text:
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          = {10.1145/3313831.3376367},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376367},
	abstract     = {Visualisations are commonly used to understand social, biological and other kinds of networks. Currently we do not know how to effectively present network data to people who are blind or have low-vision (BLV). We ran a controlled study with 8 BLV participants comparing four tactile representations: organic node-link diagram, grid node-link diagram, adjacency matrix and braille list. We found that the node-link representations were preferred and more effective for path following and cluster identification while the matrix and list were better for adjacency tasks. This is broadly in line with findings for the corresponding visual representations.},
	numpages     = 12,
	keywords     = {blindness, accessibility, adjacency matrix, vision impairment, graphvisualization}
}
@inproceedings{10.1145/3313831.3376364,
	title        = {Designing Distributed Ledger Technologies for Social Change: The Case of CariCrop},
	author       = {Pschetz, Larissa and Dixon, Billy and Pothong, Kruakae and Bailey, Arlene and Glean, Allister and Soares, Luis Louren\c{c}o and Enright, Jessica 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          = {10.1145/3313831.3376364},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376364},
	abstract     = {Distributed ledger technologies (DLTs) have been celebrated for promoting transparency, trust, and efficiency in several domains. However, recent research has also pointed out the potential of these technologies to increase power asymmetries and deepen social inequality. In this paper, we contribute to this discussion by reporting on a collective effort of academics, development partners, local authorities, businesses, and farming groups to look at the potential of DLTs, particularly Blockchains, to support socio-economic development in rural communities in the Caribbean. We present a series of design concepts resulting from this effort and reflect on a method to facilitate stakeholders' experience of possible implementations and enable them to voice concerns, preferences, and expectations. Results from workshops with different groups of stakeholders contribute insights into opportunities and limitations of these applications to enable social development and to level the playing field in agricultural exchanges in developing countries.},
	numpages     = 12,
	keywords     = {agricultural development, farming, blockchain, distributed ledger technologies}
}
@inproceedings{10.1145/3313831.3376357,
	title        = {The Silent Conversation: Designing for Introspection and Social Play in Art Museums},
	author       = {Ryding, Karin},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–10},
	doi          = {10.1145/3313831.3376357},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376357},
	abstract     = {This paper presents an attempt to design for a combination of social play and introspection using a ludic approach within an art museum setting. The field trial is described of a mobile web app called 'Never let me go', a two-player system enabling visitors to an art museum to create impromptu experiences in-situ for a companion. The study reveals that players used the app for communicating with each other during the visit, often without speaking. This led to deeply personal and introspective moments, as well as, lots of teasing and playing. The implications of allowing for social, personal and playful experiences in an art museum are discussed, as well as, the advantages and challenges of designing for improvisation.},
	numpages     = 10,
	keywords     = {affective, personalisation, art, mobile, experience, play, introspective, museums, social, impromptu experience design}
}
@inproceedings{10.1145/3313831.3376351,
	title        = {Understanding Women Modders Using the Serious Leisure Perspective},
	author       = {Tancred, Nicoletta and Turkay, Selen and Vickery, Nicole and Wyeth, Peta and McCoombe, Anna},
	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          = {10.1145/3313831.3376351},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376351},
	abstract     = {Modding, the act of custom creation in videogames, is a large enterprise comprising millions of people. Despite the large number of individuals creating mods, our understanding of who modders are and their motivation for modding is limited. This is especially true for minority groups, including women. In prior research with modding communities, women modders were consistently underrepresented. Using a mixed-method survey (N = 68) that incorporates the Serious Leisure Framework, this study begins to unravel women's participation in modding activities. We begin to identify who women modders are, examine what motivates them to mod, and investigate their modding practices. Results show that women modders value the creation of multiple mod types, including cosmetic, environmental and gameplay modification. They are primarily motivated by self-gratification and enjoyment. These findings create new insights into how women interact with gaming environments, as well as identifying those aspects of the experience that motivate women's engagement in modding.},
	numpages     = 13,
	keywords     = {women modding, game modifications, modding, video games, serious leisure, modders, custom content}
}
@inproceedings{10.1145/3313831.3376343,
	title        = {Interactive Multisensory Environments for Primary School Children},
	author       = {Garzotto, Franca and Beccaluva, Eleonora and Gianotti, Mattia and Riccardi, Fabiano},
	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          = {10.1145/3313831.3376343},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376343},
	abstract     = {Interactive Multi-Sensory Environments (iMSEs) are room-sized interactive installations equipped with digitally enriched physical materials and ambient embedded devices. These items can sense users' presence, gestures, movements, and manipulation, and react by providing gentle stimulation (e.g., light, sound, projections, blowing bubbles, tactile feel, aromas) to different senses. Most of prior research on iMSEs investigates their use for persons with disabilities (e.g., autism). Our work focuses on the use of iMSEs in primary education contexts and for mixed groups of young students, i.e., children with and without disability. The paper describes the latest version of an iMSE called Magic Room that has been installed in two local schools. We report two empirical studies devoted to understand how the Magic Room could be used in inclusive educational settings, and to explore its potential benefits.},
	numpages     = 12,
	keywords     = {interactive multisensory environment, embodied interaction, children with special needs, children, well-being, smart space, smart object, primary school}
}
@inproceedings{10.1145/3313831.3376340,
	title        = {Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality},
	author       = {Mayer, Sven and Reinhardt, Jens and Schweigert, Robin and Jelke, Brighten and Schwind, Valentin and Wolf, Katrin and Henze, Niels},
	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          = {10.1145/3313831.3376340},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376340},
	abstract     = {Collaborative Virtual Environments (CVEs) offer unique opportunities for human communication. Humans can interact with each other over a distance in any environment and visual embodiment they want. Although deictic gestures are especially important as they can guide other humans' attention, humans make systematic errors when using and interpreting them. Recent work suggests that the interpretation of vertical deictic gestures can be significantly improved by warping the pointing arm. In this paper, we extend previous work by showing that models enable to also improve the interpretation of deictic gestures at targets all around the user. Through a study with 28 participants in a CVE, we analyzed the errors users make when interpreting deictic gestures. We derived a model that rotates the arm of a pointing user's avatar to improve the observing users' accuracy. A second study with 24 participants shows that we can improve observers' accuracy by 22.9%. As our approach is not noticeable for users, it improves their accuracy without requiring them to learn a new interaction technique or distracting from the experience.},
	numpages     = 14,
	keywords     = {correction model, virtual reality, ray tracing, deictic}
}
@inproceedings{10.1145/3313831.3376336,
	title        = {Modeling the Endpoint Uncertainty in Crossing-Based Moving Target Selection},
	author       = {Huang, Jin and Tian, Feng and Fan, Xiangmin and Tu, Huawei and Zhang, Hao and Peng, Xiaolan and Wang, Hongan},
	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          = {10.1145/3313831.3376336},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376336},
	abstract     = {Modeling the endpoint uncertainty of moving target selection with crossing is essential to understand factors such as speed-accuracy trade-off and interaction efficiency in crossing-based user interfaces with dynamic contents. However, there have been few studies looking into this research topic in the HCI field. This paper presents a Quaternary-Gaussian model to quantitatively measure the endpoint uncertainty in crossing-based moving target selection. To validate this model, we conducted an experiment with discrete crossing tasks on five factors, i.e., initial distance, size, speed, orientation, and moving direction. Results showed that our model fit the data of μ and σ accurately with adjusted R2 of 0.883 and 0.920. We also demonstrated the validity of our model in predicting error rates in crossing-based moving target selection. We concluded with a set of implications for future designs.},
	numpages     = 12,
	keywords     = {error rate, endpoint distribution, crossing-based selection, moving target selection}
}
@inproceedings{10.1145/3313831.3376317,
	title        = {TAGSwipe: Touch Assisted Gaze Swipe for Text Entry},
	author       = {Kumar, Chandan and Hedeshy, Ramin and MacKenzie, I. Scott and Staab, Steffen},
	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          = {10.1145/3313831.3376317},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376317},
	abstract     = {The conventional dwell-based methods for text entry by gaze are typically slow and uncomfortable. A swipe-based method that maps gaze path into words offers an alternative. However, it requires the user to explicitly indicate the beginning and ending of a word, which is typically achieved by tedious gaze-only selection. This paper introduces TAGSwipe, a bi-modal method that combines the simplicity of touch with the speed of gaze for swiping through a word. The result is an efficient and comfortable dwell-free text entry method. In the lab study TAGSwipe achieved an average text entry rate of 15.46 wpm and significantly outperformed conventional swipe-based and dwell-based methods in efficacy and user satisfaction.},
	numpages     = 12,
	keywords     = {touch input, swipe, multimodal interaction, eye typing, eye tracking, word-level text entry, dwell-free typing}
}
@inproceedings{10.1145/3313831.3376313,
	title        = {Gripmarks: Using Hand Grips to Transform In-Hand Objects into Mixed Reality Input},
	author       = {Zhou, Qian and Sykes, Sarah and Fels, Sidney and Kin, Kenrick},
	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        = {1–11},
	doi          = {10.1145/3313831.3376313},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376313},
	abstract     = {We introduce Gripmarks, a system that enables users to opportunistically use objects they are already holding as input surfaces for mixed reality head-mounted displays (HMD). Leveraging handheld objects reduces the need for users to free up their hands or acquire a controller to interact with their HMD. Gripmarks associate a particular hand grip with the shape primitive of the physical object without the need of object recognition or instrumenting the object. From the grip pose and shape primitive we can infer the surface of the object. With an activation gesture, we can enable the object for use as input to the HMD. With five gripmarks we demonstrate a recognition rate of 94.2%; we show that our grip detection benefits from the physical constraints of holding an object. We explore two categories of input objects 1) tangible surfaces and 2) tangible tools and present two representative applications. We discuss the design and technical challenges for expanding the concept.},
	numpages     = 11,
	keywords     = {gripmarks, grip recognition, tangible objects, mixed reality}
}
@inproceedings{10.1145/3313831.3376304,
	title        = {Wearable Microphone Jamming},
	author       = {Chen, Yuxin and Li, Huiying and Teng, Shan-Yuan and Nagels, Steven and Li, Zhijing and Lopes, Pedro and Zhao, Ben Y. and Zheng, Haitao},
	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          = {10.1145/3313831.3376304},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376304},
	abstract     = {We engineered a wearable microphone jammer that is capable of disabling microphones in its user's surroundings, including hidden microphones. Our device is based on a recent exploit that leverages the fact that when exposed to ultrasonic noise, commodity microphones will leak the noise into the audible range.Unfortunately, ultrasonic jammers are built from multiple transducers and therefore exhibit blind spots, i.e., locations in which transducers destructively interfere and where a microphone cannot be jammed. To solve this, our device exploits a synergy between ultrasonic jamming and the naturally occur- ring movements that users induce on their wearable devices (e.g., bracelets) as they gesture or walk. We demonstrate that these movements can blur jamming blind spots and increase jamming coverage. Moreover, current jammers are also directional, requiring users to point the jammer to a microphone; instead, our wearable bracelet is built in a ring-layout that al- lows it to jam in multiple directions. This is beneficial in that it allows our jammer to protect against microphones hidden out of sight.We evaluated our jammer in a series of experiments and found that: (1) it jams in all directions, e.g., our device jams over 87% of the words uttered around it in any direction, while existing devices jam only 30% when not pointed directly at the microphone; (2) it exhibits significantly less blind spots; and, (3) our device induced a feeling of privacy to participants of our user study. We believe our wearable provides stronger privacy in a world in which most devices are constantly eavesdropping on our conversations.},
	numpages     = 12,
	keywords     = {ultrasound, jamming, wearable, microphone, privacy}
}
@inproceedings{10.1145/3313831.3376299,
	title        = {Understanding Older Adults' Participation in Design Workshops},
	author       = {Pradhan, Alisha and Jelen, Ben and Siek, Katie A. and Chan, Joel and Lazar, Amanda},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376299},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376299},
	abstract     = {Design workshops are a popular means of including older adults in technology development. However, there are open questions around how to best scaffold this participation, particularly in supporting older adults to associate their designs with themselves, rather than designing for an "other older adult." By conducting workshops focusing on envisioning the future of internet of things (IoT) technologies at home, we provide an understanding of how older individuals participate in group activities to conceptualize technology for themselves. We find that at different stages of the design process, individuals shift in who they envision the end user of the technology: at first, they think about common older adult needs, then turn to designing for themselves. Individuals' attitudes towards technology also impact group dynamics along with final design ideas. Our discussion contributes to an understanding of how to support older adults in designing for themselves, new perspectives on aging-in-place technologies, and recommendations for configuring design workshops with older individuals.},
	numpages     = 15,
	keywords     = {older adults, design workshops, co-design, iot, participatory design}
}
@inproceedings{10.1145/3313831.3376293,
	title        = {Digital Juries: A Civics-Oriented Approach to Platform Governance},
	author       = {Fan, Jenny and Zhang, Amy X.},
	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          = {10.1145/3313831.3376293},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376293},
	abstract     = {As concerns have grown regarding harmful content spread on social media, platform mechanisms for content moderation have become increasingly significant. However, many existing platform governance structures lack formal processes for democratic participation by users of the platform. Drawing inspiration from constitutional jury trials in many legal systems, this paper proposes digital juries as a civics-oriented approach for adjudicating content moderation cases. Building on existing theoretical models of jury decision-making, we outline a 5-stage model characterizing the space of design considerations in a digital jury process. We implement two examples of jury designs involving blind-voting and deliberation. From users who participate in our jury implementations, we gather informed judgments of the democratic legitimacy of a jury process for content moderation. We find that digital juries are perceived as more procedurally just than existing common platform moderation practices, but also find disagreement over whether jury decisions should be enforced or used as recommendations.},
	numpages     = 14,
	keywords     = {juries, governance, civics, online speech, content moderation, platforms, institutional design, democracy, social media}
}
@inproceedings{10.1145/3313831.3376292,
	title        = {Miniature Haptics: Experiencing Haptic Feedback through Hand-Based and Embodied Avatars},
	author       = {Wang, Bo-Xiang and Wang, Yu-Wei and Chen, Yen-Kai and Tseng, Chun-Miao and Hsu, Min-Chien and Hsieh, Cheng An and Lee, Hsin-Ying and Chen, Mike 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        = {1–8},
	doi          = {10.1145/3313831.3376292},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376292},
	abstract     = {We present Miniature Haptics, a new approach to providing realistic haptic experiences by applying miniaturized haptic feedback to hand-based, embodied avatars. By shrinking haptics to a much smaller scale, Miniature Haptics enables the exploration of new haptic experiences that are not practical to create at the full, human-body scale. Using Finger Walking in Place (FWIP) as an example avatar embodiment and control method, we first explored the feasibility of Miniature Haptics then conducted a human factors study to understand how people map their full-body skeletal model to their hands. To understand the user experience of Miniature Haptic, we developed a miniature football haptic display, and results from our user study show that Miniature Haptics significantly improved the realism and enjoyment of the experience and is preferred by users (p < 0.05). In addition, we present two miniature motion platforms supporting the haptic experiences of: 1) rapidly changing ground height for platform jumping games such as Super Mario Bros and 2) changing terrain slope. Overall, Miniature Haptics makes it possible to explore novel haptic experiences that have not been practical before.},
	numpages     = 8,
	keywords     = {embodiment illusion, embodied avatar, haptics, finger walking}
}
@inbook{10.1145/3313831.3376287,
	title        = {Between Scripts and Applications: Computational Media for the Frontier of Nanoscience},
	author       = {Nouwens, Midas and Borowski, Marcel and Fog, Bjarke and Klokmose, Clemens Nylandsted},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	pages        = {1–13},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376287},
	abstract     = {The popularity of computational notebooks heralds a return of software as computational media rather than turn-key applications. We believe this software model has potential beyond supporting just the computationally literate. We studied a biomolecular nano-design lab that works on a current frontier of science - RNA origami - whose researchers depend on computational tools to do their work, yet are not trained as programmers. Using a participatory design process, we developed a computational labbook to concretise what computational media could look like, using the principles of computability, malleability, shareability, and distributability suggested by previous work. We used this prototype to co-reflect with the nanoscientists about how it could transform their practice. We report on the computational culture specific to this research area; the scientists' struggles managing their computational environments; and their subsequent disempowerment yet dependence. Lastly, we discuss the generative potential and limitations of the four design principles for the future of computational media.},
	numpages     = 13
}
@inproceedings{10.1145/3313831.3376275,
	title        = {Monsters, Metaphors, and Machine Learning},
	author       = {Dove, Graham and Fayard, Anne-Laure},
	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          = {10.1145/3313831.3376275},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376275},
	abstract     = {Machine learning (ML) poses complex challenges for user experience (UX) designers. Typically unpredictable and opaque, it may produce unforeseen outcomes detrimental to particular groups or individuals, yet simultaneously promise amazing breakthroughs in areas as diverse as medical diagnosis and universal translation. This results in a polarized view of ML, which is often manifested through a technology-as-monster metaphor. In this paper, we acknowledge the power and potential of this metaphor by resurfacing historic complexities in human-monster relations. We (re)introduce these liminal and ambiguous creatures, and discuss their relation to ML. We offer a background to designers' use of metaphor, and show how the technology-as-monster metaphor can generatively probe and (re)frame the questions ML poses. We illustrate the effectiveness of this approach through a detailed discussion of an early-stage generative design workshop inquiring into ML approaches to supporting student mental health and well-being.},
	numpages     = 17,
	keywords     = {ux design, monster theory, generative metaphor, machine learning}
}
@inproceedings{10.1145/3313831.3376274,
	title        = {Please Call the Specialism: Using WeChat to Support Patient Care in China},
	author       = {Wang, Ding and Kale, Santosh D. and O'Neill, Jacki},
	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          = {10.1145/3313831.3376274},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376274},
	abstract     = {We examine how WeChat has been adopted to support nurse-patient communication in an IVF clinic in China. In this setting, the biggest challenge to delivering high-quality patient-centred care is the large number of patients. Nurses typically spend less than five minutes with each patient during clinical visits. To compensate for such minimal in-person consultation, nurse-facilitated patient groups were created on WeChat, to extend medical care and facilitate peer support. Through an ethnographic study, we examined how these groups fit into the clinic's communication ecosystem, and the challenges they raise for nurse-facilitators who receive thousands of messages daily. We propose a set of design suggestions aiming to make the work of the nurse-facilitator easier and more effective. In highlighting the opportunities and challenges of using chat to extend care beyond the clinic, we contribute to a burgeoning discussion of how chat can support patient care in the Global South.},
	numpages     = 13,
	keywords     = {chat apps, wechat, healthcare, peer support, ethnography, nurse-patient communication}
}
@inproceedings{10.1145/3313831.3376271,
	title        = {Cheat Sheets for Data Visualization Techniques},
	author       = {Wang, Zezhong and Sundin, Lovisa and Murray-Rust, Dave and Bach, Benjamin},
	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          = {10.1145/3313831.3376271},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376271},
	abstract     = {This paper introduces the concept of 'cheat sheets' for data visualization techniques, a set of concise graphical explanations and textual annotations inspired by infographics, data comics, and cheat sheets in other domains. Cheat sheets aim to address the increasing need for accessible material that supports a wide audience in understanding data visualization techniques, their use, their fallacies and so forth. We have carried out an iterative design process with practitioners, teachers and students of data science and visualization, resulting six types of cheat sheet (anatomy, construction, visual patterns, pitfalls, false-friends and well-known relatives) for six types of visualization, and formats for presentation. We assess these with a qualitative user study using 11 participants that demonstrates the readability and usefulness of our cheat sheets.},
	numpages     = 13,
	keywords     = {visualization literacy, cheat sheet}
}
@inproceedings{10.1145/3313831.3376267,
	title        = {Emoji Accessibility for Visually Impaired People},
	author       = {Tigwell, Garreth W. and Gorman, Benjamin M. and Menzies, Rachel},
	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          = {10.1145/3313831.3376267},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376267},
	abstract     = {Emoji are graphical symbols that appear in many aspects of our lives. Worldwide, around 36 million people are blind and 217 million have a moderate to severe visual impairment. This portion of the population may use and encounter emoji, yet it is unclear what accessibility challenges emoji introduce. We first conducted an online survey with 58 visually impaired participants to understand how they use and encounter emoji online, and the challenges they experience. We then conducted 11 interviews with screen reader users to understand more about the challenges reported in our survey findings. Our interview findings demonstrate that technology is both an enabler and a barrier, emoji descriptors can hinder communication, and therefore the use of emoji impacts social interaction. Using our findings from both studies, we propose best practice when using emoji and recommendations to improve the future accessibility of emoji for visually impaired people.},
	numpages     = 14,
	keywords     = {cmc, emoji, accessibility, visual impairments}
}
@inproceedings{10.1145/3313831.3376265,
	title        = {Virtual Reality Games for People Using Wheelchairs},
	author       = {Gerling, Kathrin and Dickinson, Patrick and Hicks, Kieran and Mason, Liam and Simeone, Adalberto L. and Spiel, Katta},
	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        = {1–11},
	doi          = {10.1145/3313831.3376265},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376265},
	abstract     = {Virtual Reality (VR) holds the promise of providing engaging embodied experiences, but little is known about how people with disabilities engage with it. We explore challenges and opportunities of VR gaming for wheelchair users. First, we present findings from a survey that received 25 responses and gives insights into wheelchair users' motives to (non-) engage with VR and their experiences. Drawing from this survey, we derive design implications which we tested through implementation and qualitative evaluation of three full-body VR game prototypes with 18 participants. Our results show that VR gaming engages wheelchair users, though nuanced consideration is required for the design of embodied immersive experiences for minority bodies, and we illustrate how designers can create meaningful, positive experiences.},
	numpages     = 11,
	keywords     = {games, virtual reality, accessibility}
}
@inproceedings{10.1145/3313831.3376258,
	title        = {It Is Your Turn: Collaborative Ideation With a Co-Creative Robot through Sketch},
	author       = {Lin, Yuyu and Guo, Jiahao and Chen, Yang and Yao, Cheng and Ying, Fangtian},
	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          = {10.1145/3313831.3376258},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376258},
	abstract     = {Co-creative systems have been widely explored in the field of computational creativity. However, existing AI partners of these systems are mostly virtual agents. As sketching on paper with embodied robots could be more engaging for designers' early-stage ideation and collaborative practices, we envision the possibility of Cobbie, a mobile robot that ideates iteratively with designers by generating creative and diverse sketches. To evaluate the differences in co-creativity and user experience between the co-creative robots and virtual agents, we conducted a comparative experiment and analyzed the data collected from quantitative scales, observation, and semi-structured interview. The results reveal that Cobbie is more satisfying in motivating exploration, provoking unexpected ideas and engaging designers in the collaborative ideation process. Based on these findings, we discussed the prospects of co-creative robots for future developments of human-AI collaborative systems.},
	numpages     = 14,
	keywords     = {co-creative system, early-stage design, creative robot, ideation, human-ai collaboration}
}
@inbook{10.1145/3313831.3376245,
	title        = {When the Civic Turn Turns Digital: Designing Safe and Secure Refugee Resettlement},
	author       = {Jensen, Rikke Bjerg and Coles-Kemp, Lizzie and Talhouk, Reem},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	pages        = {1–14},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376245},
	abstract     = {Across Europe, refugees are required to engage with the "civic turn" -- a process of integrating refugees into the social and cultural aspects of the new land. Over a two-year period, we engaged 89 refugees settling in Sweden, to explore how accelerated and digitalised resettlement processes shape the civic turn. Framed within wider literature on transitioning and everyday insecurities, we show how this "digital turn" exacerbates existing barriers to resettlement experienced by refugees. By critically analysing these barriers, we reveal how the civic turn rests upon a series of everyday social and cultural practices and relations, which are largely ignored in digital service design. We show how this leads to a "vacuum" for our participants. We call on the HCI community to engage with this vacuum and understand resettlement as encompassing multiple digitally-mediated transitional phases of citizenry. We do so by focusing on the digitalisation processes shaping these transitions.},
	numpages     = 14
}
@inproceedings{10.1145/3313831.3376228,
	title        = {Bridging the Virtual and Real Worlds: A Preliminary Study of Messaging Notifications in Virtual Reality},
	author       = {Hsieh, Ching-Yu and Chiang, Yi-Shyuan and Chiu, Hung-Yu and Chang, Yung-Ju},
	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          = {10.1145/3313831.3376228},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376228},
	abstract     = {Virtual reality (VR) platforms provide their users with immersive virtual environments, but disconnect them from real-world events. The increasing length of VR sessions can therefore be expected to boost users' needs to obtain information about external occurrences such as message arrival. Yet, how and when to present these real-world notifications to users engaged in VR activities remains underexplored. We conducted an experiment to investigate individuals' receptivity during four VR activities (Loading, 360 Video, Treasure Hunt, Rhythm Game) to message notifications delivered using three types of displays (head-mounted, controller, and movable panel). While higher engagement generally led to higher perceptions that notifications were ill-timed and/or disruptive, the suitability of notification displays to VR activities was influenced by the time-sensitiveness of VR content, overlapping use of modalities for delivering alerts, the display locations, and a requirement that the display be moved for notifications to be seen. Specific design suggestions are also provided.},
	numpages     = 14,
	keywords     = {virtual reality, interruptibility, eye-tracking, receptivity, notification systems}
}
@inproceedings{10.1145/3313831.3376223,
	title        = {Bot or Not? User Perceptions of Player Substitution with Deep Player Behavior Models},
	author       = {Pfau, Johannes and Smeddinck, Jan David and Bikas, Ioannis and Malaka, Rainer},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–10},
	doi          = {10.1145/3313831.3376223},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376223},
	abstract     = {Many online games suffer when players drop off due to lost connections or quitting prematurely, which leads to match terminations or game-play imbalances. While rule-based outcome evaluations or substitutions with bots are frequently used to mitigate such disruptions, these techniques are often perceived as unsatisfactory. Deep learning methods have successfully been used in deep player behavior modelling (DPBM) to produce non-player characters or bots which show more complex behavior patterns than those modelled using traditional AI techniques. Motivated by these findings, we present an investigation of the player-perceived awareness, believability and representativeness, when substituting disconnected players with DPBM agents in an online-multiplayer action game. Both quantitative and qualitative outcomes indicate that DPBM agent substitutes perform similarly to human players and that players were unable to detect substitutions. Notably, players were in fact able to detect substitution with agents driven by more traditional heuristics.},
	numpages     = 10,
	keywords     = {games user research, player substitution, games, player modeling, neural networks, game disruption prevention, deep learning}
}
@inproceedings{10.1145/3313831.3376221,
	title        = {A Palette of Deepened Emotions: Exploring Emotional Challenge in Virtual Reality Games},
	author       = {Peng, Xiaolan and Huang, Jin and Denisova, Alena and Chen, Hui and Tian, Feng and Wang, Hongan},
	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          = {10.1145/3313831.3376221},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376221},
	abstract     = {Recent work introduced the notion of 'emotional challenge' promising for understanding more unique and diverse player experiences (PX). Although emotional challenge has immediately attracted HCI researchers' attention, the concept has not been experimentally explored, especially in virtual reality (VR), one of the latest gaming environments. We conducted two experiments to investigate how emotional challenge affects PX when separately from or jointly with conventional challenge in VR and PC conditions. We found that relatively exclusive emotional challenge induced a wider range of different emotions in both conditions, while the adding of emotional challenge broadened emotional responses only in VR. In both experiments, VR significantly enhanced the measured PX of emotional responses, appreciation, immersion and presence. Our findings indicate that VR may be an ideal medium to present emotional challenge and also extend the understanding of emotional (and conventional) challenge in video games.},
	numpages     = 13,
	keywords     = {emotion, virtual reality, player experience, emotional challenge, games}
}
@inproceedings{10.1145/3313831.3376219,
	title        = {Interpreting Interpretability: Understanding Data Scientists' Use of Interpretability Tools for Machine Learning},
	author       = {Kaur, Harmanpreet and Nori, Harsha and Jenkins, Samuel and Caruana, Rich and Wallach, Hanna and Wortman Vaughan, Jennifer},
	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          = {10.1145/3313831.3376219},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376219},
	abstract     = {Machine learning (ML) models are now routinely deployed in domains ranging from criminal justice to healthcare. With this newfound ubiquity, ML has moved beyond academia and grown into an engineering discipline. To that end, interpretability tools have been designed to help data scientists and machine learning practitioners better understand how ML models work. However, there has been little evaluation of the extent to which these tools achieve this goal. We study data scientists' use of two existing interpretability tools, the InterpretML implementation of GAMs and the SHAP Python package. We conduct a contextual inquiry (N=11) and a survey (N=197) of data scientists to observe how they use interpretability tools to uncover common issues that arise when building and evaluating ML models. Our results indicate that data scientists over-trust and misuse interpretability tools. Furthermore, few of our participants were able to accurately describe the visualizations output by these tools. We highlight qualitative themes for data scientists' mental models of interpretability tools. We conclude with implications for researchers and tool designers, and contextualize our findings in the social science literature.},
	numpages     = 14,
	keywords     = {interpretability, user-centric evaluation, machine learning}
}
@inproceedings{10.1145/3313831.3376212,
	title        = {MirrorPad: Mirror on Touchpad for Direct Pen Interaction in the Laptop Environment},
	author       = {Lee, Sangyoon and Lim, Youn-kyung and Lee, Geehyuk},
	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          = {10.1145/3313831.3376212},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376212},
	abstract     = {There are needs for pen interaction on a laptop, and the market sees many pen-enabled laptop products. Many of these laptops can be transformed into tablets, when pen interaction is needed. In a real situation, however, a workflow often requires both keyboard and pen interactions, and such a convertible feature may not be effective. In this study, we introduce MirrorPad, a novel interface device contained in a laptop for direct pen interaction. It is both a normal touchpad and a viewport for pen interaction with a mirrored region on the screen. We report findings and decisions obtained from the design iterations that we conducted with users to refine MirrorPad toward the final design. In the user study, MirrorPad showed the same performance as that of the laptop configuration during keyboard interaction and a performance similar to that of the tablet configuration during pen interaction. The user study results confirmed that MirrorPad effectively supports a workflow, which requires interspersed keyboard and pen interactions, thereby achieving its initial goal.},
	numpages     = 9,
	keywords     = {laptop environment, direct pen interaction, touchpad with display}
}
@inproceedings{10.1145/3313831.3376211,
	title        = {Introducing the Gamer Information-Control Framework: Enabling Access to Digital Games for People with Visual Impairment},
	author       = {Andrade, Ronny and Rogerson, Melissa J. and Waycott, Jenny and Baker, Steven and Vetere, Frank},
	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          = {10.1145/3313831.3376211},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376211},
	abstract     = {In this paper, we present a foundation for understanding the elements that enable people with visual impairment to engage with digital games. This is defined by the gamer's relation- ships with information and with elements of control provided by the game, and is mediated through in-game metaphors and affordances when gamers interact as users or creators. This work complements previous research exploring the points of view of gamers with visual impairment by focusing on the games they play and prioritising the relationships between the key enablers of access to digital games. Using the framework to examine existing and missing components will enable de- signers to consider broader aspects of accessibility in game design.},
	numpages     = 14,
	keywords     = {visual impairment, framework, audiogames, control, digital games, information}
}
@inproceedings{10.1145/3313831.3376191,
	title        = {See No Evil, Hear No Evil, Speak No Evil: How Collegiate Players Define, Experience and Cope with Toxicity},
	author       = {T\"{u}rkay, Selen and Formosa, Jessica and Adinolf, Sonam and Cuthbert, Robert and Altizer, Roger},
	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          = {10.1145/3313831.3376191},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376191},
	abstract     = {Toxicity in online environments is a complex and a systemic issue. Collegiate esports communities seem to be particularly vulnerable to toxic behaviors. In esports games, negative behavior, such as harassment, can create barriers to players achieving high performance and can reduce enjoyment which may cause them to leave the game. The aim of this study is to investigate how players define, experience and deal with toxicity in esports games that they play. Our findings from an interview study and five monthly follow ups with 19 participants from a university esports club show that players define toxicity as behaviors disrupt their morale and team dynamics, and are inclined to normalize negative behaviors, rationalize it as part of the competitive game culture akin to traditional sports, and participate a form of gamer classism, believing that toxicity is more common in lower level play than in professional and collegiate esports. There are many coping mechanisms employed by collegiate esports players, including ignoring offenders, deescalating tense encounters, and using tools to mute offenders. Understanding the motivations behind collegiate esports players' engagement with toxicity may help the growing sport plot a positive trajectory towards healthy play.},
	numpages     = 13,
	keywords     = {player perceptions, toxicity, competitive games, esports, interview study}
}
@inproceedings{10.1145/3313831.3376182,
	title        = {"On Finsta, I Can Say 'Hail Satan'": Being Authentic but Disagreeable on Instagram},
	author       = {Taber, Lee and Whittaker, Steve},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376182},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376182},
	abstract     = {We use personality theory to compare self-presentation between multiple Instagram accounts, investigating authenticity and consistency. Many studies claim social media promote inauthentic self-presentation focused on socially desirable traits. At the same time, affordances suggest that self-presentation should be relatively consistent within one social medium. For 88 participants, we examine personality traits for 'real Instagram' ('Rinsta') versus 'fake Instagram' ('Finsta') accounts, comparing these with people's offline traits using mixed-methods. Counterintuitively, we find Finsta accounts often present socially undesirable traits. Furthermore, different accounts on the same social medium reveal quite different styles of self-presentation. Overall Finstas are more Extraverted, less Conscientious, and less Agreeable than Rinstas, although equally Neurotic as offline. Interviews indicate trait differences arise from differing audience perceptions. A large anonymous Rinsta audience promotes a carefully curated self. In contrast, a small but trusted Finsta audience can engender more authentic, but negative self-presentation. We discuss design and theory implications.},
	numpages     = 14,
	keywords     = {finsta, self-presentation, social media, traits, instagram, personality, rinsta, self-perception, affordances}
}
@inproceedings{10.1145/3313831.3376173,
	title        = {EYEditor: Towards On-the-Go Heads-Up Text Editing Using Voice and Manual Input},
	author       = {Ghosh, Debjyoti and Foong, Pin Sym and Zhao, Shengdong and Liu, Can and Janaka, Nuwan and Erusu, Vinitha},
	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          = {10.1145/3313831.3376173},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376173},
	abstract     = {On-the-go text-editing is difficult, yet frequently done in everyday lives. Using smartphones for editing text forces users into a heads-down posture which can be undesirable and unsafe. We present EYEditor, a heads-up smartglass-based solution that displays the text on a see-through peripheral display and allows text-editing with voice and manual input. The choices of output modality (visual and/or audio) and content presentation were made after a controlled experiment, which showed that sentence-by-sentence visual-only presentation is best for optimizing users' editing and path-navigation capabilities. A second experiment formally evaluated EYEditor against the standard smartphone-based solution for tasks with varied editing complexities and navigation difficulties. The results showed that EYEditor outperformed smartphones as either the path OR the task became more difficult. Yet, the advantage of EYEditor became less salient when both the editing and navigation was difficult. We discuss trade-offs and insights gained for future heads-up text-editing solutions.},
	numpages     = 13,
	keywords     = {smart glass, text editing, manual-input, voice interaction, wearable interaction, mobile interaction, re-speaking, heads-up interaction, eyeditor}
}
@inproceedings{10.1145/3313831.3376168,
	title        = {What is This URL's Destination? Empirical Evaluation of Users' URL Reading},
	author       = {Albakry, Sara and Vaniea, Kami and Wolters, Maria K.},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–12},
	doi          = {10.1145/3313831.3376168},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376168},
	abstract     = {Common anti-phishing advice tells users to mouse over links, look at the URL, and compare to the expected destination, implicitly assuming that they are able to read the URL. To test this assumption, we conducted a survey with 1929 participants recruited from the Amazon Mechanical Turk and Prolific Academic platforms. Participants were shown 23 URLs with various URL structures. For each URL, participants were asked via a multiple choice question where the URL would lead and how safe they feel clicking on it would be. Using latent class analysis, participants were stratified by self-reported technology use. Participants were strongly biased towards answering that the URL would lead to the website of the organization whose name appeared in the URL, regardless of its position in the URL structure. The group with the highest technology use was only minorly better at URL reading.},
	numpages     = 12,
	keywords     = {web literacy, technology usage, link destination, phishing, url readability, uniform resource locators, online security}
}
@inproceedings{10.1145/3313831.3376162,
	title        = {Social Acceptability in HCI: A Survey of Methods, Measures, and Design Strategies},
	author       = {Koelle, Marion and Ananthanarayan, Swamy and Boll, Susanne},
	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        = {1–19},
	doi          = {10.1145/3313831.3376162},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376162},
	abstract     = {With the increasing ubiquity of personal devices, social acceptability of human-machine interactions has gained relevance and growing interest from the HCI community. Yet, there are no best practices or established methods for evaluating social acceptability. Design strategies for increasing social acceptability have been described and employed, but so far not been holistically appraised and evaluated. We offer a systematic literature analysis (N=69) of social acceptability in HCI and contribute a better understanding of current research practices, namely, methods employed, measures and design strategies. Our review identified an unbalanced distribution of study approaches, shortcomings in employed measures, and a lack of interweaving between empirical and artifact-creating approaches. The latter causes a discrepancy between design recommendations based on user research, and design strategies employed in artifact creation. Our survey lays the groundwork for a more nuanced evaluation of social acceptability, the development of best practices, and a future research agenda.},
	numpages     = 19,
	keywords     = {social acceptability, literature analysis, research methods}
}
@inproceedings{10.1145/3313831.3376147,
	title        = {PenSight: Enhanced Interaction with a Pen-Top Camera},
	author       = {Matulic, Fabrice and Arakawa, Riku and Vogel, Brian and Vogel, Daniel},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–14},
	doi          = {10.1145/3313831.3376147},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376147},
	abstract     = {We propose mounting a downward-facing camera above the top end of a digital tablet pen. This creates a unique and practical viewing angle for capturing the pen-holding hand and the immediate surroundings which can include the other hand. The fabrication of a prototype device is described and the enabled interaction design space is explored, including dominant and non-dominant hand pose recognition, tablet grip detection, hand gestures, capturing physical content in the environment, and detecting users and pens. A deep learning computer vision pipeline is developed for classification, regression, and keypoint detection to enable these interactions. Example applications demonstrate usage scenarios and a qualitative user evaluation confirms the potential of the approach.},
	numpages     = 14,
	keywords     = {tablet input, hand pose estimation, pen input}
}
@inproceedings{10.1145/3313831.3376144,
	title        = {Breaking The Experience: Effects of Questionnaires in VR User Studies},
	author       = {Putze, Susanne and Alexandrovsky, Dmitry and Putze, Felix and H\"{o}ffner, Sebastian and Smeddinck, Jan David and Malaka, Rainer},
	year         = 2020,
	booktitle    = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
	location     = {Honolulu, HI, USA},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '20},
	pages        = {1–15},
	doi          = {10.1145/3313831.3376144},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376144},
	abstract     = {Questionnaires are among the most common research tools in virtual reality (VR) evaluations and user studies. However, transitioning from virtual worlds to the physical world to respond to VR experience questionnaires can potentially lead to systematic biases. Administering questionnaires in VR (inVRQs) is becoming more common in contemporary research. This is based on the intuitive notion that inVRQs may ease participation, reduce the Break in Presence (BIP) and avoid biases. In this paper, we perform a systematic investigation into the effects of interrupting the VR experience through questionnaires using physiological data as a continuous and objective measure of presence. In a user study (n=50), we evaluated question-asking procedures using a VR shooter with two different levels of immersion. The users rated their player experience with a questionnaire either inside or outside of VR. Our results indicate a reduced BIP for the employed inVRQ without affecting the self-reported player experience.},
	numpages     = 15,
	keywords     = {break in presence, in-vr questionnaires, surveys, virtual reality, user studies, vr, biosignals, invrqs, research methods}
}
@inproceedings{10.1145/3313831.3376142,
	title        = {Listen to Developers! A Participatory Design Study on Security Warnings for Cryptographic APIs},
	author       = {Gorski, Peter Leo and Acar, Yasemin and Lo Iacono, Luigi and Fahl, Sascha},
	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          = {10.1145/3313831.3376142},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376142},
	abstract     = {The positive effect of security information communicated to developers through API warnings has been established. However, current prototypical designs are based on security warnings for end-users. To improve security feedback for developers, we conducted a participatory design study with 25 professional software developers in focus groups. We identify which security information is considered helpful in avoiding insecure cryptographic API use during development. Concerning console messages, participants suggested five core elements, namely message classification, title message, code location, link to detailed external resources, and color. Design guidelines for end-user warnings are only partially suitable in this context. Participants emphasized the importance of tailoring the detail and content of security information to the context. Console warnings call for concise communication; further information needs to be linked externally. Therefore, security feedback should transcend tools and should be adjustable by software developers across development tools, considering the work context and developer needs.},
	numpages     = 13,
	keywords     = {focus groups, developer console, participatory design, cryptographic apis, security warning design, software development}
}
@inproceedings{10.1145/3313831.3376135,
	title        = {Peer-to-Peer Energy Markets: Understanding the Values of Collective and Community Trading},
	author       = {Wilkins, Denise J. and Chitchyan, Ruzanna and Levine, Mark},
	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          = {10.1145/3313831.3376135},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376135},
	abstract     = {Peer-to-peer energy-trading platforms (P2P) have the potential to transform the current energy system. However, research is presently scarce on how people would like to participate in, and what would they expect to gain from, such platforms. We address this gap by exploring these questions in the context of the UK energy market. Using a qualitative interview study, we examine how 45 people with an interest in renewable energy understand P2P. We find that the prospective users value the collective benefits of P2P, and understand participation as a mechanism to support social, ecological and economic benefits for communities and larger groups. Drawing on the findings from the interview analysis, we explore broad design characteristics that a prospective P2P energy trading platform should provide to meet the expectations and concerns voiced by our study participants.},
	numpages     = 14,
	keywords     = {peer to peer energy trading platforms, semi-structured interview, sustainability, thematic analysis}
}
@inproceedings{10.1145/3313831.3376133,
	title        = {Making Space for Social Sharing: Insights from a Community-Based Social Group for People with Dementia},
	author       = {Dai, Jiamin and Moffatt, Karyn},
	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          = {10.1145/3313831.3376133},
	isbn         = 9781450367080,
	url          = {https://doi.org/10.1145/3313831.3376133},
	abstract     = {People with dementia face major challenges in maintaining active social interaction. Designing digital tools for social sharing within families and care facilities has been well explored by HCI research, but comparatively less work has considered community settings. Situated in a community-based program for storytelling and socializing, our field observations and semi-structured interviews with people living with early-middle stage dementia, family caregivers, and program facilitators illustrate both positive and challenging aspects of social activities. We contribute a nuanced understanding of participants' social lives and identify four factors that aid in achieving positive outcomes: effective agencies for social interaction, normalized and friendly environments, collaboration and teamwork, and mediating social cues and communication. Finally, we examine our findings through the lens of past HCI work and offer insights for designing new social technologies to diversify the range of social spaces in community settings, through expanding peer collaboration, leveraging physical and virtual spaces, creating open-ended experiences, and developing flexible platforms.},
	numpages     = 13,
	keywords     = {community, social sharing, dementia, social interaction}
}
@inproceedings{10.1145/3334480.3381812,
	title        = {Suffering-Centered Design},
	author       = {Tomlinson, Bill},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–19},
	doi          = {10.1145/3334480.3381812},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381812},
	abstract     = {Humans are skilled at closing their minds to the suffering of others. This paper argues that, over the past several decades, human computer interaction tools and techniques have both exacerbated and ameliorated this human tendency. It contributes a theoretical framework for thinking about the relationship between HCI and various forms of suffering, and a set of principles to support suffering-centered design — design activities that foreground the suffering of others rather than obscure it. This paper proposes that there is a need for further exploration of ways that HCI can improve the collective human experience by supporting ways to open people's minds to the suffering of others.},
	numpages     = 19,
	keywords     = {wellbeing, suffering, design}
}
@inproceedings{10.1145/3334480.3381820,
	title        = {The Process of Gaining an AI Legibility Mark},
	author       = {Pilling, Franziska and Akmal, Haider and Coulton, Paul and Lindley, Joseph},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–10},
	doi          = {10.1145/3334480.3381820},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381820},
	abstract     = {Researchers and designers working in industrial sectors seeking to incorporate Artificial Intelligence (AI) technology, will be aware of the emerging International Organisation for AI Legibility (IOAIL). IOAIL was established to overcome the eruption of obscure AI technology. One of the primary goals of IOAIL is the development of a proficient certification body providing knowledge to users regarding the AI technology they are being exposed to. To this end IOAIL produced a system of standardised icons for attaching to products and systems to indicate both the presence of AI and to increase the legibility of that AI's attributes. Whilst the process of certification is voluntary it is becoming a mark of trust, enhancing the usability and acceptability of AI-infused products through improved legibility. In this paper we present our experience of seeking certification for a locally implemented AI security system, highlighting the issues generated for those seeking to adopt such certification.},
	numpages     = 10,
	keywords     = {artificial intelligence, transparency, design fiction, legibility, marks}
}
@inproceedings{10.1145/3334480.3381806,
	title        = {CHI 2020: Right Here, Right Now? A Bottom-up Approach to Estimating the Carbon Emissions from More than Twenty Years of CHI Conference Travel.},
	author       = {Jacques, Jason T.},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–13},
	doi          = {10.1145/3334480.3381806},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381806},
	abstract     = {Over the last twenty years the CHI conference has grown substantially. However, with the reframing of climate change as a climate crisis, environmental concerns have become increasingly pervasive in the community. In 2019 CHI introduced a sustainability role and set a goal to make CHI more sustainable. In 2020 CHI is in Hawaii. This work looks back over the last two decades and estimates what are substantial and growing CO2 emissions from conference travel. First, it posits how, in the short term, potential environmental damage can be minimised. Second, and longer-term, it invites the community to reflect on research dissemination and how the conference experience may need to change.},
	numpages     = 13,
	keywords     = {conference attendance, co2 emissions, sustainability}
}
@inproceedings{10.1145/3334480.3381821,
	title        = {Children in 2077: Designing Children's Technologies in the Age of Transhumanism},
	author       = {Buruk, O\u{g}uz 'Oz' and \"{O}zcan, O\u{g}uzhan and Baykal, G\"{o}k\c{c}e Elif and G\"{o}ksun, Tilbe and Acar, Sel\c{c}uk and Akduman, G\"{u}ler and Bayta\c{s}, Mehmet Ayd\i{}n and Be\c{s}evli, Ceylan and Best, Joe and Co\c{s}kun, Aykut and Gen\c{c}, H\"{u}seyin U\u{g}ur and Kocaballi, A. Baki and Laato, Samuli and Mota, C\'{a}ssia and Papangelis, Konstantinos and Raftopoulos, Marigo and Ramchurn, Richard and S\'{a}daba, Juan and Thibault, Mattia and Wolff, Annika and Yildiz, Mert},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–14},
	doi          = {10.1145/3334480.3381821},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381821},
	abstract     = {What for and how will we design children's technologies in the transhumanism age, and what stance will we take as designers? This paper aims to answer this question with 13 fictional abstracts from sixteen authors of different countries, institutions and disciplines. Transhumanist thinking envisions enhancing human body and mind by blending human biology with technological augmentations. Fundamentally, it seeks to improve the human species, yet the impacts of such movement are unknown and the implications on children's lives and technologies were not explored deeply. In an age, where technologies such as under-skin chips or brain-machine interfaces can clearly be defined as transhumanist, our aim is to reveal probable pitfalls and benefits of those technologies on children's lives by using the power of design fiction. Thus, main contribution of this paper is to create diverse presentation of provocative research ideas that will foster the discussion on the transhumanist technologies impacting the lives of children in the future.},
	numpages     = 14,
	keywords     = {children, augmented human, transhumanism, brain-machine interface, speculation, posthumanism, interaction design, design fiction, cyborg, wearables}
}
@inproceedings{10.1145/3334480.3381817,
	title        = {Semina Aeternitatis: Using Bacteria for Tangible Interaction with Data},
	author       = {Alistar, Mirela and Pevere, Margherita},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–13},
	doi          = {10.1145/3334480.3381817},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381817},
	abstract     = {We explore the potential of deoxyribonucleic acid (DNA) molecules to enable new ways for humans to interact with their stories and memories via a physical interface that engages senses such as touch, smell and taste. Specifically, we embed the memories of an elderly woman inside a micro-organism by means of computing and genetic engineering. To do so, we first encoded the stories into a string of nucleotides. We next designed and fabricated a circular string by appending restriction enzymes and backbone genes. We developed specific bio-protocols to insert the fabricated molecule inside Komagataeibacter rhaeticus bacteria. The transformed bacteria were presented in an exhibition as a sculpture - Semina Aeternitatis, containing billions of copies of the original stories that people could see, touch, smell and taste. Our work is a first step towards a future where the interaction with our past will go beyond words, and take a more tangible format.},
	numpages     = 13,
	keywords     = {organic interfaces, bioart, tangible bio-interfaces, genetic engineering, bacteria}
}
@inproceedings{10.1145/3334480.3381816,
	title        = {No Hidden Catch, No Strings Attached: Twelve Steps to Cross-Disciplinary Conversations about Technology},
	author       = {Niess, Jasmin and Wozniak, Pawel W.},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–11},
	doi          = {10.1145/3334480.3381816},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381816},
	abstract     = {While the Human-Computer Interaction (HCI) field widely recognises the need for interdisciplinarity, academic traditions from older fields still limit the scope of cross-disciplinary discourse. As HCI scholars come from a variety of backgrounds, developing new HCI-specific research agendas requires a deep immersion in a cross-disciplinary discussion and a thorough understanding of those with a different academic upbringing. This may be difficult in the eventful life of an HCI academic. In this paper, we propose a twelve-step programme that helps foster a better cross-disciplinary discourse. Having successfully survived a multitude of intense arguments between a computer scientist and a psychologist, we offer an easy way to have fruitful and civilised cross-disciplinary discussions. Our programme is designed to help HCI academics broaden their mind and interface with other disciplines while preserving their sanity.},
	numpages     = 11,
	keywords     = {discussion, discourse, manners, interdisciplinarity, cross-disciplinarity, fun, academia}
}
@inproceedings{10.1145/3334480.3381824,
	title        = {Lab Counterculture},
	author       = {Hammer, Jessica and To, Alexandra and Principe Cruz, Erica},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–14},
	doi          = {10.1145/3334480.3381824},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381824},
	abstract     = {While academic research culture varies across schools, disciplines, and individual labs, the material and mental well-being of both graduate students and faculty are often negatively impacted by systemic factors in academia. Here we unpack these patterns in order to counter the narrative that individualistic solutions can bring about change. We illustrate how focus on quantitative outcomes, perfectionism, competition, time scarcity, power dynamics, bias towards maintaining the status quo, and financial stress contribute to negative lab culture. We describe specific, concrete, and actionable practices we institute in our lab to counter these systemic factors. We end by opening the conversation to other researchers to examine and counter toxic lab culture to promote supportive, inclusive, and ethical research.},
	numpages     = 14,
	keywords     = {counterculture, lab culture, academic research}
}
@inproceedings{10.1145/3334480.3381829,
	title        = {Low Power Web: Legacy Design and the Path to Sustainable Net Futures},
	author       = {Willis, Max and Hanna, Julian and Encinas, Enrique and Auger, James},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–14},
	doi          = {10.1145/3334480.3381829},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381829},
	abstract     = {HCI is complicit in the climate crisis, as the systems and services that we design engender unsustainable energy use and waste. HCI has equal potential to find solutions for environmental challenges and script, by design, the behavioral changes needed for sustainable net futures. We explore this dichotomy through the lens of data transmission, examining the energy consumption and environmental impact of web communications. This work begins with a critical revisiting of legacy web design that mines the past for actionable ideas towards sustainable net futures. We query how we can reduce our own net energy consumption, and plot a path to design our low-power website. In addition we speculate on a redesign of the background systems, outlining the practical steps we have taken towards solar, wind, gravity and micro-hydro low-power web hosting solutions.},
	numpages     = 14,
	keywords     = {renewable energy, green HCI, sustainable design, low-power web, web design}
}
@inproceedings{10.1145/3334480.3381822,
	title        = {Crime Story as a Tool for Scientific and Technological Outreach},
	author       = {Crovari, Pietro and Catania, Fabio and Garzotto, Franca},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–10},
	doi          = {10.1145/3334480.3381822},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381822},
	abstract     = {In a world where public engagement is increasingly important, where there is the urge of leaving the research laboratories to tell people what is being done, and where the effort from Academy is still limited, we propose Death on the Nile, a novel experience to get people in touch with innovative interactive technologies. In our exhibition, visitors are invited to solve a crime while they get in touch with the new frontiers of Human-Computer Interaction. Also, participants can experience the different stages of the research process through the metaphor of the investigation. An empirical study (N=969) shows that Death on the Nile is engaging and effective as a method through which to present HCI research. Finally, we conceptualize the experience into a framework that can be used with potentially any interactive technology.},
	numpages     = 10,
	keywords     = {outreach, experience design, public engagement}
}
@inproceedings{10.1145/3334480.3381823,
	title        = {The Divination of Things by Things},
	author       = {Akmal, Haider and Coulton, Paul},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–12},
	doi          = {10.1145/3334480.3381823},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381823},
	abstract     = {As humans our view of the world is predominantly restricted to our own experience and are largely oblivious to the alternate perspective of reality experienced by the objects that cohabit our spaces even though such objects are often integral components of our lives. This paper considers the growing phenomenon whereby non-human objects such as cutlery and appliances are having what might be considered human-like experiences through integration of advanced computational programming. By examining the services provided by Madame Bitsy's Fantastic Future Forecasting and Fortune Telling Emporium for the Internet of Living Things, which is a fully autonomous online fortune telling service for Internet of Things enabled objects and services, we attempt to illuminate what it means to be a digitally connected object.},
	numpages     = 12,
	keywords     = {philosophical carpentry, hci, design fiction, tarot, internet of things, forecasting}
}
@inproceedings{10.1145/3334480.3381825,
	title        = {Engaging with a CHI Paper Through Embodied Action: A Situated Analysis of "Design for Collaborative Survival"},
	author       = {Desnoyers-Stewart, John},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–12},
	doi          = {10.1145/3334480.3381825},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381825},
	abstract     = {As Michael Polanyi claims, "we know more than we can tell." As such, much of the author's tacit knowledge remains beyond the reader's grasp. However, by engaging with the text through embodied action, readers can gain their own tacit knowledge which may approximate or even expand upon the author's knowledge through the reader's own situated analysis. I present a situated analysis of a CHI paper, "Design for Collaborative Survival," to propose an embodied method of reading through situated action that enables communication and expansion of the knowledge beyond the text. I responded to each of the concepts in that paper in an active way to better approach the authors' tacit knowledge by developing my own. Through this activity I intend to stimulate discussion on how authors and readers can benefit from similar methods that take reading beyond the text.},
	numpages     = 12,
	keywords     = {collaborative survival, tacit knowledge, wildness, critical engagement, embodied reading, intra-action, situated analysis}
}
@inproceedings{10.1145/3334480.3381818,
	title        = {Envisioning Jewish HCI},
	author       = {Hammer, Jessica},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–10},
	doi          = {10.1145/3334480.3381818},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381818},
	abstract     = {The invisible norms of Christian culture - which includes religious, secular, and atheist Christianity - are hard for those raised within that culture to see. This paper asks what it might look like to design human-computer interactions from outside Christian hegemony. It shares concepts from Jewish thought that can serve as exemplars for innovation in design: elu v'elu, tzedakah, the eishet chayil, and ma'alin bakodesh. This work seeks to inspire others to resist Christian hegemony in their research and system design.},
	numpages     = 10,
	keywords     = {design, religion, culture, judaism}
}
@inproceedings{10.1145/3334480.3381808,
	title        = {Reflections from the Classroom and Beyond: Imagining a Decolonized HCI Education},
	author       = {Wong-Villacres, Marisol and Alvarado Garcia, Adriana and Tibau, Javier},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–14},
	doi          = {10.1145/3334480.3381808},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381808},
	abstract     = {As the field of Human-Computer Interaction (HCI) increasingly engages with matters of social change for the Global South, more students from this region — seeking to use HCI for impacting their countries - emigrate to HCI programs in the Global North. In turn, this challenges the assumed targeted audience, intentionality, and pedagogical approaches of traditional HCI educational structures. Drawing from Latin American decolonial thinking, we reflect on our experiences as Latin American students seeking a graduate education in the United States. From there, we discuss paths for HCI educators and students to engage with the co-creation of pluriversal learning spaces that resist universal notions of language, class content, and knowledge production. As we build a more inclusive research community, these discussions become critical for imagining an HCI education aware of its social and political dimensions.},
	numpages     = 14,
	keywords     = {HCI education, Latin America, social change, decolonial thinking}
}
@inproceedings{10.1145/3334480.3381814,
	title        = {Divining Insights: Visual Analytics Through Cartomancy},
	author       = {McNutt, Andrew and Crisan, Anamaria and Correll, Michael},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–16},
	doi          = {10.1145/3334480.3381814},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381814},
	abstract     = {Our interactions with data, visual analytics included, are increasingly shaped by automated or algorithmic systems. An open question is how to give analysts the tools to interpret these "automatic insights" while also inculcating critical engagement with algorithmic analysis. We present a system, Sortil\`{e}ge, that uses the metaphor of a Tarot card reading to provide an overview of automatically detected patterns in data in a way that is meant to encourage critique, reflection, and healthy skepticism.},
	numpages     = 16,
	keywords     = {divination, automated in-sights, visual analytics, information visualization}
}
@inproceedings{10.1145/3334480.3381811,
	title        = {What's Your Problem with the Dog Internet?},
	author       = {Kirman, Ben and Lawson, Shaun and Linehan, Conor},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–14},
	doi          = {10.1145/3334480.3381811},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381811},
	abstract     = {In this paper, we make an argument for using "the absurd" as a useful lens through which to critique modern developments in interactive technology. We argue that absurd positions are generative and engaging; they provide scope and direction for developing artefacts that people want to talk about and discuss. We argue for adopting absurd positions because; 1) as publicly funded academics, unbeholden to commercial interests, we can, 2) it's fun, and 3) doing so draws out, highlights, and plays with the often weird, fake, nonsense, bizarre, and surreal aspects of modern interactive technology artefacts - and the often weird situations that arise when interacting with those artefacts. In order to illustrate this argument, we present a number of case studies drawn from 10 years of our absurd research papers, many of which were published at previous iterations of this conference.},
	numpages     = 14,
	keywords     = {critical design, absurd, adversarial design, alt.chi, troublemaking}
}
@inproceedings{10.1145/3334480.3381809,
	title        = {Does Siri Have a Soul? Exploring Voice Assistants Through Shinto Design Fictions},
	author       = {Seymour, William and Van Kleek, Max},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–12},
	doi          = {10.1145/3334480.3381809},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381809},
	abstract     = {It can be difficult to critically reflect on technology that has become part of everyday rituals and routines. To combat this, speculative and fictional approaches have previously been used by HCI to decontextualise the familiar and imagine alternatives. In this work we turn to Japanese Shinto narratives as a way to defamiliarise voice assistants, inspired by the similarities between how assistants appear to 'inhabit' objects similarly to kami. Describing an alternate future where assistant presences live inside objects, this approach foregrounds some of the phenomenological quirks that can otherwise easily become lost. Divorced from the reality of daily life, this approach allows us to reevaluate some of the common interactions and design patterns that are common in the virtual assistants of the present.},
	numpages     = 12,
	keywords     = {shinto, voice assistants, critical design, design fiction}
}
@inproceedings{10.1145/3334480.3381819,
	title        = {Parareligious-HCI: Designing for 'Alternative' Rationality in Rural Wellbeing in Bangladesh},
	author       = {Sultana, Sharifa and Sultana, Zinnat and Ahmed, Syed Ishtiaque},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–13},
	doi          = {10.1145/3334480.3381819},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381819},
	abstract     = {A body of Human-Computer Interaction (HCI) research addresses a wide range of wellbeing issues including digital and online health-care, formal and informal healthcare and wellbeing infrastructure, and health informatics. We focus on the wellbeing practices among the underrepresented marginalized communities in rural Bangladesh. The goal of this work is to understand their wellbeing challenges and how those are connected to their religious beliefs and adaptations - that we define as 'Parareligion'. This paper presents our findings from a 3-year long ethnographic study with 150 participants in 15 villages. We extend this discussion by arguing for better inclusion of para-religious practices in Wellbeing-HCI discourse to design more culturally appropriate and sustainable technologies for such target communities.},
	numpages     = 13,
	keywords     = {religion, wellbeing, bangladesh, rural, alternative rationality, parareligion}
}
@inproceedings{10.1145/3334480.3381815,
	title        = {Fatal Error: Artificial Creative Intelligence (ACI)},
	author       = {Amerika, Mark and Kim, Laura Hyunjhee and Gallagher, Brad},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–10},
	doi          = {10.1145/3334480.3381815},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381815},
	abstract     = {Computer-generated algorithmic art has undergone significant developments since its emergence in the 1960s. With further integration of art and technology in the 21st century, artists continue to respond, take risks and challenge the ways computers can be thought of as a creative medium. This project specifically addresses speculative forms of artificial intelligence particularly the possibilities for creative collaboration between human and machine-generated embodiments of poetic expression. The Artificial Creative Intelligence (ACI) is a fictional AI Poet whose spoken word poetry signals the horizon of a new type of authorship that questions the philosophical implications of artificial intelligence for creative practitioners.},
	numpages     = 10,
	keywords     = {artificial intelligence, poetry, performance, persona, arts, practice-based research}
}
@inproceedings{10.1145/3334480.3381813,
	title        = {Upon Not Opening The Black Box},
	author       = {Gahoonia, Simy Kaur and Ferreira, Pedro and Cohn, Marisa and Henriksen, Line and Kj\ae{}r, Katrine Meldgaard and Hockenhull, Michael and Cakici, Baki and Bl\o{}nd, Marie and Douglas-Jones, Rachel and Laursen, C\ae{}cilie Sloth and Zell, Sonja},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–9},
	doi          = {10.1145/3334480.3381813},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381813},
	abstract     = {On the eve of the General Data Protection Regulation (GDPR) coming into effect we, a university laboratory, marked the occasion with an interactive installation called Compliance. Data traces from Compliance were subsequently processed by the lab, here enacted in the form of a play. While much discussion has centered around modern 'black-boxed' processing of data, less attention has been paid to the value of the data itself, and whether it merits use. We draw on dramaturgical methods for both analysis and presentation [15], allowing for readers to imagine staging their own, different, versions of the event. Drawing on the ambiguous ontological status of (yet unexamined) data, we offer a discussion on the value of data, its use and non-use, as well as how to live with this ambivalence, continuously negotiating social contracts about our further conduct with the data.},
	numpages     = 9,
	keywords     = {data non-use, dramaturgical methods, gdpr}
}
@inproceedings{10.1145/3334480.3381810,
	title        = {Eating Computers Considered Harmful},
	author       = {Browne, Kieran and Swift, Ben and Nurmikko-Fuller, Terhi},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–13},
	doi          = {10.1145/3334480.3381810},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381810},
	abstract     = {Contemporary computing devices contain a concoction of numerous hazardous materials. Though users are more or less protected from these substances, recycling and landfilling reintroduce them to the biosphere where they may be ingested by people. This paper calls on HCI researchers to consider these corporal interactions with computers and critiques HCI's existing responses to the e-waste problem. We propose that whether one would consider eating a particular electronic component offers a surprisingly useful heuristic for whether we ought to be producing it on mass with vanishingly short lifespans. We hypothesize that the adoption of this heuristic might affect user behaviour and present a diet plan for users who wish to take responsibility for their own e-waste by eating it. Finally we propose an alternative direction for HCI researchers to design and advocate for those affected by the material properties of e-waste.},
	numpages     = 13,
	keywords     = {recipe ideas, toxicity, e-waste}
}
@inproceedings{10.1145/3334480.3381807,
	title        = {An Oldy's Lament: Poem of Resistance and Resilience of the 'Othered' in Technology Colonisation},
	author       = {Ambe, Aloha Hufana and Brereton, Margot and Soro, Alessandro},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–10},
	doi          = {10.1145/3334480.3381807},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381807},
	abstract     = {The poem 'An Oldy's Lament' was written by Julie Butler, an 86 year old creative writer. Julie describes her personal reflections on technology and society, while at the same time questioning her part in this seemingly pre-ordained arrangement of the technological world, as technology colonises societies. We analyse this literary expression from a postcolonial perspective, discussing how the 'othered' of innovation bring to the fore pertinent issues that need overcoming in both HCI research and the community at large.},
	numpages     = 10,
	keywords     = {literary expressions, the other, technology colonisation, postcolonial, older adults, resistance, resilience}
}
@inproceedings{10.1145/3334480.3381827,
	title        = {EGregor: An Eldritch Privacy Mental Model for Smart Assistants},
	author       = {Geeng, Christine and Author, Anonymous},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–9},
	doi          = {10.1145/3334480.3381827},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381827},
	abstract     = {The increasing popularity of smart personal assistants has meant the rapid inclusion of data-collecting technology in homes. Research has shown that the privacy notices for these smart devices can be ineffective, as users often have incorrect mental models about what happens to data collected from them. To provide more effective data collection cues, we present a redesign of traditional, friendly smart assistant personas: eGregor, an eldritch hive mind being. Using science fiction concepts in conjunction with visceral notice, a concept that eschews purely text-based privacy indicators, eGregor more clearly represents the data practices of a hypothetical parent company. It has various aesthetic and auditory indicators and an intuitive and terrifying persona. We draw attention to the potential for major smart personal assistant companies to improve upon their user interface designs.},
	numpages     = 9,
	keywords     = {iot, smart home, privacy, security, smart personal assistant}
}
@inproceedings{10.1145/3334480.3381826,
	title        = {The Seven Year Glitch: Unpacking Beauty and Despair in Malfunction},
	author       = {Sturdee, Miriam and Lindley, Joseph and Harrison, Regan and Kluth, Tine},
	year         = 2020,
	booktitle    = {Extended Abstracts 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 EA '20},
	pages        = {1–11},
	doi          = {10.1145/3334480.3381826},
	isbn         = 9781450368193,
	url          = {https://doi.org/10.1145/3334480.3381826},
	abstract     = {I(am)MEI: 013709002488246. I was born in many countries - my accelerometer came from Germany, my battery from China, the lithium in my battery was mined in Chile, my gyroscope from Switzerland, my camera... from Japan. I was assembled carefully from these component parts, and had two less than careful owners before R picked me up from a reseller, and brought me back to his house in London, UK. We had a good time together - at first: he revelled in my speed and ability to find things, we viewed the world via a lens with infinite options. But I was not built to last. This is my story.},
	numpages     = 11,
	keywords     = {glitch, object oriented ontology, smartphone, photography}
}
@inproceedings{10.1145/3411764.3445786,
	title        = {MorpheesPlug: A Toolkit for Prototyping Shape-Changing Interfaces},
	author       = {Kim, Hyunyoung and Everitt, Aluna and Tejada, Carlos and Zhong, Mengyu and Ashbrook, Daniel},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445786},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445786},
	abstract     = {Toolkits for shape-changing interfaces (SCIs) enable designers and researchers to easily explore the broad design space of SCIs. However, despite their utility, existing approaches are often limited in the number of shape-change features they can express. This paper introduces MorpheesPlug , a toolkit for creating SCIs that covers seven of the eleven shape-change features identified in the literature. MorpheesPlug is comprised of (1) a set of six standardized widgets that express the shape-change features with user-definable parameters; (2) software for 3D-modeling the widgets to create 3D-printable pneumatic SCIs; and (3) a hardware platform to control the widgets. To evaluate MorpheesPlug we carried out ten open-ended interviews with novice and expert designers who were asked to design a SCI using our software. Participants highlighted the ease of use and expressivity of the MorpheesPlug.},
	articleno    = 101,
	numpages     = 13,
	keywords     = {Toolkit design, Shape-changing Interfaces}
}
@inproceedings{10.1145/3411764.3445772,
	title        = {Interaction Pace and User Preferences},
	author       = {Goguey, Alix and Gutwin, Carl and Chen, Zhe and Suwanaposee, Pang and Cockburn, Andy},
	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          = {10.1145/3411764.3445772},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445772},
	abstract     = {The overall pace of interaction combines the user’s pace and the system’s pace, and a pace mismatch could impair user preferences (e.g., animations or timeouts that are too fast or slow for the user). Motivated by studies of speech rate convergence, we conducted an experiment to examine whether user preferences for system pace are correlated with user pace. Subjects first completed a series of trials to determine their user pace. They then completed a series of hierarchical drag-and-drop trials in which folders automatically expanded when the cursor hovered for longer than a controlled timeout. Results showed that preferences for timeout values correlated with user pace – slow-paced users preferred long timeouts, and fast-paced users preferred short timeouts. Results indicate potential benefits in moving away from fixed or customisable settings for system pace. Instead, systems could improve preferences by automatically adapting their pace to converge towards that of the user.},
	articleno    = 195,
	numpages     = 14,
	keywords     = {Interaction pace convergence, user preferences., timeouts}
}
@inproceedings{10.1145/3411764.3445771,
	title        = {Designing for Emotional Well-Being: Integrating Persuasion and Customization into Mental Health Technologies},
	author       = {Zhang, Renwen and E. Ringland, Kathryn and Paan, Melina and C. Mohr, David and Reddy, Madhu},
	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          = {10.1145/3411764.3445771},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445771},
	abstract     = {A growing body of work has emphasized the need for customizability and flexibility in mobile health technologies to increase support user autonomy. However, customization may be burdensome for people with motivational and cognitive challenges, such as those with mental illnesses, and the optimal level and type of customizability are unclear. Based on 32 interviews with people who experience symptoms of depression and anxiety, we examine how individuals use and customize mental health apps to manage their symptoms. Our findings suggest that participants’ engagement with the apps is affected by their level of energy and motivation, depending on the severity of symptoms. Customization is deemed desirable when the required user effort does not exceed users’ mental and motivational capacity and when ample resources are available. We discuss how customizable systems can increase autonomy without overburdening users in the context of mental health.},
	articleno    = 542,
	numpages     = 13,
	keywords     = {behavior change, customization, ethics, mobile apps, mHealth, mental health, persuasion}
}
@inproceedings{10.1145/3411764.3445763,
	title        = {Data Engagement Reconsidered: A Study of Automatic Stress Tracking Technology in Use},
	author       = {Ding, Xianghua (Sharon) and Wei, Shuhan and Gui, Xinning and Gu, Ning and Zhang, Peng},
	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          = {10.1145/3411764.3445763},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445763},
	abstract     = {In today’s fast-paced world, stress has become a growing health concern. While more automatic stress tracking technologies have recently become available on wearable or mobile devices, there is still a limited understanding of how they are actually used in everyday life. This paper presents an empirical study of automatic stress-tracking technologies in use in China, based on semi-structured interviews with 17 users. The study highlights three challenges of stress-tracking data engagement that prevent effective technology usage: the lack of immediate awareness, the lack of pre-required knowledge, and the lack of corresponding communal support. Drawing on the stress-tracking practices uncovered in the study, we bring these issues to the fore, and unpack assumptions embedded in related works on self-tracking and how data engagement is approached. We end by calling for a reconsideration of data engagement as part of self-tracking practices with technologies rather than simply looking at the user interface.},
	articleno    = 535,
	numpages     = 13,
	keywords     = {stress-tracking, self-tracking, knowing}
}
@inproceedings{10.1145/3411764.3445758,
	title        = {“I Am Iron Man”: Priming Improves the Learnability and Memorability of User-Elicited Gestures},
	author       = {Ali, Abdullah and Ringel Morris, Meredith and O. Wobbrock, Jacob},
	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          = {10.1145/3411764.3445758},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445758},
	abstract     = {Priming is used as a way of increasing the diversity of proposals in end-user elicitation studies, but priming has not been investigated thoroughly in this context. We conduct a distributed end-user elicitation study with 167 participants, which had three priming groups: a no-priming control group, sci-fi priming, and a creative mindset group. We evaluated the gestures proposed by these groups in a distributed learnability and memorability study with 18 participants. We found that the user-elicited gestures from the sci-fi group were significantly faster to learn, requiring an average of 1.22 viewings to learn compared to 1.60 viewings required to learn the control gestures, and 1.56 viewings to learn the gestures elicited from the creative mindset group. In addition, both primed gesture groups had higher memorability with 80% of the sci-fi-primed gestures and 73% of the creative mindset group gestures were recalled correctly after one week without practice compared to 43% of the control group gestures.},
	articleno    = 359,
	numpages     = 14,
	keywords     = {memorability, crowdsourcing, Mechanical Turk, Distributed Interaction Design, end-user elicitation study, end-user identification, learnability}
}
@inproceedings{10.1145/3411764.3445753,
	title        = {Does Clickbait Actually Attract More Clicks? Three Clickbait Studies You Must Read},
	author       = {D. Molina, Maria and Sundar, S. Shyam and Rony, Md Main Uddin and Hassan, Naeemul and Le, Thai and Lee, Dongwon},
	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          = {10.1145/3411764.3445753},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445753},
	abstract     = {Studies show that users do not reliably click more often on headlines classified as clickbait by automated classifiers. Is this because the linguistic criteria (e.g., use of lists or questions) emphasized by the classifiers are not psychologically relevant in attracting interest, or because their classifications are confounded by other unknown factors associated with assumptions of the classifiers? We address these possibilities with three studies—a quasi-experiment using headlines classified as clickbait by three machine-learning models (Study 1), a controlled experiment varying the headline of an identical news story to contain only one clickbait characteristic (Study 2), and a computational analysis of four classifiers using real-world sharing data (Study 3). Studies 1 and 2 revealed that clickbait did not generate more curiosity than non-clickbait. Study 3 revealed that while some headlines generate more engagement, the detectors agreed on a classification only 47% of the time, raising fundamental questions about their validity.},
	articleno    = 234,
	numpages     = 19,
	keywords     = {machine learning, clickbait, engagement, content perception}
}
@inproceedings{10.1145/3411764.3445745,
	title        = {Lanterns: Configuring a Digital Resource to Inspire Preschool Children's Free Play Outdoors},
	author       = {Dylan, Thomas and Durrant, Abigail and \c{C}er\c{c}i, Sena and Lawson, Shaun and Vines, 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          = {10.1145/3411764.3445745},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445745},
	abstract     = {Previous HCI research has highlighted opportunities for digital technologies to support outdoor play amongst children. However, the tendency has been to focus on older children and forms of play that are structured and rule-based. We report on a Research-through-Design (RtD) inquiry, grounded in an Embodied Interactional approach, that investigated configurations of off-the-shelf Internet of Things (IoT) tool-kits to inspire new forms of free play outdoors for preschool children. We designed the Lanterns, a tangible interactive resource that is made using household materials and guided by a template, and which explores new possibilities to inspire social play and embodied interaction outdoors. Based on observations of the Lanterns being used by preschool children and Early Years Practitioners outdoors, we identify qualities of free play promoted by the Lanterns outdoors, such as enchantment, improvisation, anticipation and choice. We discuss our findings by defining three sensitising concepts to support future design research in this space: Choosing the Way; Improvising through Movement; Anticipating a Response.},
	articleno    = 635,
	numpages     = 15,
	keywords     = {pervasive play, preschool, tool-kits, interaction design, outdoor play, free play, tangibles, children, iot}
}
@inproceedings{10.1145/3411764.3445738,
	title        = {Calibrating Pedestrians' Trust in Automated Vehicles: Does an Intent Display in an External HMI Support Trust Calibration and Safe Crossing Behavior?},
	author       = {M. Faas, Stefanie and Kraus, Johannes and Schoenhals, Alexander and Baumann, Martin},
	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          = {10.1145/3411764.3445738},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445738},
	abstract     = {Policymakers recommend that automated vehicles (AVs) display their automated driving status using an external human-machine interface (eHMI). However, previous studies suggest that a status eHMI is associated with overtrust, which might be overcome by an additional yielding intent message. We conducted a video-based laboratory study (N = 67) to investigate pedestrians’ trust and crossing behavior in repeated encounters with AVs. In a 2x2 between-subjects design, we investigated (1) the occurrence of a malfunction (AV failing to yield) and (2) system transparency (status eHMI vs. status+intent eHMI). Results show that during initial encounters, trust gradually increases and crossing onset time decreases. After a malfunction, trust declines but recovers quickly. In the status eHMI group, trust was reduced more, and participants showed 7.3 times higher odds of colliding with the AV as compared to the status+intent group. We conclude that a status eHMI can cause pedestrians to overtrust AVs and advocate additional intent messages.},
	articleno    = 157,
	numpages     = 17,
	keywords     = {pedestrians, malfunction, trust in automation, transparency, external human-machine interface, Self-driving vehicles, automated vehicles}
}
@inproceedings{10.1145/3411764.3445735,
	title        = {Planning for Natural Language Failures with the AI Playbook},
	author       = {Hong, Matthew K. and Fourney, Adam and DeBellis, Derek and Amershi, Saleema},
	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          = {10.1145/3411764.3445735},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445735},
	abstract     = {Prototyping AI user experiences is challenging due in part to probabilistic AI models making it difficult to anticipate, test, and mitigate AI failures before deployment. In this work, we set out to support practitioners with early AI prototyping, with a focus on natural language (NL)-based technologies. Our interviews with 12 NL practitioners from a large technology company revealed that, in addition to challenges prototyping AI, prototyping was often not happening at all or focused only on idealized scenarios due to a lack of tools and tight timelines. These findings informed our design of the AI Playbook, an interactive and low-cost tool we developed to encourage proactive and systematic consideration of AI errors before deployment. Our evaluation of the AI Playbook demonstrates its potential to 1) encourage product teams to prioritize both ideal and failure scenarios, 2) standardize the articulation of AI failures from a user experience perspective, and 3) act as a boundary object between user experience designers, data scientists, and engineers.},
	articleno    = 386,
	numpages     = 11,
	keywords     = {AI failures, Human-AI interaction, prototyping, natural language technologies}
}
@inproceedings{10.1145/3411764.3445732,
	title        = {Appliancizer: Transforming Web Pages into Electronic Devices},
	author       = {Garza, Jorge and Merrill, Devon J. and Swanson, Steven},
	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          = {10.1145/3411764.3445732},
	isbn         = 978145038

repository: HighTemplar-wjiang/Crawlers

repo_name: HighTemplar-wjiang/Crawlers