects of commitment devices are related to goal achievements. In this paper, we explore a large-scale dataset from stickK, an online behavior change support system that provides both financial and social commitments. We characterize the patterns of behavior change goals (e.g., topics and commitment setting) and then perform a series of multilevel regression analyses on goal achievements. Our results reveal that successful goal achievements are largely dependent on the configuration of financial and social commitment devices, and a mixed commitment setting is considered beneficial. We discuss how our findings could inform the design of effective commitment devices, and how large-scale data can be leveraged to support data-driven goal elicitation and customization.},
	articleno    = 230,
	numpages     = 16,
	keywords     = {Usage Data Analysis, Online Behavior Change Support Systems, Commitment Device, Goal-Setting}
}
@inproceedings{10.1145/3411764.3445286,
	title        = {“Whatever the Emotional Experience, It’s Up to Them”: Insights from Designers of Emotionally Impactful Games},
	author       = {Denisova, Alena and Bopp, Julia Ayumi and Nguyen, Thuy Duong and Mekler, Elisa D},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445286},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445286},
	abstract     = {Emotionally impactful game experiences have garnered increasing interest within HCI games research. Yet the perspectives of designers have, to date, remained largely overlooked. We interviewed 14 indie game designers regarding their values and practices in designing emotionally impactful games. Counter to the focus of recent player experience (PX) studies, we find that while designers typically have a clear vision for the intended emotional impact, they aim for their games to provide a space for players to have their own personal experiences and interpretations. Despite this player-centric orientation, players were rarely involved before and during the production to evaluate the emotional experience. Based on these findings, we identify gaps between design practice and PX research, raise open questions around the design and evaluation of emotionally impactful game experiences, and outline opportunities for HCI games research to more productively support game designers.},
	articleno    = 120,
	numpages     = 9,
	keywords     = {design practice, agency, emotionally impactful games, emotion, Emotional challenge, game designer, video games, player experience}
}
@inproceedings{10.1145/3411764.3445283,
	title        = {AdapTutAR: An Adaptive Tutoring System for Machine Tasks in Augmented Reality},
	author       = {Huang, Gaoping and Qian, Xun and Wang, Tianyi and Patel, Fagun and Sreeram, Maitreya and Cao, Yuanzhi and Ramani, Karthik and Quinn, Alexander J.},
	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          = {10.1145/3411764.3445283},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445283},
	abstract     = {Modern manufacturing processes are in a state of flux, as they adapt to increasing demand for flexible and self-configuring production. This poses challenges for training workers to rapidly master new machine operations and processes, i.e. machine tasks. Conventional in-person training is effective but requires time and effort of experts for each worker trained and not scalable. Recorded tutorials, such as video-based or augmented reality (AR), permit more efficient scaling. However, unlike in-person tutoring, existing recorded tutorials lack the ability to adapt to workers’ diverse experiences and learning behaviors. We present AdapTutAR, an adaptive task tutoring system that enables experts to record machine task tutorials via embodied demonstration and train learners with different AR tutoring contents adapting to each user’s characteristics. The adaptation is achieved by continually monitoring learners’ tutorial-following status and adjusting the tutoring content on-the-fly and in-situ. The results of our user study evaluation have demonstrated that our adaptive system is more effective and preferable than the non-adaptive one.},
	articleno    = 417,
	numpages     = 15,
	keywords     = {manufacturing, training/learning, adaptation, user state recognition}
}
@inproceedings{10.1145/3411764.3445275,
	title        = {What Are You Doing With Your Phone? How Social Class Frames Parent-Teen Tensions around Teens’ Smartphone Use},
	author       = {K. Chua, Phoebe and Mazmanian, Melissa},
	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          = {10.1145/3411764.3445275},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445275},
	abstract     = {Social class contexts shape parents’ guiding principles around teens’ smartphone use. These contexts can affect how parents coach and censor their teens’ smartphone use and can create tensions in the home. Through 174 interviews (87 parent-teen dyads), we find that upper-middle-class families generally adopt an orientation toward scaffolded achievements and working-class families tend to embrace an orientation toward empowered self-sufficiency. We further find that these class-based orientations contribute to parent-teen tensions. For upper-middle-class families, tensions arise when parents insist that teens should use smartphones to get help with academic and enrichment activities and teens disagree about whether their phone-related activities align with this goal. In contrast, we find that conflict can occur in working-class families when teens use their smartphones to get assistance and parents interpret such activity as teens being lazy or not self-sufficient. These findings highlight the role of social class contexts in shaping families’ orientations toward teens’ smartphone use and phone-related tensions.},
	articleno    = 353,
	numpages     = 12,
	keywords     = {smartphones, tensions, social class, teens, parents}
}
@inproceedings{10.1145/3411764.3445262,
	title        = {GuideBand: Intuitive 3D Multilevel Force Guidance on a Wristband in Virtual Reality},
	author       = {Tsai, Hsin-Ruey and Chang, Yuan-Chia and Wei, Tzu-Yun and Tsao, Chih-An and Koo, Xander Chin-yuan and Wang, Hao-Chuan and Chen, Bing-Yu},
	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          = {10.1145/3411764.3445262},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445262},
	abstract     = {For haptic guidance, vibrotactile feedback is a commonly-used mechanism, but requires users to interpret its complicated patterns especially in 3D guidance, which is not intuitive and increases their mental effort. Furthermore, for haptic guidance in virtual reality (VR), not only guidance performance but also realism should be considered. Since vibrotactile feedback interferes with and reduces VR realism, it may not be proper for VR haptic guidance. Therefore, we propose a wearable device, GuideBand, to provide intuitive 3D multilevel force guidance upon the forearm, which reproduces an effect that the forearm is pulled and guided by a virtual guider or telepresent person in VR. GuideBand uses three motors to pull a wristband at different force levels in 3D space. Such feedback usually requires much larger and heavier robotic arms or exoskeletons. We conducted a just-noticeable difference study to understand users’ force level distinguishability. Based on the results, we performed a study to verify that compared with state-of-the-art vibrotactile guidance, GuideBand is more intuitive, needs a lower level of mental effort, and achieves similar guidance performance. We further conducted a VR experience study to observe how users combine and complement visual and force guidance, and prove that GuideBand enhances realism in VR guidance.},
	articleno    = 134,
	numpages     = 13,
	keywords     = {force feedback, force guidance, motion guidance, virtual reality, wearable device., Haptic feedback}
}
@inproceedings{10.1145/3411764.3445261,
	title        = {The Landscape and Gaps in Open Source Fairness Toolkits},
	author       = {Lee, Michelle Seng Ah and Singh, Jat},
	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          = {10.1145/3411764.3445261},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445261},
	abstract     = {With the surge in literature focusing on the assessment and mitigation of unfair outcomes in algorithms, several open source ‘fairness toolkits’ recently emerged to make such methods widely accessible. However, little studied are the differences in approach and capabilities of existing fairness toolkits, and their fit-for-purpose in commercial contexts. Towards this, this paper identifies the gaps between the existing open source fairness toolkit capabilities and the industry practitioners’ needs. Specifically, we undertake a comparative assessment of the strengths and weaknesses of six prominent open source fairness toolkits, and investigate the current landscape and gaps in fairness toolkits through an exploratory focus group, a semi-structured interview, and an anonymous survey of data science/machine learning (ML) practitioners. We identify several gaps between the toolkits’ capabilities and practitioner needs, highlighting areas requiring attention and future directions towards tooling that better support ‘fairness in practice.’},
	articleno    = 699,
	numpages     = 13,
	keywords     = {bias detection, algorithm auditing, open source toolkits, bias mitigation, algorithmic fairness, fairness, fairness toolkits, bias}
}
@inproceedings{10.1145/3411764.3445255,
	title        = {HoloBar: Rapid Command Execution for Head-Worn AR Exploiting Around the Field-of-View Interaction},
	author       = {Saidi, Houssem and Dubois, Emmanuel and Serrano, Marcos},
	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          = {10.1145/3411764.3445255},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445255},
	abstract     = {Inefficient menu interfaces lead to system and application commands being tedious to execute in Immersive Environments. HoloBar is a novel approach to ease the interaction with multi-level menus in immersive environments: with HoloBar, the hierarchical menu splits between the field of view (FoV) of the Head Mounted Display and the smartphone (SP). Command execution is based on around-the-FoV interaction with the SP, and touch input on the SP display. The HoloBar offers a unique combination of features, namely rapid mid-air activation, implicit selection of top-level items and preview of second-level items on the SP, ensuring rapid access to commands. In a first study we validate its activation method, which consists in bringing the SP within an activation distance from the FoV. In a second study, we compare the HoloBar to two alternatives, including the standard HoloLens menu. Results show that the HoloBar shortens each step of a multi-level menu interaction (menu activation, top-level item selection, second-level item selection and validation), with a high success rate. A follow-up study confirms that these results remain valid when compared with the two validation mechanisms of HoloLens (Air-Tap and clicker).},
	articleno    = 745,
	numpages     = 17,
	keywords     = {Augmented reality, Menu interaction, Smartphone based interactions}
}
@inproceedings{10.1145/3411764.3445246,
	title        = {Do You Really Need to Know Where “That” Is? Enhancing Support for Referencing in Collaborative Mixed Reality Environments},
	author       = {Johnson, Janet G and Gasques, Danilo and Sharkey, Tommy and Schmitz, Evan and Weibel, Nadir},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445246},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445246},
	abstract     = {Mixed Reality has been shown to enhance remote guidance and is especially well-suited for physical tasks. Conversations during these tasks are heavily anchored around task objects and their spatial relationships in the real world, making referencing - the ability to refer to an object in a way that is understood by others - a crucial process that warrants explicit support in collaborative Mixed Reality systems. This paper presents a 2x2 mixed factorial experiment that explores the effects of providing spatial information and system-generated guidance to task objects. It also investigates the effects of such guidance on the remote collaborator’s need for spatial information. Our results show that guidance increases performance and communication efficiency while reducing the need for spatial information, especially in unfamiliar environments. Our results also demonstrate a reduced need for remote experts to be in immersive environments, making guidance more scalable, and expertise more accessible.},
	articleno    = 514,
	numpages     = 14,
	keywords     = {Remote Guidance, Mixed Reality, Referencing, Collaboration}
}
@inproceedings{10.1145/3411764.3445226,
	title        = {Exploring Generative Models with Middle School Students},
	author       = {Ali, Safinah and DiPaola, Daniella and Lee, Irene and Hong, Jenna and Breazeal, Cynthia},
	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          = {10.1145/3411764.3445226},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445226},
	abstract     = {Applications of generative models such as Generative Adversarial Networks (GANs) have made their way to social media platforms that children frequently interact with. While GANs are associated with ethical implications pertaining to children, such as the generation of Deepfakes, there are negligible efforts to educate middle school children about generative AI. In this work, we present a generative models learning trajectory (LT), educational materials, and interactive activities for young learners with a focus on GANs, creation and application of machine-generated media, and its ethical implications. The activities were deployed in four online workshops with 72 students (grades 5-9). We found that these materials enabled children to gain an understanding of what generative models are, their technical components and potential applications, and benefits and harms, while reflecting on their ethical implications. Learning from our findings, we propose an improved learning trajectory for complex socio-technical systems.},
	articleno    = 678,
	numpages     = 13,
	keywords     = {Generative Machine Learning, AI Education, Generative Adversarial Networks, Artificial Intelligence}
}
@inproceedings{10.1145/3411764.3445225,
	title        = {“Taking Care of Myself as Long as I Can”: How People with Dementia Configure Self-Management Systems},
	author       = {Dixon, Emma and Piper, Anne Marie and Lazar, Amanda},
	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          = {10.1145/3411764.3445225},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445225},
	abstract     = {Self-management research in HCI has addressed a variety of conditions. Yet, this literature has largely focused on neurotypical populations and chronic conditions that can be managed, leaving open questions of what self-management might look like for populations with progressive cognitive impairment. Grounded in interviews with seventeen technology savvy people with mild to moderate dementia, our analysis reveals their use of technological and social resources as part of the work of self-management. We detail how participants design self-management systems to enable desired futures, function well in their social world, and maintain control. Our discussion broadens the notion of self-management to include future-oriented, sociotechnical, self-determinate design. We advocate for expanding the way technologists, designers, and HCI scholars view people with mild to moderate dementia to recognize them as inventive creators and capable actors in self-management.},
	articleno    = 656,
	numpages     = 14,
	keywords     = {Self-management Technology, Chronic Care, Self-determination, Dementia, Self-management, Sociotechnical Systems}
}
@inproceedings{10.1145/3411764.3445223,
	title        = {Distance Perception with a Video See-Through Head-Mounted Display},
	author       = {Pfeil, Kevin and Masnadi, Sina and Belga, Jacob and Sera-Josef, Jose-Valentin T and LaViola, Joseph},
	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          = {10.1145/3411764.3445223},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445223},
	abstract     = {In recent years, pass-through cameras have resurfaced as inclusions for virtual reality (VR) hardware. With modern cameras that now have increased resolution and frame rate, Video See-Through (VST) Head-Mounted Displays (HMD) can be used to provide an Augmented Reality (AR) experience. However, because users see their surroundings through video capture and HMD lenses, there is question surrounding how people perceive their environment with these devices. We conducted a user study with 26 participants to help understand if distance perception is altered when viewing surroundings with a VST HMD. Although previous work shows that distance estimation in VR with an HTC Vive is comparable to that in the real world, our results show that the inclusion of a ZED Mini pass-through camera causes a significant difference between normal, unrestricted viewing and that through a VST HMD.},
	articleno    = 528,
	numpages     = 9,
	keywords     = {Video See-Through, User Study, Pass-Through Camera, Virtual Reality, Distance Perception}
}
@inproceedings{10.1145/3411764.3445216,
	title        = {Floral Tribute Ritual in Virtual Reality: Design and Validation of SenseVase with Virtual Memorial},
	author       = {Uriu, Daisuke and Obushi, Noriyasu and Kashino, Zendai and Hiyama, Atsushi and Inami, Masahiko},
	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          = {10.1145/3411764.3445216},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445216},
	abstract     = {While floral tributes are commonly used for the public commemoration of victims of disasters, war, and other accidents, flowers in vases color everyday life. In this research, these features of flowers are intertwined with the recent phenomenon of online memorials to develop a virtual floral tribute concept that includes physical rituals. We designed SenseVase, a smart vase to detect flowers placed in it, and a 3DCG Virtual Memorial that illustrates floral tributes given by people using SenseVases at home. This paper describes how we developed our design concept by reviewing previous literature and social aspects, and presents a video illustrating the concept. To validate the current concept, we interviewed several experts knowledgeable in public commemorations, virtual and online communities, and the floral business. Through a discussion of our findings from the design process and interviews, we propose a new direction for how HCI technology can contribute to public commemoration in addition to personal memorialization.},
	articleno    = 628,
	numpages     = 15,
	keywords     = {Research through Design, Techno-spiritual Practices, Memorialization, Mourning, Thanatosensitive Design, Commemoration, Online Memorial, Death Rituals}
}
@inproceedings{10.1145/3411764.3445207,
	title        = {Technology Developments in Touch-Based Accessible Graphics: A Systematic Review of Research 2010-2020},
	author       = {Butler, Matthew and Holloway, Leona M and Reinders, Samuel and Goncu, Cagatay and Marriott, Kim},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445207},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445207},
	abstract     = {This paper presents a systematic literature review of 292 publications from 97 unique venues on touch-based graphics for people who are blind or have low vision, from 2010 to mid-2020. It is the first review of its kind on touch-based accessible graphics. It is timely because it allows us to assess the impact of new technologies such as commodity 3D printing and low-cost electronics on the production and presentation of accessible graphics. As expected our review shows an increase in publications from 2014 that we can attribute to these developments. It also reveals the need to: broaden application areas, especially to the workplace; broaden end-user participation throughout the full design process; and conduct more in situ evaluation. This work is linked to an online living resource to be shared with the wider community.},
	articleno    = 278,
	numpages     = 15,
	keywords     = {Low Vision, Systematic Literature Review, Tactile Graphics, Assistive Technology, Blind}
}
@inproceedings{10.1145/3411764.3445196,
	title        = {A Critical Examination of Virtual Reality Technology in the Context of the Minority Body},
	author       = {Gerling, Kathrin and Spiel, Katta},
	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          = {10.1145/3411764.3445196},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445196},
	abstract     = {Virtual Reality (VR) holds the promise of immersing people in virtual worlds. However, initial work on the relationship between VR and disability suggests that VR is a body-centric technology that poses barriers for disabled users. We supplement this work with a theoretical analysis of immersive VR through the lens of Surrogate Body theory, a concept from media theory for the structured examination of interactive media in use. Leveraging Critical Disability Studies, particularly the theory of the Minority Body, we explore the assumptions about bodies inherent in VR, and we reflect on implications of these assumptions when disabled people engage with the technology. Our findings show that VR is an inherently ableist technology that assumes a ‘corporeal standard’ (i.e., an ‘ideal’, non-disabled human body), and fails to adequately accommodate disabled people. We conclude with implications for HCI research on VR, and discuss design approaches that foster inclusive technology development.},
	articleno    = 599,
	numpages     = 14,
	keywords     = {Disability Studies, Surrogate Body Theory}
}
@inproceedings{10.1145/3411764.3445195,
	title        = {Vis Ex Machina: An Analysis of Trust in Human versus Algorithmically Generated Visualization Recommendations},
	author       = {Zehrung, Rachael and Singhal, Astha and Correll, Michael and Battle, Leilani},
	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          = {10.1145/3411764.3445195},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445195},
	abstract     = {More visualization systems are simplifying the data analysis process by automatically suggesting relevant visualizations. However, little work has been done to understand if users trust these automated recommendations. In this paper, we present the results of a crowd-sourced study exploring preferences and perceived quality of recommendations that have been positioned as either human-curated or algorithmically generated. We observe that while participants initially prefer human recommenders, their actions suggest an indifference for recommendation source when evaluating visualization recommendations. The relevance of presented information (e.g., the presence of certain data fields) was the most critical factor, followed by a belief in the recommender’s ability to create accurate visualizations. Our findings suggest a general indifference towards the provenance of recommendations, and point to idiosyncratic definitions of visualization quality and trustworthiness that may not be captured by simple measures. We suggest that recommendation systems should be tailored to the information-foraging strategies of specific users.},
	articleno    = 602,
	numpages     = 12,
	keywords     = {algorithmic trust, recommendation source, Visualization recommendation systems, automation}
}
@inproceedings{10.1145/3411764.3445178,
	title        = {Safety, Connection and Reflection: Designing with Therapists for Children with Serious Emotional Behaviour Issues},
	author       = {Loke, Lian and Blishen, Aaron and Gray, Carl and Ahmadpour, Naseem},
	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          = {10.1145/3411764.3445178},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445178},
	abstract     = {Designing technologies to support mental health in children is a growing area of research. However less is known about how to design with therapists for children with serious emotional behaviour issues. We conducted a contextual enquiry at an organisation that provides therapy treatment for children of trauma backgrounds. A co-design with therapists of a reflective storytelling activity provided insight into how to integrate design research activities with therapy approaches. Our analysis produced a framework summarising the important elements of a facilitated reflective experience. The framework is intended to guide the design of technologies to support safety, connection, and reflection in scaffolding social emotional learning towards improved emotional behaviour for children. Future directions for applying the framework include: augmenting existing therapy activities with technology, technology to support children learning how to self-regulate their emotions outside the clinic, and technology to help parents in emotion coaching their child.},
	articleno    = 162,
	numpages     = 17,
	keywords     = {trauma, children, framework, social emotional learning, reflection, emotion regulation, therapy, safety, experience}
}
@inproceedings{10.1145/3411764.3445175,
	title        = {We Can Do More to Save Guqin: Design and Evaluate Interactive Systems to Make Guqin More Accessible to the General Public},
	author       = {Yu, Minjing and Zhang, Meng and Yu, Chun and Ma, Xiaoguang and Yang, Xing-Dong and Zhang, Jiawan},
	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          = {10.1145/3411764.3445175},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445175},
	abstract     = {Guqin is a plucked seven-string traditional Chinese musical instrument that exists for over 3,000 years. However, as an Intangible World Cultural Heritage, the inheritance of Guqin and its culture in modern society is in deep danger. According to our study with 1,006 Chinese worldwide, Guqin as an instrument is not well-known and barely accessible. To better promote Guqin, we developed two interactive systems: VirGuqin and MRGuqin. VirGuqin was developed using a low-cost motion tracking device and was tested in a museum. 89% of 308 participants expressed an increase in interest in learning Guqin after using our system. MRGuqin was developed as a mixed reality learning environment to reduce the entry barrier to Guqin, and was tested by 16 participants, allowing them to learn Guqin significantly faster and perform better than the current practice. Our study demonstrates how technology can be used to help the inheritance of this dying art.},
	articleno    = 294,
	numpages     = 12,
	keywords     = {Augmented Reality, Guqin Art, Cultural Preservation, Interactive Design}
}
@inproceedings{10.1145/3411764.3445172,
	title        = {Automating Clinical Documentation with Digital Scribes: Understanding the Impact on Physicians},
	author       = {Li, Brenna and Crampton, Noah and Yeates, Thomas and Xia, Yu and Tian, Xirong and Truong, Khai},
	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          = {10.1145/3411764.3445172},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445172},
	abstract     = {Recently, digital scribe systems have been gaining popularity as a possible work-around solution to the Electronic Medical Record (EMR) documentation burden that affects many physicians. The proposed system would automate the clinical summary physicians take by capturing and extracting the patient-physician conversation during the consultation. While promising in concept, how this system would apply to real-world use and its limitations are still not well understood. To examine these issues, we designed a digital scribe prototype to generate notes of different qualities ranging from the reality of current state-of-the-art technology to the potential of future implementations. We conducted a ”Wizard of Oz” study with 24 primary care physicians using our digital scribe prototype in 4 simulated medical encounters followed by a semi-structured interview. This exploratory study provides an understanding of physicians’ interaction with digitally scribed notes, their perceptions on note quality, their perceived workflow impact and several directions for improvements.},
	articleno    = 658,
	numpages     = 12,
	keywords     = {electronic medical records, human computer interaction, digital scribes, audio-speech documentation}
}
@inproceedings{10.1145/3411764.3445163,
	title        = {Physical Warm-up Games: Exploring the Potential of Play and Technology Design},
	author       = {M\'{a}rquez Segura, Elena and Turmo Vidal, Laia and Waern, Annika and Duval, Jared and Parrilla Bel, Luis and Altarriba Bertran, Ferran},
	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          = {10.1145/3411764.3445163},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445163},
	abstract     = {Warm-up games are widespread practices in multiple activities across domains, yet little scholarly work can be found about their role in physical training. Here, we study potential goals and benefits of warm-up games, and explore opportunities for technology inclusion through investigating a collection of warm-up games gathered: online, from a survey of online warm-up games curated, described, and used by Physical Education teachers; and in person, from an ongoing design research work as part of a technology-supported circus training course. Further, in the context of the latter, we conducted explorative design interventions, augmenting a range of the warm-up games with wearable technology. Our work surfaces major goals and benefits of warm-up games, which can be broadly classified as preparing participants physically, socially, and mentally. We also show how the inclusion of open-ended technology can support these goals and discuss broader opportunities for technology inclusion in warm-up games.},
	articleno    = 440,
	numpages     = 14
}
@inproceedings{10.1145/3411764.3445158,
	title        = {CASSIE: Curve and Surface Sketching in Immersive Environments},
	author       = {Yu, Emilie and Arora, Rahul and Stanko, Tibor and B\ae{}rentzen, J. Andreas and Singh, Karan and Bousseau, Adrien},
	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          = {10.1145/3411764.3445158},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445158},
	abstract     = {We present CASSIE, a conceptual modeling system in VR that leverages freehand mid-air sketching, and a novel 3D optimization framework to create connected curve network armatures, predictively surfaced using patches with C0 continuity. Our system provides a judicious balance of interactivity and automation, providing a homogeneous 3D drawing interface for a mix of freehand curves, curve networks, and surface patches. Our system encourages and aids users in drawing consistent networks of curves, easing the transition from freehand ideation to concept modeling. A comprehensive user study with professional designers as well as amateurs (N=12), and a diverse gallery of 3D models, show our armature and patch functionality to offer a user experience and expressivity on par with freehand ideation, while creating sophisticated concept models for downstream applications.},
	articleno    = 190,
	numpages     = 14,
	keywords     = {concept modeling, immersive design, curve networks, ideation}
}
@inproceedings{10.1145/3411764.3445155,
	title        = {Self-DeStaining Textiles: Designing Interactive Systems with Fabric, Stains and Light},
	author       = {Bell, Fiona and Hong, Alice and Danielescu, Andreea and Maheshwari, Aditi and Greenspan, Ben and Ishii, Hiroshi and Devendorf, Laura and Alistar, Mirela},
	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          = {10.1145/3411764.3445155},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445155},
	abstract     = {This work introduces “destaining” as an interactive component for the HCI community. While staining happens unintentionally (e.g., spilling coffee), destaining can be used as an intentional design tool that selectively degrades stains on textiles. We explore the design space using silver doped titanium dioxide (TiO2/Ag), stains and light as a set of design primitives for interactive systems. We then developed replicable and accessible fabrication and testing methods that enable HCI researchers and designers to upgrade various fabrics to self-destaining textiles. Next, we demonstrate a Self-deStaining textile interface with embedded Light Emitting Diodes (LEDs) and moisture sensors that activate cleaning. Lastly, we showcase how the textile can be used in everyday objects such as self-cleaning clothes, a patterning station for phone cases, and accessories that change patterns and colors based on the user’s experiences.},
	articleno    = 631,
	numpages     = 12,
	keywords     = {LEDs, Self-Cleaning, Smart Textiles}
}
@inproceedings{10.1145/3411764.3445153,
	title        = {Resisting the Medicalisation of Menopause: Reclaiming the Body through Design},
	author       = {Ciolfi Felice, Marianela and S\o{}ndergaard, Marie Louise Juul and Balaam, Madeline},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445153},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445153},
	abstract     = {The menopause transition involves bodily-rooted, socially-shaped changes, often in a context of medicalisation that marginalises people based on their age and gender. With the goal of addressing this social justice matter with a participatory design approach, we started to cultivate partnerships with people going through menopause. This paper reports on interviews with 12 women and a design workshop with three. Our data analysis highlights their experiences from a holistic perspective that reclaims the primacy of the body and acknowledges the entanglement of the physical and the psychosocial. Participants’ design concepts show how design can come close the body to make space for menopause experiences, recognising and transforming them. We discuss how HCI can actively engage with the body to promote appreciation for it during menopause, and call for design that accompanies people in resisting the medicalisation of menopause as an enactment of social justice in everyday life.},
	articleno    = 408,
	numpages     = 16,
	keywords     = {menopause, feminist research, soma design, women’s health}
}
@inproceedings{10.1145/3411764.3445148,
	title        = {A Design Space for Privacy Choices: Towards Meaningful Privacy Control in the Internet of Things},
	author       = {Feng, Yuanyuan and Yao, Yaxing and Sadeh, Norman},
	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          = {10.1145/3411764.3445148},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445148},
	abstract     = {“Notice and choice” is the predominant approach for data privacy protection today. There is considerable user-centered research on providing effective privacy notices but not enough guidance on designing privacy choices. Recent data privacy regulations worldwide established new requirements for privacy choices, but system practitioners struggle to implement legally compliant privacy choices that also provide users meaningful privacy control. We construct a design space for privacy choices based on a user-centered analysis of how people exercise privacy choices in real-world systems. This work contributes a conceptual framework that considers privacy choice as a user-centered process as well as a taxonomy for practitioners to design meaningful privacy choices in their systems. We also present a use case of how we leverage the design space to finalize the design decisions for a real-world privacy choice platform, the Internet of Things (IoT) Assistant, to provide meaningful privacy control in the IoT.},
	articleno    = 64,
	numpages     = 16,
	keywords     = {usable privacy, Internet of Things, design space, privacy choice}
}
@inproceedings{10.1145/3411764.3445146,
	title        = {Studying the Formation of an Older Adult-Led Makerspace},
	author       = {Lazar, Amanda and Pradhan, Alisha and Jelen, Ben and A. Siek, Katie and Leitch, Alex},
	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          = {10.1145/3411764.3445146},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445146},
	abstract     = {Makerspaces are being introduced in a wide variety of settings, including community settings such as schools and libraries. Older adults are one group for whom making agendas are being pursued, with envisioned outcomes such as supporting agency and well-being. However, research on making and DIY with older adults typically study individuals who are already engaged in making practices or bring individuals in to a technology environment that has already been created. In this paper, we study the older adult-driven formation of a makerspace in an independent living community. Through an ethnographically-informed approach, we studied the ways that individuals considered appropriate allocation of resources towards a makerspace, scoped activities, evaluated goals, and made trade-offs. Our analysis is centered around describing the way that this makerspace formed as well as three ways that individuals made sense of the makerspace as the planning unfolded: the openness of a space that promises to cater to interests of the population; the promise of a makerspace to involve more residents in technology, but the need to obscure the technology to make it appealing; and a valuation of the return on investment for limited financial and space resources. Our discussion contributes to supporting and studying early adoption of technology by older adults, complicates visions of “making for all,” and presents considerations regarding the often under-specified community of a makerspace.},
	articleno    = 593,
	numpages     = 11,
	keywords     = {Community, DIY, Aging, Maker, Makerspaces, Older Adults, Values}
}
@inproceedings{10.1145/3411764.3445136,
	title        = {Making Un-Use: When Humans Disengage with Technology},
	author       = {Krischkowsky, Alina and Fuchsberger, Verena and Tscheligi, Manfred},
	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          = {10.1145/3411764.3445136},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445136},
	abstract     = {Humans frequently discontinue to use certain technologies, services, or platforms: they deactivate accounts, block content, or find workarounds for un-using functionalities or devices. This is noticeable in contemporary trends, such as digital detox, where an entire market emerged to support users in discontinuing their use. In this essayistic paper, we reflect on a collection of examples where humans disengage with technology by applying Vardouli’s concept of ‘making use’ to the context of discontinued use. We propose making un-use as an epistemological perspective to ‘human-artefact engagements’; one that emphasises un-users as enactors of open-ended, temporarily evolving, and creative activities. We depict making un-use as transformational acts, and discuss epistemological and designerly consequences of making un-use to shed light on a not yet explored site of inquiry and a design space that is about to evolve: a design space for making and makers of un-use.},
	articleno    = 623,
	numpages     = 10,
	keywords     = {discontinued use, making un-use, human-artifact (dis-)engagements}
}
@inproceedings{10.1145/3411764.3445117,
	title        = {Vinci: An Intelligent Graphic Design System for Generating Advertising Posters},
	author       = {Guo, Shunan and Jin, Zhuochen and Sun, Fuling and Li, Jingwen and Li, Zhaorui and Shi, Yang and Cao, Nan},
	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          = {10.1145/3411764.3445117},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445117},
	abstract     = {Advertising posters are a commonly used form of information presentation to promote a product. Producing advertising posters often takes much time and effort of designers when confronted with abundant choices of design elements and layouts. This paper presents Vinci, an intelligent system that supports the automatic generation of advertising posters. Given the user-specified product image and taglines, Vinci uses a deep generative model to match the product image with a set of design elements and layouts for generating an aesthetic poster. The system also integrates online editing-feedback that supports users in editing the posters and updating the generated results with their design preference. Through a series of user studies and a Turing test, we found that Vinci can generate posters as good as human designers and that the online editing-feedback improves the efficiency in poster modification.},
	articleno    = 577,
	numpages     = 17,
	keywords     = {deep generative networks, design tool, Graphic design}
}
@inproceedings{10.1145/3411764.3445111,
	title        = {Illustrating the Gaps and Needs in the Training Support of Community Health Workers in India},
	author       = {Yadav, Deepika and Malik, Prerna and Dabas, Kirti and Singh, Pushpendra},
	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          = {10.1145/3411764.3445111},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445111},
	abstract     = {In India and other developing countries, Community Health Workers (CHWs) provide the first line of care in delivering necessary maternal and child health services. In this work, we assess the training and skill-building needs of CHWs, through a mobile-based training intervention deployed for six months to 500 CHWs for conducting 144 training sessions in rural India. We qualitatively probed 1178 questions, asked by CHWs, during training sessions, and conducted a content analysis of the learning material provided to CHWs. Further, we interviewed 48 CHWs to understand the rationale of information seeking and perceptions of training needs. We present our understanding of the knowledge gaps of CHWs and how the current learning material and training methods are ineffective in addressing it. Our study presents design implications for HCI4D researchers for mobile learning platforms targeted towards CHWs. We also provide policy-level suggestions to improve the training of CHWs in India or a similar context.},
	articleno    = 231,
	numpages     = 16,
	keywords     = {ASHA, mHealth, HCI4D, CHW, ICTD}
}
@inproceedings{10.1145/3411764.3445106,
	title        = {FingerText: Exploring and Optimizing Performance for Wearable, Mobile and One-Handed Typing},
	author       = {Lee, DoYoung and Kim, Jiwan and Oakley, Ian},
	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          = {10.1145/3411764.3445106},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445106},
	abstract     = {Typing on wearables while situationally impaired, such as while walking, is challenging. However, while HCI research on wearable typing is diverse, existing work focuses on stationary scenarios and fine-grained input that will likely perform poorly when users are on-the-go. To address this issue we explore single-handed wearable typing using intra-hand touches between the thumb and fingers, a modality we argue will be robust to the physical disturbances inherent to input while mobile. We first examine the impact of walking on performance of these touches, noting no significant differences in accuracy or speed, then feed our study data into a multi-objective optimization process in order to design keyboard layouts (for both five and ten keys) capable of supporting rapid, accurate, comfortable, and unambiguous typing. A final study tests these layouts against QWERTY baselines and reports performance improvements of up to 10.45% WPM and 39.44% WER when users type while walking.},
	articleno    = 283,
	numpages     = 15,
	keywords     = {wearable input, optimization, head-mounted display}
}
@inproceedings{10.1145/3411764.3445100,
	title        = {Self-E: Smartphone-Supported Guidance for Customizable Self-Experimentation},
	author       = {Daskalova, Nediyana and Kyi, Eindra and Ouyang, Kevin and Borem, Arthur and Chen, Sally and Park, Sung Hyun and Nugent, Nicole and Huang, Jeff},
	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          = {10.1145/3411764.3445100},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445100},
	abstract     = {The ubiquity of self-tracking devices and smartphone apps has empowered people to collect data about themselves and try to self-improve. However, people with little to no personal analytics experience may not be able to analyze data or run experiments on their own (self-experiments). To lower the barrier to intervention-based self-experimentation, we developed an app called Self-E, which guides users through the experiment. We conducted a 2-week diary study with 16 participants from the local population and a second study with a more advanced group of users to investigate how they perceive and carry out self-experiments with the help of Self-E, and what challenges they face. We find that users are influenced by their preconceived notions of how healthy a given behavior is, making it difficult to follow Self-E’s directions and trusting its results. We present suggestions to overcome this challenge, such as by incorporating empathy and scaffolding in the system.},
	articleno    = 227,
	numpages     = 13,
	keywords     = {self-tracking, self-experiments, personal informatics}
}
@inproceedings{10.1145/3411764.3445090,
	title        = {”It’s Just Everything Outside of the IDE That’s the Problem”: Information Seeking by Software Developers with Visual Impairments},
	author       = {Storer, Kevin M and Sampath, Harini and Merrick, M. Alice Alice},
	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          = {10.1145/3411764.3445090},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445090},
	abstract     = {Many efforts to increase accessibility in coding for developers with visual impairments (DWVI) focus on supporting interactions with development tools. But, to understand how to appropriately modify and write source code, developers must seek information from a variety of disparate and highly technical sources. DWVI might benefit from technological support in this process. But, it is unclear what accessibility issues arise in technical information sources, whether accessibility impacts strategies for seeking technical information, or how best to support DWVI in information seeking. We conducted observations and interviews with twelve DWVI, to explore their information behaviors. We found that DWVI seek information in many of the same sources as their sighted peers, and accessibility issues in technical information sources were similar to those in nontechnical sources. But, despite these similarities, examining development as an information seeking process highlighted the role of contextual and social factors in determining accessibility for DWVI.},
	articleno    = 487,
	numpages     = 12,
	keywords     = {Information Behavior, Accessibility, Visual Impairments, Software Development}
}
@inproceedings{10.1145/3411764.3445079,
	title        = {Blending into Everyday Life: Designing a Social Media-Based Peer Support System},
	author       = {Lambton-Howard, Daniel and Simpson, Emma and Quimby, Kim and Kharrufa, Ahmed and Hoi Ming Ng, Heidi and Foster, Emma and Olivier, Patrick},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445079},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445079},
	abstract     = {Peer support through social media has been shown to have significant potential to improve health care outcomes. Despite this, very little is understood about how to design a social media-based peer support system. We use the model of unplatformed design to structure a multi-phase design process of a WhatsApp-based peer support system, with and for participants undergoing extreme weight loss as part of a health care intervention into diabetes management. From a mixed-methods evaluation of a three-month deployment of the system and reflections upon the design process we explore the value of the model in facilitating the expression of authentic peer support, and identify how the unique characteristics of unplatformed design allowed for the creation of a peer support system that was responsive to participants’ existing everyday use of social media technologies.},
	articleno    = 168,
	numpages     = 14,
	keywords     = {Unplatformed Design, Social media, Design of peer support}
}
@inproceedings{10.1145/3411764.3445071,
	title        = {Building for ‘We’: Safety Settings for Couples with Memory Concerns},
	author       = {McDonald, Nora and Mentis, Helena M.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445071},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445071},
	abstract     = {Designing technologies that support the mutual cybersecurity and autonomy of older adults facing cognitive challenges requires close collaboration of partners. As part of research to design a Safety Setting application for older adults with memory loss or mild cognitive impairment (MCI), we use a scenario-based participatory design. Our study builds on previous findings that couples’ approach to memory loss was characterized by a desire for flexibility and choice, and an embrace of role uncertainty. We find that couples don't want a system that fundamentally alters their relationship and are looking to maximize self-surveillance competence and minimize loss of autonomy for their partners. All desire Safety Settings to maintain their mutual safety rather than designating one partner as the target of oversight. Couples are open to more rigorous surveillance if they have control over what types of activities trigger various levels of oversight.},
	articleno    = 554,
	numpages     = 11,
	keywords     = {scenario-based design, cybersecurity, Memory loss}
}
@inproceedings{10.1145/3411764.3445061,
	title        = {Understanding the Security and Privacy Advice Given to Black Lives Matter Protesters},
	author       = {Boyd, Maia J. and Sullivan Jr., Jamar L. and Chetty, Marshini and Ur, Blase},
	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          = {10.1145/3411764.3445061},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445061},
	abstract     = {In 2020, there were widespread Black Lives Matter (BLM) protests in the U.S. Because many attendees were novice protesters, organizations distributed guides for staying safe at a protest, often including security and privacy advice. To understand what advice novice protesters are given, we collected 41 safety guides distributed during BLM protests in spring 2020. We identified 13 classes of digital security and privacy advice in these guides. To understand whether this advice influences protesters, we surveyed 167 BLM protesters. Respondents reported an array of security and privacy concerns, and their concerns were magnified when considering fellow protesters. While most respondents reported being aware of, and following, certain advice (e.g., choosing a strong phone passcode), many were unaware of key advice like using end-to-end encrypted messengers and disabling biometric phone unlocking. Our results can guide future advice and technologies to help novice protesters protect their security and privacy.},
	articleno    = 549,
	numpages     = 18,
	keywords     = {Security Advice, Black Lives Matter, Privacy, Security, BLM, Activism, BlackLivesMatter}
}
@inproceedings{10.1145/3411764.3445059,
	title        = {Queuing for Waste: Sociotechnical Interactions within a Food Sharing Community},
	author       = {Berns, Katie and Rossitto, Chiara and Tholander, Jakob},
	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          = {10.1145/3411764.3445059},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445059},
	abstract     = {This paper investigates the practices of organising face-to-face events of a volunteer-run food-sharing community in Denmark. The ethnographic fieldwork draws attention to the core values underlying the ways sharing events are organised, and how - through the work of volunteers - surplus food is transformed from a commodity to a gift. The findings illustrate the community’s activist agenda of food waste reduction, along with the volunteers’ concerns and practical labour of running events and organising the flow of attendees through various queuing mechanisms. The paper contributes to the area of Food and HCI by: i) outlining the role of queuing in organising activism and ii) reflecting on the role that values, such as collective care and commons, can play in structuring queuing at face-to-face events.},
	articleno    = 301,
	numpages     = 15,
	keywords     = {Community-centred initiatives, Ethnography, Commoning, Food-sharing}
}
@inproceedings{10.1145/3411764.3445049,
	title        = {Screen2Vec: Semantic Embedding of GUI Screens and GUI Components},
	author       = {Li, Toby Jia-Jun and Popowski, Lindsay and Mitchell, Tom and Myers, Brad 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          = {10.1145/3411764.3445049},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445049},
	abstract     = {Representing the semantics of GUI screens and components is crucial to data-driven computational methods for modeling user-GUI interactions and mining GUI designs. Existing GUI semantic representations are limited to encoding either the textual content, the visual design and layout patterns, or the app contexts. Many representation techniques also require significant manual data annotation efforts. This paper presents Screen2Vec, a new self-supervised technique for generating representations in embedding vectors of GUI screens and components that encode all of the above GUI features without requiring manual annotation using the context of user interaction traces. Screen2Vec is inspired by the word embedding method Word2Vec, but uses a new two-layer pipeline informed by the structure of GUIs and interaction traces and incorporates screen- and app-specific metadata. Through several sample downstream tasks, we demonstrate Screen2Vec’s key useful properties: representing between-screen similarity through nearest neighbors, composability, and capability to represent user tasks.},
	articleno    = 578,
	numpages     = 15,
	keywords     = {interaction mining, GUI embedding, screen semantics}
}
@inproceedings{10.1145/3313831.3376732,
	title        = {AL: An Adaptive Learning Support System for Argumentation Skills},
	author       = {Wambsganss, Thiemo and Niklaus, Christina and Cetto, Matthias and S\"{o}llner, Matthias and Handschuh, Siegfried and Leimeister, Jan Marco},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376732},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376732},
	abstract     = {Recent advances in Natural Language Processing (NLP) bear the opportunity to analyze the argumentation quality of texts. This can be leveraged to provide students with individual and adaptive feedback in their personal learning journey. To test if individual feedback on students' argumentation will help them to write more convincing texts, we developed AL, an adaptive IT tool that provides students with feedback on the argumentation structure of a given text. We compared AL with 54 students to a proven argumentation support tool. We found students using AL wrote more convincing texts with better formal quality of argumentation compared to the ones using the traditional approach. The measured technology acceptance provided promising results to use this tool as a feedback application in different learning settings. The results suggest that learning applications based on NLP may have a beneficial use for developing better writing and reasoning for students in traditional learning settings.},
	numpages     = 14,
	keywords     = {educational applications, pedagogical systems, adaptive learning, argumentation learning}
}
@inproceedings{10.1145/3313831.3376709,
	title        = {Red Alert: A Cognitive Countermeasure to Mitigate Attentional Tunneling},
	author       = {Saint-Lot, Julie and Imbert, Jean-Paul and Dehais, Fr\'{e}d\'{e}ric},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–6},
	doi          = {10.1145/3313831.3376709},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376709},
	abstract     = {Attentional tunneling, that is the inability to detect unexpected changes in the environment, has been shown to have critical consequences in air traffic control. The motivation of this study was to assess the design of a cognitive countermeasure dedicated to mitigate such failure of attention. The Red Alert cognitive countermeasure relies on a brief orange-red flash (300 ms) that masks the entire screen with a 15% opacity. Twenty-two air traffic controllers faced two demanding scenarios, with or without the cognitive countermeasure. The volunteers were not told about the Red Alert so as to assess the intuitiveness of the design without prior knowledge. Behavioral results indicated that the cognitive countermeasure reduced reaction time and improved the detection of the notification when compared to the classical operational design. Further analyses showed this effect was even stronger for half of our participants (91.7% detection rate) who intuitively understood the purpose of this design.},
	numpages     = 6,
	keywords     = {countermeasure, air traffic control, interruption, air traffic controller (atco), notification, attentional tunneling}
}
@inproceedings{10.1145/3313831.3376706,
	title        = {Towards Standardized Processes for Physical Therapists to Quantify Patient Rehabilitation},
	author       = {Kelliher, Aisling and Zilevu, Setor and Rikakis, Thanassis and Ahmed, Tamim and Truong, Yen and Wolf, Steven L.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376706},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376706},
	abstract     = {Physical rehabilitation typically requires therapists to make judgements about patient movement and functional improvement using subjective observation. This process makes it challenging to quantitatively track, compute and predict long-term patient improvement. We therefore propose a novel methodical approach to the standardized and interpretable quantification of patient movement during rehabilitation. We describe the expert-led development of a movement assessment rubric and an accompanying quantitative rating system. We present our movement capture and annotation computational tools designed to implement the rubric and assist therapists in the quantitative documentation and assessment of rehabilitation. We describe results from a movement capture study of the tool with nine stroke survivors and a movement rating study with four therapists. Findings from these studies highlight potential optimal methodical process paths for individuals engaged in capturing, understanding and predicting human movement performance.},
	numpages     = 13,
	keywords     = {human movement capture, human movement assessment, stroke rehabilitation, home based rehabilitation therapy}
}
@inproceedings{10.1145/3313831.3376693,
	title        = {Mechanisms of Moral Responsibility: Rethinking Technologies for Domestic Violence Prevention Work},
	author       = {Bellini, Rosanna and Forrest, Simon and Westmarland, Nicole and Smeddinck, Jan David},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376693},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376693},
	abstract     = {This paper provides a critical examination of how digital systems within a charitable organisation in the North of England are being used to both support and challenge male perpetrators of domestic violence. While there exists a range of digital tools to support the victim-survivors of domestic violence, no tools are available to challenge the abusive and harmful behaviours of perpetrators. Through this work, we uncovered the compelling moral responsibilities intrinsic within interactions with technological systems between perpetrators and support workers. As such, we highlight four spaces of negotiation concerning a person's responsibility in changing their abusive behaviour, which we have coined as mechanisms to represent their fundamental and interconnected nature. These mechanisms include self-awareness, acknowledging the extent of harms, providing peer support and respecting authorities. These insights are the basis for offering some practical considerations for HCI scholars, policymakers and intervention designers in their work with perpetrators of violence.},
	numpages     = 13,
	keywords     = {violence prevention, moral responsibility, third sector, civic technology, domestic violence, social care}
}
@inproceedings{10.1145/3313831.3376684,
	title        = {From Biodata to Somadata},
	author       = {Alfaras, Miquel and Tsaknaki, Vasiliki and Sanches, Pedro and Windlin, Charles and Umair, Muhammad and Sas, Corina and H\"{o}\"{o}k, Kristina},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376684},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376684},
	abstract     = {Biosensing technologies are increasingly available as off-the-shelf products, yet for many designers, artists and non-engineers, these technologies remain difficult to design with. Through a soma design stance, we devised a novel approach for exploring qualities in biodata. Our explorative process culminated in the design of three artefacts, coupling biosignals to tangible actuation formats. By making biodata perceivable as sound, in tangible form or directly on the skin, it became possible to link qualities of the measurements to our own somatics - our felt experience of our bodily bioprocesses - as they dynamically unfold, spurring somatically-grounded design discoveries of novel possible interactions. We show that making biodata attainable for a felt experience - or as we frame it: turning biodata into somadata - enables not only first-person encounters, but also supports collaborative design processes as the somadata can be shared and experienced dynamically, right at the moment when we explore design ideas.},
	numpages     = 14,
	keywords     = {affective technology, soma design, interaction design, first-person perspective, biosensing}
}
@inproceedings{10.1145/3313831.3376683,
	title        = {An Empirical Comparison of Technologically Mediated Advertising in Under-Connected Populations},
	author       = {Naseem, Mustafa and Saleem, Bilal and St-Onge Ahmad, Sacha and Chen, Jay and Raza, Agha Ali},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376683},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376683},
	abstract     = {Information and Communication Technology interventions have the potential to improve outcomes in health and other development sectors in low-income settings. Large-scale impact, however, remains the central challenge for the HCI4D community as significant and diverse resources are typically required to scale such interventions beyond the pilot stage. In contrast, voice-based entertainment services accessible over simple phones, designed for similarly low-income, low-literate populations manage to scale 'virally' to tens of thousands of users with little to no advertising cost. Our study compares the outcomes of using voice-based entertainment to spread a maternal-health hotline against conventional advertisement channels including paper flyers, posters, radio, TV, social media and robocalls. Through an 11-week deployment in Pakistan where the hotline reached 21,770 users over 32,625 calls, we find that the entertainment service outperformed other channels on all popular user acquisition metrics, with the exception of robocalls, which lead in terms of spread.},
	numpages     = 13,
	keywords     = {pakistan, television, interactive voice response, under-connected, hci4d, mobile phone, flyers, ict4d, radio, tv, banners, social media, low-literate, ivr, advertisement, robocalls}
}
@inproceedings{10.1145/3313831.3376679,
	title        = {Robocalling: STIRRED AND SHAKEN! - An Investigation of Calling Displays on Trust and Answer Rates},
	author       = {Edwards, Gregory W. and Gonzales, Michael J. and Sullivan, Marc A.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376679},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376679},
	abstract     = {Billions of robocalls annually have undermined the public's trust in the entire phone system. New functionality, called STIR/SHAKEN (S/S), hopes to help fix this issue by detecting whether a call is coming from the number it says it is. However, due to the nature of the system, at first only a portion of calls would go through the S/S system. This led us to question whether presenting this information would confuse users more than help. In this paper, we detail the results of online surveys, in-person interviews, and a lab-based simulation. The research recommends "Valid Number" for the label on the display and found that even with only 30% of calls being validated, S/S increased trust, answer frequency and consumer satisfaction. Based on these results, the launch of S/S could positively affect the current phone system and re-establish consumer trust.},
	numpages     = 12,
	keywords     = {survey, UX research, robocalling, lab simulation, spoofing}
}
@inproceedings{10.1145/3313831.3376662,
	title        = {Ownership, Privacy, and Control in the Wake of Cambridge Analytica: The Relationship between Attitudes and Awareness},
	author       = {Shipman, Frank M. and Marshall, Catherine C.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376662},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376662},
	abstract     = {Has widespread news of abuse changed the public's perceptions of how user-contributed content from social networking sites like Facebook and LinkedIn can be used? We collected two datasets that reflect participants' attitudes about content ownership, privacy, and control, one in April 2018, while Cambridge Analytica was still in the news, and another in February 2019, after the event had faded from the headlines, and aggregated the data according to participants' awareness of the story, contrasting the attitudes of those who reported the greatest awareness with those who reported the least. Participants with the greatest awareness of the news story's details have more polarized attitudes about reuse, especially the reuse of content as data. They express a heightened desire for data mobility, greater concern about networked privacy rights, increased skepticism of algorithmically targeted advertising and news, and more willingness for social media platforms to demand corrections of inaccurate or deceptive content.},
	numpages     = 12,
	keywords     = {privacy, facebook, linkedin, data use, data monetization, cambridge analytica, social media attitudes, ownership}
}
@inproceedings{10.1145/3313831.3376661,
	title        = {Me vs. Super(Wo)Man: Effects of Customization and Identification in a VR Exergame},
	author       = {Koulouris, Jordan and Jeffery, Zoe and Best, James and O'Neill, Eamonn and Lutteroth, Christof},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–17},
	doi          = {10.1145/3313831.3376661},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376661},
	abstract     = {Customised avatars are a powerful tool to increase identification, engagement and intrinsic motivation in digital games. We investigated the effects of customisation in a self-competitive VR exergame by modelling players and their previous performance in the game with customised avatars. In a first study we found that, similar to non-exertion games, customisation significantly increased identification and intrinsic motivation, as well as physical performance in the exergame. In a second study we identified a more complex relationship with the customisation style: idealised avatars increased wishful identification but decreased exergame performance compared to realistic avatars. In a third study, we found that 'enhancing' realistic avatars with idealised characteristics increased wishful identification, but did not have any adverse effects. We discuss the findings based on feedforward and self-determination theory, proposing notions of intrinsic identification (fostering a sense of self) and extrinsic identification (drawing away from the self) to explain the results.},
	numpages     = 17,
	keywords     = {avatar customisation, identification, feedforward, exergaming, virtual reality}
}
@inproceedings{10.1145/3313831.3376615,
	title        = {COGAM: Measuring and Moderating Cognitive Load in Machine Learning Model Explanations},
	author       = {Abdul, Ashraf and von der Weth, Christian and Kankanhalli, Mohan and Lim, Brian Y.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376615},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376615},
	abstract     = {Interpretable machine learning models trade -off accuracy for simplicity to make explanations more readable and easier to comprehend. Drawing from cognitive psychology theories in graph comprehension, we formalize readability as visual cognitive chunks to measure and moderate the cognitive load in explanation visualizations. We present Cognitive-GAM (COGAM) to generate explanations with desired cognitive load and accuracy by combining the expressive nonlinear generalized additive models (GAM) with simpler sparse linear models. We calibrated visual cognitive chunks with reading time in a user study, characterized the trade-off between cognitive load and accuracy for four datasets in simulation studies, and evaluated COGAM against baselines with users. We found that COGAM can decrease cognitive load without decreasing accuracy and/or increase accuracy without increasing cognitive load. Our framework and empirical measurement instruments for cognitive load will enable more rigorous assessment of the human interpretability of explainable AI.},
	numpages     = 14,
	keywords     = {generalized additive models, cognitive load, explainable artificial intelligence, explanations, visual explanations}
}
@inproceedings{10.1145/3313831.3376614,
	title        = {ARchitect: Building Interactive Virtual Experiences from Physical Affordances by Bringing Human-in-the-Loop},
	author       = {Lin, Chuan-en and Cheng, Ta Ying and Ma, Xiaojuan},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376614},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376614},
	abstract     = {Automatic generation of Virtual Reality (VR) worlds which adapt to physical environments have been proposed to enable safe walking in VR. However, such techniques mainly focus on the avoidance of physical objects as obstacles and overlook their interaction affordances as passive haptics. Current VR experiences involving interaction with physical objects in surroundings still require verbal instruction from an assisting partner. We present ARchitect, a proof-of-concept prototype that allows flexible customization of a VR experience with human-in-the-loop. ARchitect brings in an assistant to map physical objects to virtual proxies of matching affordances using Augmented Reality (AR). In a within-subjects study (9 user pairs) comparing ARchitect to a baseline condition, assistants and players experienced decreased workload and players showed increased VR presence and trust in the assistant. Finally, we defined design guidelines of ARchitect for future designers and implemented three demonstrative experiences.},
	numpages     = 13,
	keywords     = {virtual reality, architect, affordance, passive haptics, asymmetric}
}
@inproceedings{10.1145/3313831.3376607,
	title        = {"You Cannot Offer Such a Suggestion": Designing for Family Caregiver Input in Home Care Systems},
	author       = {Foong, Pin Sym and Lim, Charis Anne and Wong, Joshua and Lim, Chang Siang and Perrault, Simon Tangi and Koh, Gerald CH},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376607},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376607},
	abstract     = {Previous work has looked closely at the challenges of using patient-generated data to enable remote assessment and monitoring by healthcare professionals. In this paper, we examine family caregivers who act as proxies for patients who may not have the capacity of capturing the necessary data. We worked with occupational therapists to develop an application for remote assessment of the safety of patients' homes by occupational therapists with the assistance of family caregivers. We evaluated the application with family caregivers and found two features unique to communication between family caregivers and healthcare professionals: Caregivers want to be able to direct healthcare professionals' attention to support problem-solving at home, and they include their perspective on how to best meet the patient's health needs. We discuss the importance of these findings for home systems in the domain of long-term chronic care.},
	numpages     = 13,
	keywords     = {healthcare, caregivers, chronic care, informatics}
}
@inproceedings{10.1145/3313831.3376601,
	title        = {Closer Object Looks Smaller: Investigating the Duality of Size Perception in a Spherical Fish Tank VR Display},
	author       = {Zhou, Qian and Wu, Fan and Fels, Sidney and Stavness, Ian},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–9},
	doi          = {10.1145/3313831.3376601},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376601},
	abstract     = {Fish Tank Virtual Reality (FTVR) displays provide compelling 3D experiences by rendering view-dependent imagery on a 2D screen. While users perceive a 3D object in space, they are actually looking at pixels on a 2D screen, thus, a perceptual duality exists between the object's pixels and the 3D percept potentially interfering with the experience. To investigate, we conducted an experiment to see whether the on-screen size of the 2D imagery affects the perceived object size in 3D space with different viewing conditions, including stereopsis. We found that the size of on-screen imagery significantly influenced object size perception, causing 83.3% under/overestimation of perceived size when viewing without stereopsis and reducing to 64.7% with stereopsis. Contrary to reality, objects look smaller when the viewer gets closer. Understanding the perceptual duality helps us to provide accurate perception of real-world objects depicted in the virtual environment and pave the way for 3D applications.},
	numpages     = 9,
	keywords     = {fish tank virtual reality, 3d perception, spherical display}
}
@inproceedings{10.1145/3313831.3376593,
	title        = {Scout: Rapid Exploration of Interface Layout Alternatives through High-Level Design Constraints},
	author       = {Swearngin, Amanda and Wang, Chenglong and Oleson, Alannah and Fogarty, James and Ko, Amy J.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376593},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376593},
	abstract     = {Although exploring alternatives is fundamental to creating better interface designs, current processes for creating alternatives are generally manual, limiting the alternatives a designer can explore. We present Scout, a system that helps designers rapidly explore alternatives through mixed-initiative interaction with high-level constraints and design feedback. Prior constraint-based layout systems use low-level spatial constraints and generally produce a single design. Tosupport designer exploration of alternatives, Scout introduces high-level constraints based on design concepts (e.g.,~semantic structure, emphasis, order) and formalizes them into low-level spatial constraints that a solver uses to generate potential layouts. In an evaluation with 18 interface designers, we found that Scout: (1) helps designers create more spatially diverse layouts with similar quality to those created with a baseline tool and (2) can help designers avoid a linear design process and quickly ideate layouts they do not believe they would have thought of on their own.},
	numpages     = 13,
	keywords     = {program synthesis, alternatives, constraints, interface design}
}
@inproceedings{10.1145/3313831.3376583,
	title        = {Awareness, Navigation, and Use of Feed Control Settings Online},
	author       = {Hsu, Silas and Vaccaro, Kristen and Yue, Yin and Rickman, Aimee and Karahalios, Karrie},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376583},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376583},
	abstract     = {Control settings are abundant and have significant effects on user experiences. One example of an impactful but understudied area is feed settings. In this study, we investigated awareness, navigation, and use of feed settings. We began by creating a taxonomy of feed settings on social media and search sites. Via an online survey, we measured awareness of Facebook feed settings. An in-person interview study then investigated how people navigated to and chose to set feed settings on their own feeds. We discovered that many participants did not believe ad personalization feed settings existed. Furthermore, we discovered a misalignment in the expectation and the function of settings, especially of ad personalization settings for many participants. Despite all participants struggling to find at least one setting, participants overall wanted to use settings: 94% altered at least one setting they encountered. From these results, we discuss implications and suggest design guidelines for settings.},
	numpages     = 13,
	keywords     = {feeds, settings, control, social media}
}
@inproceedings{10.1145/3313831.3376560,
	title        = {Exploring The Future of Data-Driven Product Design},
	author       = {Gorkovenko, Katerina and Burnett, Daniel J. and Thorp, James K. and Richards, Daniel and Murray-Rust, Dave},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376560},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376560},
	abstract     = {Connected devices present new opportunities to advance design through data collection in the wild, similar to the way digital services evolve through analytics. However, it is still unclear how live data transmitted by connected devices informs the design of these products, going beyond performance optimisation to support creative practices. Design can be enriched by data captured by connected devices, from usage logs to environmental sensors, and data about the devices and people around them. Through a series of workshops, this paper contributes industry and academia perspectives on the future of data-driven product design. We highlight HCI challenges, issues and implications, including sensemaking and the generation of design insight. We further challenge current notions of data-driven design and envision ways in which future HCI research can develop ways to work with data in the design process in a connected, rich, human manner.},
	numpages     = 14,
	keywords     = {smart devices, human-centred design, design research, in the wild, data-driven design, iot}
}
@inproceedings{10.1145/3313831.3376553,
	title        = {GRIDS: Interactive Layout Design with Integer Programming},
	author       = {Dayama, Niraj Ramesh and Todi, Kashyap and Saarelainen, Taru and Oulasvirta, Antti},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–13},
	doi          = {10.1145/3313831.3376553},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376553},
	abstract     = {Grid layouts are used by designers to spatially organise user interfaces when sketching and wireframing. However, their design is largely time consuming manual work. This is challenging due to combinatorial explosion and complex objectives, such as alignment, balance, and expectations regarding positions. This paper proposes a novel optimisation approach for the generation of diverse grid-based layouts. Our mixed integer linear programming (MILP) model offers a rigorous yet efficient method for grid generation that ensures packing, alignment, grouping, and preferential positioning of elements. Further, we present techniques for interactive diversification, enhancement, and completion of grid layouts. These capabilities are demonstrated using GRIDS, a wireframing

license: MIT

license_type: permissive

branch_name: refs/heads/master

extension: bib