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DOITitleAuthorsHonorable MentionBest PaperAbstractPaperID
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https://doi.org/10.1145/3290605.3300764Exploring How Privacy and Security Factor into IoT Device Purchase BehaviorPardis Emami-Naeini, Henry Dixon, Yuvraj Agarwal, Lorrie CranorNoNoDespite growing concerns about security and privacy of Internet of Things (IoT) devices, consumers generally do not have access to security and privacy information when purchasing these devices. We interviewed 24 participants about IoT devices they purchased. While most had not considered privacy and security prior to purchase, they reported becoming concerned later due to media reports, opinions shared by friends, or observing unexpected device behavior. Those who sought privacy and security information before purchase, reported that it was difficult or impossible to find. We asked interviewees to rank factors they would consider when purchasing IoT devices; after features and price, privacy and security were ranked among the most important. Finally, we showed interviewees our prototype privacy and security label. Almost all found it to be accessible and useful, encouraging them to incorporate privacy and security in their IoT purchase decisions.pn4249
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https://doi.org/10.1145/3290605.3300428Defending My Castle: A Co-Design Study of Privacy Mechanisms for Smart HomesYaxing Yao, Justin Reed Basdeo, Smirity Kaushik, Yang WangNoNoHome is a person's castle, a private and protected space. Internet-connected devices such as locks, cameras, and speakers might make a home "smarter" but also raise privacy issues because these devices may constantly and inconspicuously collect, infer or even share information about people in the home. To explore user-centered privacy designs for smart homes, we conducted a co-design study in which we worked closely with diverse groups of participants in creating new designs. This study helps fill the gap in the literature between studying users' privacy concerns and designing privacy tools only by experts. Our participants' privacy designs often relied on simple strategies, such as data localization, disconnection from the Internet, and a private mode. From these designs, we identified six key design factors: data transparency and control, security, safety, usability and user experience, system intelligence, and system modality. We discuss how these factors can guide design for smart home privacy.pn3082
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https://doi.org/10.1145/3290605.3300779I (Don't) See What You Typed There! Shoulder-surfing Resistant Password Entry on GamepadsPeter Mayer, Nina Gerber, Benjamin Reinheimer, Philipp Rack, Kristoffer Braun, Melanie VolkamerNoNoUsing gamepad-driven devices like games consoles is an activity frequently shared with others. Thus, shoulder-surfing is a serious threat. To address this threat, we present the first investigation of shoulder-surfing resistant text password entry on gamepads by (1) identifying the requirements of this context; (2) assessing whether shoulder-surfing resistant authentication schemes proposed in non-gamepad contexts can be viably adapted to meet these requirements; (3) proposing "Colorwheels", a novel shoulder-surfing resistant authentication scheme specifically geared towards this context; (4) using two different methodologies proposed in the literature for evaluating shoulder-surfing resistance to compare "Colorwheels", on-screen keyboards (the de facto standard in this context), and an existing shoulder-surfing resistant scheme which we identified during our assessment and adapted for the gamepad context; (5) evaluating all three schemes regarding their usability. Having applied different methodologies to measure shoulder-surfing resistance, we discuss their strengths and pitfalls and derive recommendations for future research.pn7878
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https://doi.org/10.1145/3290605.3300828Voice Presentation Attack Detection through Text-Converted Voice Command AnalysisIl-Youp Kwak, Jun Ho Huh, Seung Taek Han, Iljoo Kim, Jiwon YoonNoNoVoice assistants are quickly being upgraded to support advanced, security-critical commands such as unlocking devices, checking emails, and making payments. In this paper, we explore the feasibility of using users' text-converted voice command utterances as classification features to help identify users' genuine commands, and detect suspicious commands. To maintain high detection accuracy, our approach starts with a globally trained attack detection model (immediately available for new users), and gradually switches to a user-specific model tailored to the utterance patterns of a target user. To evaluate accuracy, we used a real-world voice assistant dataset consisting of about 34.6 million voice commands collected from 2.6 million users. Our evaluation results show that this approach is capable of achieving about 3.4% equal error rate (EER), detecting 95.7% of attacks when an optimal threshold value is used. As for those who frequently use security-critical (attack-like) commands, we still achieve EER below 5%.pn9779
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https://doi.org/10.1145/3290605.3300850NaviBike: Comparing Unimodal Navigation Cues for Child CyclistsAndrii Matviienko, Swamy Ananthanarayan, Abdallah El Ali, Wilko Heuten, Susanne BollNoNoNavigation systems for cyclists are commonly screen-based devices mounted on the handlebar which show map information. Typically, adult cyclists have to explicitly look down for directions. This can be distracting and challenging for children, given their developmental differences in motor and perceptual-motor abilities compared with adults. To address this issue, we designed different unimodal cues and explored their suitability for child cyclists through two experiments. In the first experiment, we developed an indoor bicycle simulator and compared auditory, light, and vibrotactile navigation cues. In the second experiment, we investigated these navigation cues in-situ in an outdoor practice test track using a mid-size tricycle. To simulate road distractions, children were given an additional auditory task in both experiments. We found that auditory navigational cues were the most understandable and the least prone to navigation errors. However, light and vibrotactile cues might be useful for educating younger child cyclists.pn1441
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https://doi.org/10.1145/3290605.3300270At Your Service: Designing Voice Assistant Personalities to Improve Automotive User InterfacesMichael Braun, Anja Mainz, Ronee Chadowitz, Bastian Pfleging, Florian AltNoNoThis paper investigates personalized voice characters for in-car speech interfaces. In particular, we report on how we designed different personalities for voice assistants and compared them in a real world driving study. Voice assistants have become important for a wide range of use cases, yet current interfaces are using the same style of auditory response in every situation, despite varying user needs and personalities. To close this gap, we designed four assistant personalities (Friend, Admirer, Aunt, and Butler) and compared them to a baseline (Default) in a between-subject study in real traffic conditions. Our results show higher likability and trust for assistants that correctly match the user's personality while we observed lower likability, trust, satisfaction, and usefulness for incorrectly matched personalities, each in comparison with the Default character. We discuss design aspects for voice assistants in different automotive use cases.pn7115
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https://doi.org/10.1145/3290605.3300374In UX We Trust: Investigation of Aesthetics and Usability of Driver-Vehicle Interfaces and Their Impact on the Perception of Automated DrivingAnna-Katharina Frison, Philipp Wintersberger, Andreas Riener, Clemens Schartmüller, Linda Boyle, Erika Miller, Klemens WeiglNoNoIn the evolution of technical systems, freedom from error and early adoption plays a major role for market success and to maintain competitiveness. In the case of automated driving, we see that faulty systems are put into operation and users trust these systems, often without any restrictions. Trust and use are often associated with users' experience of the driver-vehicle interfaces and interior design. In this work, we present the results of our investigations on factors that influence the perception of automated driving. In a simulator study, N=48 participants had to drive a SAE level 2 vehicle with either perfect or faulty driving function. As a secondary activity, participants had to solve tasks on an infotainment system with varying aesthetics and usability (2x2). Results reveal that the interaction of conditions significantly influences trust and UX of the vehicle system. Our conclusion is that all aspects of vehicle design cumulate to system and trust perception.pn3881
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https://doi.org/10.1145/3290605.3300625PicMe: Interactive Visual Guidance for Taking Requested Photo CompositionMinju Kim, Jungjin LeeNoYesPicMe is a mobile application that provides interactive on-screen guidance that helps the user take pictures of a composition that another person requires. Once the requester captures a picture of the desired composition and delivers it to the user (photographer), a 2.5D guidance system, called the virtual frame, guides the user in real-time by showing a three-dimensional composition of the target image (i.e., size and shape). In addition, according to the matching accuracy rate, we provide a small-sized target image in an inset window as feedback and edge visualization for further alignment of the detail elements. We implemented PicMe to work fully in mobile environments. We then conducted a preliminary user study to evaluate the effectiveness of PicMe compared to traditional 2D guidance methods. The results show that PicMe helps users reach their target images more accurately and quickly by giving participants more confidence in their tasks.pn2059
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https://doi.org/10.1145/3290605.3300878Understanding Life Transitions: A Case Study of Support Needs of Low-Income MothersAnnu Sible Prabhakar, Erik Stolterman, Selma Šabanovi?NoNoLife transitions are an integral part of the human experience. However, research shows that lack of support during life transitions can result in adverse health outcomes. To better understand the support needs and structures of low-income women during transition to motherhood, we interviewed 10 women and their 14 supporters during the transition. Our findings suggest that support needs and structures of mothers evolve during transition, and that they also vary by socio-economic contexts. In this paper, we detail our study design and findings. Informed by our findings, we posit that all life-transitions are not the same, and that therefore, the optimal support intervention point varies for different life transitions. Currently there are no tools available to identify optimal support intervention points during life transitions. To this end, we also introduce a preliminary framework - the Strength-Stress-Analysis (SSA) framework - to identify optimal support intervention points during life-transitions.pn7926
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https://doi.org/10.1145/3290605.3300411Accessing a New Land: Designing for a Social Conceptualisation of AccessLizzie Coles-Kemp, Rikke JensenNoNoThis paper presents a study of mobile phone use by people settling in a new land to access state provided digital services. It shows that digital literacy and access to technology are not the only resources and capabilities needed to successfully access digital services and do not guarantee a straightforward resettlement process. Using creative engagement methods, the research involved 132 "newcomers" seeking to settle in Sweden. Ribot and Peluso's theory of access (2003) was employed to examine the complex web of access experienced by our participants. We uncover that when communities are dealing with high levels of precarity, their primary concerns are related to accessing the benefits of a service, rather than controlling access. Broadening the HCI framework, the paper concludes that a sociotechnical model of access needs to connect access control and access benefit to facilitate the design of an effective digital service.pn7213
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https://doi.org/10.1145/3290605.3300602"I Bought This for Me to Look More Ordinary": A Study of Blind People Doing Online ShoppingGuanhong Liu, Xianghua Ding, Chun Yu, Lan Gao, Xingyu Chi, Yuanchun ShiNoNoOnline shopping, by reducing the needs for traveling, has become an essential part of lives for people with visual impairments. However, in HCI, research on online shopping for them has only been limited to the analysis of accessibility and usability issues. To develop a broader and better understanding of how visually impaired people shop online and design accordingly, we conducted a qualitative study with twenty blind people. Our study highlighted that blind people's desire of being treated as ordinary had significantly shaped their online shopping practices: very attentive to the visual appearance of the goods even they themselves could not see and taking great pain to find and learn what commodities are visually appropriate for them. This paper reports how their trying to appear ordinary is manifested in online shopping and suggests design implications to support these practices.pn3170
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https://doi.org/10.1145/3290605.3300583"I was really, really nervous posting it": Communicating about Invisible Chronic Illnesses across Social Media PlatformsShruti Sannon, Elizabeth Murnane, Natalya Bazarova, Geraldine GayNoNoPeople with invisible chronic illnesses (ICIs) can use social media to seek both informational and emotional support, but these individuals also face social and health-related challenges in posting about their often-stigmatized conditions online. To understand how they evaluate different platforms for disclosure, we interviewed 19 people with ICIs who post on general social media about their illnesses, such as Facebook, Instagram, and Twitter. We present a cross-platform analysis of how platforms varied in their suitability to achieve participants' goals, as well as the challenges posed by each platform. We also found that as participants' ICIs progressed, their goals, challenges, and social media use similarly evolved over time. Our findings highlight how people with ICIs select platforms from a broader ecology of social media and suggest a general need to understand shifts in social media use for populations with chronic but changing health concerns.pn6860
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https://doi.org/10.1145/3290605.3300341SeeingVR: A Set of Tools to Make Virtual Reality More Accessible to People with Low VisionYuhang Zhao, Edward Cutrell, Christian Holz, Meredith Morris, Eyal Ofek, Andrew WilsonNoNoCurrent virtual reality applications do not support people who have low vision, i.e., vision loss that falls short of complete blindness but is not correctable by glasses. We present SeeingVR, a set of 14 tools that enhance a VR application for people with low vision by providing visual and audio augmentations. A user can select, adjust, and combine different tools based on their preferences. Nine of our tools modify an existing VR application post hoc via a plugin without developer effort. The rest require simple inputs from developers using a Unity toolkit we created that allows integrating all 14 of our low vision support tools during development. Our evaluation with 11 participants with low vision showed that SeeingVR enabled users to better enjoy VR and complete tasks more quickly and accurately. Developers also found our Unity toolkit easy and convenient to use.pn9785
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https://doi.org/10.1145/3290605.3300371Virtual Showdown: An Accessible Virtual Reality Game with Scaffolds for Youth with Visual ImpairmentsRyan Wedoff, Lindsay Ball, Amelia Wang, Yi Xuan Khoo, Lauren Lieberman, Kyle RectorNoNoVirtual Reality (VR) is a growing source of entertainment, but people who are visually impaired have not been effectively included. Audio cues are motivated as a complement to visuals, making experiences more immersive, but are not a primary cue. To address this, we implemented a VR game called Virtual Showdown. We based Virtual Showdown on an accessible real-world game called Showdown, where people use their hearing to locate and hit a ball against an opponent. Further, we developed Verbal and Verbal/Vibration Scaffolds to teach people how to play Virtual Showdown. We assessed the acceptability of Virtual Showdown and compared our scaffolds in an empirical study with 34 youth who are visually impaired. Thirty-three participants wanted to play Virtual Showdown again, and we learned that participants scored higher with the Verbal Scaffold or if they had prior Showdown experience. Our empirical findings inform the design of future accessible VR experiences.pn8133
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https://doi.org/10.1145/3290605.3300605Examining Augmented Virtuality Impairment Simulation for Mobile App Accessibility DesignKenny Choo, Rajesh Balan, Youngki LeeNoNoWith mobile apps rapidly permeating all aspects of daily living with use by all segments of the population, it is crucial to support the evaluation of app usability for specific impaired users to improve app accessibility. In this work, we examine the effects of using our augmented virtuality impairment simulation system--Empath-D--to support experienced designer-developers to redesign a mockup of commonly used mobile application for cataract-impaired users, comparing this with existing tools that aid designing for accessibility. We show that the use of augmented virtuality for assessing usability supports enhanced usability challenge identification, finding more defects and doing so more accurately than with existing methods. Through our user interviews, we also show that augmented virtuality impairment simulation supports realistic interaction and evaluation to provide a concrete understanding over the usability challenges that impaired users face, and complements the existing guidelines-based approaches meant for general accessibility.pn2904
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https://doi.org/10.1145/3290605.3300584The Effect of Field-of-View Restriction on Sex Bias in VR Sickness and Spatial Navigation PerformanceMajed Al Zayer, Isayas Adhanom, Paul Macneilage, Eelke FolmerNoNoRecent studies show that women are more susceptible to visually-induced VR sickness, which might explain the low adoption rate of VR technology among women. Reducing field-of-view (FOV) during locomotion is already a widely used strategy to reduce VR sickness as it blocks peripheral optical flow perception and mitigates visual/vestibular conflict. Prior studies show that men are more adept at 3D spatial navigation than women, though this sex bias can be minimized by providing women with a larger FOV. Our study provides insight into the relationship between sex and FOV restriction with respect to VR sickness and spatial navigation performance which seem to conflict. We find the use of an FOV restrictor to be effective in mitigating VR sickness in both sexes while we did not find a negative effect of FOV restriction on spatial navigation performance.pn1252
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https://doi.org/10.1145/3290605.3300352Mapping the Margins: Navigating the Ecologies of Domestic Violence Service ProvisionRosanna Bellini, Angelika Strohmayer, Patrick Olivier, Clara CrivellaroYesNoWork addressing the negative impacts of domestic violence on victim-survivors and service providers has slowly been contributing to the HCI discourse. However, work discussing the necessary, pre-emptive steps for researchers to enter these spaces sensitively and considerately, largely remains opaque. Heavily-politicised specialisms that are imbued with conflicting values and practices, such as domestic violence service delivery can be especially difficult to navigate. In this paper, we report on a mixed methods study consisting of interviews, a design dialogue and an ideation workshop with domestic violence service providers to explore the potential of an online service directory to support their work. Through this three-stage research process, we were able to characterise this unique service delivery landscape and identify tensions in services' access, understandings of technologies and working practices. Drawing from our findings, we discuss opportunities for researchers to work with and sustain complex information ecologies in sensitive settings.pn5538
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https://doi.org/10.1145/3290605.3300882Technologies for Social Justice: Lessons from Sex Workers on the Front LinesAngelika Strohmayer, Jenn Clamen, Mary LaingYesNoThis paper provides analysis and insight from a collaborative process with a Canadian sex worker rights organization called Stella, l'amie de Maimie, where we reflect on the use of and potential for digital technologies in service delivery. We analyze the Bad Client and Aggressor List – a reporting tool co-produced by sex workers in the community and Stella staff to reduce violence against sex workers. We analyze its current and potential future formats as an artefact for communication, in a context of sex work criminalization and the exclusion of sex workers from traditional routes for reporting violence and accessing governmental systems for justice. This paper addresses a novel aspect of HCI research that relates to digital technologies and social justice. Reflecting on the Bad Client and Aggressor List, we discuss how technologies can interact with justice-oriented service delivery and develop three implications for design.pn2345
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https://doi.org/10.1145/3290605.3300760Street-Level Algorithms: A Theory at the Gaps Between Policy and DecisionsAli Alkhatib, Michael BernsteinNoYesErrors and biases are earning algorithms increasingly malignant reputations in society. A central challenge is that algorithms must bridge the gap between high-level policy and on-the-ground decisions, making inferences in novel situations where the policy or training data do not readily apply. In this paper, we draw on the theory of street-level bureaucracies, how human bureaucrats such as police and judges interpret policy to make on-the-ground decisions. We present by analogy a theory of street-level algorithms, the algorithms that bridge the gaps between policy and decisions about people in a socio-technical system. We argue that unlike street-level bureaucrats, who reflexively refine their decision criteria as they reason through a novel situation, street-level algorithms at best refine their criteria only after the decision is made. This loop-and-a-half delay results in illogical decisions when handling new or extenuating circumstances. This theory suggests designs for street-level algorithms that draw on historical design patterns for street-level bureaucracies, including mechanisms for self-policing and recourse in the case of error.pn2484
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https://doi.org/10.1145/3290605.3300836Designing User Interface Elements to Improve the Quality and Civility of Discourse in Online Commenting BehaviorsJoseph Seering, Tianmi Fang, Luca Damasco, Mianhong Chen, Likang Sun, Geoff KaufmanNoNoEnsuring high-quality, civil social interactions remains a vexing challenge in many online spaces. In the present work, we introduce a novel approach to address this problem: using psychologically "embedded'' CAPTCHAs containing stimuli intended to prime positive emotions and mindsets. An exploratory randomized experiment (N = 454 Mechanical Turk workers) tested the impact of eight new CAPTCHA designs implemented on a simulated, politically charged comment thread. Results revealed that the two interventions that were the most successful at activating positive affect also significantly increased the positivity of tone and analytical complexity of argumentation in participants' responses. A focused follow-up experiment (N = 120 Mechanical Turk workers) revealed that exposure to CAPTCHAs featuring image sets previously validated to evoke low-arousal positive emotions significantly increased the positivity of sentiment and the levels of complexity and social connectedness in participants' posts. We offer several explanations for these results and discuss the practical and ethical implications of designing interfaces to influence discourse in online forums.pn2216
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https://doi.org/10.1145/3290605.3300872Development of a Checklist for the Prevention of Intradialytic Hypotension in Hemodialysis Care: Design Considerations Based on Activity TheoryPei-Yi Kuo, Rajiv Saran, Marissa Argentina, Michael Heung, Jennifer Bragg-Gresham, Dinesh Chatoth, Brenda Gillespie, Sarah Krein, Rebecca Wingard, Kai Zheng, Tiffany VeinotNoNoHemodialysis is life-saving therapy for end-stage renal disease; yet, 20% of hemodialysis sessions are complicated by intradialytic hypotension ("IDH"). There is a need for approaches to preventing IDH that account for their implementation contexts. Using Activity Theory, we outline the design of a digital diagnostic checklist to identify patients at risk of IDH. Checklists were chosen a priori as an outcome due to prior evidence of effectiveness. Drawing on individual interviews with 20 clinicians and three focus groups with 17 patients, we describe four activity systems within hemodialysis care. We then outline a novel design process that includes co-design activities with clinicians, and four rapid-cycle iterations that progressively incorporated activity system elements into checklist design. We contribute a new type of checklist design to HCI: one that supports diagnostic thinking rather than consistent task completion. We further broaden checklist design by including a formal role for patients in checklist completion.pn6849
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https://doi.org/10.1145/3290605.3300777Comparing the Effects of Paper and Digital Checklists on Team Performance in Time-Critical WorkLeah Kulp, Aleksandra Sarcevic, Megan Cheng, Yinan Zheng, Randall BurdNoNoThis mixed-methods study examines the effects of a tablet-based checklist system on team performance during a dynamic and safety-critical process of trauma resuscitation. We compared team performance from 47 resuscitations that used a paper checklist to that from 47 cases with a digital checklist to determine if digitizing a checklist led to improvements in task completion rates and in how fast the tasks were initiated for 18 most critical assessment and treatment tasks. We also compared if the checklist compliance increased with the digital design. We found that using the digital checklist led to more frequent completions of the initial airway assessment task but fewer completions of ear and lower extremities exams. We did not observe any significant differences in time to task performance, but found increased compliance with the checklist. Although improvements in team performance with the digital checklist were minor, our findings are important because they showed no adverse effects as a result of the digital checklist introduction. We conclude by discussing the takeaways and implications of these results for effective digitization of medical work.pn3467
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https://doi.org/10.1145/3290605.3300884Cognitive Aids in Acute Care: Investigating How Cognitive Aids Affect and Support In-hospital Emergency TeamsTobias Grundgeiger, Stephan Huber, Daniel Reinhardt, Andreas Steinisch, Oliver Happel, Thomas WurmbYesNoCognitive aids – artefacts that support a user in the completion of a task at the time – have raised great interest to support healthcare staff during medical emergencies. However, the mechanisms of how cognitive aids support or affect staff remain understudied. We describe the iterative development of a tablet-based cognitive aid application to support in-hospital resuscitation team leaders. We report a summative evaluation of two different versions of the application. Finally, we outline the limitations of current explanations of how cognitive aids work and suggest an approach based on embodied cognition. We discuss how cognitive aids alter the task of the team leader (distributed cognition), the importance of the present team situation (socially situated), and the result of the interaction between mind and environment (sensorimotor coupling). Understanding and considering the implications of introducing cognitive aids may help to increase acceptance and effectiveness of cognitive aids and eventually improve patient safety.pn5501
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https://doi.org/10.1145/3290605.3300234Human-Centered Tools for Coping with Imperfect Algorithms During Medical Decision-MakingCarrie Cai, Emily Reif, Narayan Hegde, Jason Hipp, Been Kim, Daniel Smilkov, Martin Wattenberg, Fernanda Viegas, Greg Corrado, Martin Stumpe, Michael TerryYesNoMachine learning (ML) is increasingly being used in image retrieval systems for medical decision making. One application of ML is to retrieve visually similar medical images from past patients (e.g. tissue from biopsies) to reference when making a medical decision with a new patient. However, no algorithm can perfectly capture an expert's ideal notion of similarity for every case: an image that is algorithmically determined to be similar may not be medically relevant to a doctor's specific diagnostic needs. In this paper, we identified the needs of pathologists when searching for similar images retrieved using a deep learning algorithm, and developed tools that empower users to cope with the search algorithm on-the-fly, communicating what types of similarity are most important at different moments in time. In two evaluations with pathologists, we found that these tools increased the diagnostic utility of images found and increased user trust in the algorithm. The tools were preferred over a traditional interface, without a loss in diagnostic accuracy. We also observed that users adopted new strategies when using refinement tools, re-purposing them to test and understand the underlying algorithm and to disambiguate ML errors from their own errors. Taken together, these findings inform future human-ML collaborative systems for expert decision-making.pn9808
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https://doi.org/10.1145/3290605.3300452Patient Perspectives on Self-Management Technologies for Chronic Fatigue SyndromeTabby Davies, Simon Jones, Ryan KellyNoNoChronic Fatigue Syndrome (CFS) is a debilitating medical condition that is characterized by a range of physical, cognitive and social impairments. This paper investigates CFS patients' perspectives on the potential for technological support for self-management of their symptoms. We report findings from three studies in which people living with CFS 1) prioritized symptoms that they would like technologies to address, 2) articulated their current approaches to self-management alongside challenges they face, and 3) reflected on their experiences with three commercial smartphone apps related to symptom management. We contribute an understanding of the specific needs of the ME/CFS population and the ways in which they currently engage in self-management using technology. The paper ends by describing five high-level design recommendations for ME/CFS self-management technologies.pn1035
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https://doi.org/10.1145/3290605.3300895"Tricky to get your head around": Information Work of People Managing Chronic Kidney Disease in the UKEleanor Burgess, Madhu Reddy, Andrew Davenport, Paul Laboi, Ann BlandfordNoNoPeople diagnosed with a chronic health condition have many information needs which healthcare providers, patient groups, and resource designers seek to support. However, as a disease progresses, knowing when, how, and for what purposes patients want to interact with and construct personal meaning from health-related information is still unclear. This paper presents findings regarding the information work of chronic kidney disease patients. We conducted semi-structured interviews with 13 patients and 6 clinicians, and observations at 9 patient group events. We used the stages of the information journey – recognizing need, seeking, interpreting, and using information – to frame our data analysis. We identified two distinct but often overlapping information work phases, 'Learning' and 'Living With' a chronic condition to show how patient information work activities shift over time. We also describe social and individual factors influencing information work, and discuss technology design opportunities including customized education and collaboration tools.pn5633
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https://doi.org/10.1145/3290605.3300700Supporting Communication About Values Between People with Multiple Chronic Conditions and their ProvidersAndrew Berry, Catherine Lim, Tad Hirsch, Andrea Hartzler, Linda Kiel, Zoë Bermet, James RalstonNoNoPeople with multiple chronic conditions (MCC) often disagree with healthcare providers on priorities for care, leading to worse health outcomes. To align priorities, there is a need to support patient-provider communication about what patients consider important for their well-being and health (i.e., their personal values). To address barriers to communication about values, we conducted a two-part study with key stakeholders in MCC care: patients, informal caregivers, and providers. In Part I, co-design activities generated seven dimensions that characterize stakeholders' diverse ideas for supporting communication about values: explicitness, effort, disclosure, guidance, intimacy, scale, and synchrony. In Part II, we used the dimensions to generate three design concepts and presented them in focus groups to further scrutinize findings from Part I. Based on these findings we outline directions for research and design to improve patient-provider communication about patients' personal values.pn1089
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https://doi.org/10.1145/3290605.3300885Facilitating Self-reflection about Values and Self-care Among Individuals with Chronic ConditionsCatherine Lim, Andrew Berry, Andrea Hartzler, Tad Hirsch, David Carrell, Zoë Bermet, James RalstonNoNoIndividuals with multiple chronic conditions (MCC) experience the overwhelming burden of treating MCC and frequently disagree with their providers on priorities for care. Aligning self-care with patients' values may improve healthcare for these patients. However, patients' values are not routinely discussed in clinical conversations and patients may not actively share this information with providers. In a qualitative field study, we interviewed 15 patients in their homes to investigate techniques that encourage patients to articulate values, self-care, and how they relate. Study activities facilitated self-reflection on values and self-care and produced varying responses, including: raising consciousness, evolving perspectives, identifying misalignments, and considering changes. We discuss how our findings extend prior work on supporting reflection in HCI and inform the design of tools for improving care for people with MCC.pn8281
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https://doi.org/10.1145/3290605.3300408Ethical Mediation in UX PracticeColin Gray, Shruthi ChivukulaNoNoHCI scholars have become increasingly interested in describing the complex nature of UX practice. In parallel, HCI and STS scholars have sought to describe the ethical and value-laden relationship between designers and design outcomes. However, little research describes the ethical engagement of UX practitioners as a form of design complexity, including the multiple mediating factors that impact ethical awareness and decision-making. In this paper, we use a practice-led approach to describe ethical complexity, presenting three varied cases of UX practitioners based onin situ observations and interviews. In each case, we describe salient factors relating to ethical mediation, including organizational practices, self-driven ethical principles, and unique characteristics of specific projects the practitioner is engaged in. Using the concept of mediation from activity theory, we provide a rich account of practitioners' ethical decision making. We propose future work on ethical awareness and design education based on the concept of ethical mediation.pn3930
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https://doi.org/10.1145/3290605.3300859An Exploration of Bitcoin Mining Practices: Miners' Trust Challenges and MotivationsIrni Eliana Khairuddin, Corina SasNoNoBitcoin blockchain technology is a distributed ledger of nodes authorizing transactions between anonymous parties. Its key actors are miners using computational power to solve mathematical problems for validating transactions. By sharing blockchain's characteristics, mining is a decentralized, transparent and unregulated practice, less explored in HCI, so we know little about miners' motivations and experiences, and how these may impact on different dimensions of trust. This paper reports on interviews with 20 bitcoin miners about their practices and trust challenges. Findings contribute to HCI theories by extending the exploration of blockchain's characteristics relevant to trust with the competitiveness dimension underpinning the social organization of mining. We discuss the risks of collaborative mining due to centralization and dishonest administrators, and conclude with design implications highlighting the need for tools monitoring the distribution of rewards in collaborative mining, tools tracking data centers' authorization and reputation, and tools supporting the development of decentralized pools.pn7122
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https://doi.org/10.1145/3290605.3300307Analyzing Value Discovery in Design Decisions Through EthicographyShruthi Chivukula, Colin Gray, Jason BrierYesNoHCI scholarship is increasingly concerned with the ethical impact of socio-technical systems. Current theoretically driven approaches that engage with ethics generally prescribe only abstract approaches by which designers might consider values in the design process. However, there is little guidance on methods that promote value discovery, which might lead to more specific examples of relevant values in specific design contexts. In this paper, we elaborate a method for value discovery, identifying how values impact the designer's decision making. We demonstrate the use of this method, called Ethicography, in describing value discovery and use throughout the design process. We present analysis of design activity by user experience (UX) design students in two lab protocol conditions, describing specific human values that designers considered for each task, and visualizing the interplay of these values. We identify opportunities for further research, using the Ethicograph method to illustrate value discovery and translation into design solutions.pn8774
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https://doi.org/10.1145/3290605.3300617Autonomous Distributed Energy Systems: Problematising the Invisible through Design, Drama and DeliberationLarissa Pschetz, Kruakae Pothong, Chris SpeedYesNoTechnologies such as blockchains, smart contracts and programmable batteries facilitate emerging models of energy distribution, trade and consumption, and generate a considerable number of opportunities for energy markets. However, these developments complicate relationships between stakeholders, disrupting traditional notions of value, control and ownership. Discussing these issues with the public is particularly challenging as energy consumption habits often obscure the competing values and interests that shape stakeholders' relationships. To make such difficult discussions more approachable and examine the missing relational aspect of autonomous energy systems, we combined the design of speculative hairdryers with performance and deliberation. This integrated method of inquiry makes visible the competing values and interests, eliciting people's wishes to negotiate these terms. We argue that the complexity of mediated energy distribution and its convoluted stakeholder relationships requires more sophisticated methods of inquiry to engage people in debates concerning distributed energy systems.pn5261
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https://doi.org/10.1145/3290605.3300893Shape Structuralizer: Design, Fabrication, and User-driven Iterative Refinement of 3D Mesh ModelsSubramanian Chidambaram, Yunbo Zhang, Venkatraghavan Sundararajan, Niklas Elmqvist, Karthik RamaniNoNoCurrent Computer-Aided Design (CAD) tools lack proper support for guiding novice users towards designs ready for fabrication. We propose Shape Structuralizer (SS), an interactive design support system that repurposes surface models into structural constructions using rods and custom 3D-printed joints. Shape Structuralizer embeds a recommendation system that computationally supports the user during design ideation by providing design suggestions on local refinements of the design. This strategy enables novice users to choose designs that both satisfy stress constraints as well as their personal design intent. The interactive guidance enables users to repurpose existing surface mesh models, analyze them in-situ for stress and displacement constraints, add movable joints to increase functionality, and attach a customized appearance. This also empowers novices to fabricate even complex constructs while ensuring structural soundness. We validate the Shape Structuralizer tool with a qualitative user study where we observed that even novice users were able to generate a large number of structurally safe designs for fabrication.pn9253
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https://doi.org/10.1145/3290605.3300796Kyub: A 3D Editor for Modeling Sturdy Laser-Cut ObjectsPatrick Baudisch, Arthur Silber, Yannis Kommana, Milan Gruner, Ludwig Wall, Kevin Reuss, Lukas Heilmann, Robert Kovacs, Daniel Rechlitz, Thijs RoumenNoNoWe present an interactive editing system for laser cutting called kyub. Kyub allows users to create models efficiently in 3D, which it then unfolds into the 2D plates laser cutters expect. Unlike earlier systems, such as FlatFitFab, kyub affords construction based on closed box structures, which allows users to turn very thin material, such as 4mm plywood, into objects capable of withstanding large forces, such as chairs users can actually sit on. To afford such sturdy construction, every kyub project begins with a simple finger-joint "boxel"—a structure we found to be capable of withstanding over 500kg of load. Users then extend their model by attaching additional boxels. Boxels merge automatically, resulting in larger, yet equally strong structures. While the concept of stacking boxels allows kyub to offer the strong affordance and ease of use of a voxel-based editor, boxels are not confined to a grid and readily combine with kuyb's various geometry deformation tools. In our technical evaluation, objects built with kyub withstood hundreds of kilograms of loads. In our user study, non-engineers rated the learnability of kyub 6.1/7.pn4184
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https://doi.org/10.1145/3290605.3300414Digital Fabrication of Soft Actuated Objects by Machine KnittingLea Albaugh, Scott Hudson, Lining YaoNoNoWith recent interest in shape-changing interfaces, material-driven design, wearable technologies, and soft robotics, digital fabrication of soft actuatable material is increasingly in demand. Much of this research focuses on elastomers or non-stretchy air bladders. Computationally-controlled machine knitting offers an alternative fabrication technology which can rapidly produce soft textile objects that have a very different character: breathable, lightweight, and pleasant to the touch. These machines are well established and optimized for the mass production of garments, but compared to other digital fabrication techniques such as CNC machining or 3D printing, they have received much less attention as general purpose fabrication devices. In this work, we explore new ways to employ machine knitting for the creation of actuated soft objects. We describe the basic operation of this type of machine, then show new techniques for knitting tendon-based actuation into objects. We explore a series of design strategies for integrating tendons with shaping and anisotropic texture design. Finally, we investigate different knit material properties, including considerations for motor control and sensing.pn8506
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https://doi.org/10.1145/3290605.3300877Understanding Metamaterial MechanismsAlexandra Ion, David Lindlbauer, Philipp Herholz, Marc Alexa, Patrick BaudischNoNoIn this paper, we establish the underlying foundations of mechanisms that are composed of cell structures---known as metamaterial mechanisms. Such metamaterial mechanisms were previously shown to implement complete mechanisms in the cell structure of a 3D printed material, without the need for assembly. However, their design is highly challenging. A mechanism consists of many cells that are interconnected and impose constraints on each other. This leads to unobvious and non-linear behavior of the mechanism, which impedes user design. In this work, we investigate the underlying topological constraints of such cell structures and their influence on the resulting mechanism. Based on these findings, we contribute a computational design tool that automatically creates a metamaterial mechanism from user-defined motion paths. This tool is only feasible because our novel abstract representation of the global constraints highly reduces the search space of possible cell arrangements.pn4270
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https://doi.org/10.1145/3290605.3300931How to Design Voice Based Navigation for How-To VideosMinsuk Chang, Anh Truong, Oliver Wang, Maneesh Agrawala, Juho KimNoNoWhen watching how-to videos related to physical tasks, users' hands are often occupied by the task, making voice input a natural fit. To better understand the design space of voice interactions for how-to video navigation, we conducted three think-aloud studies using: 1) a traditional video interface, 2) a research probe providing a voice controlled video interface, and 3) a wizard-of-oz interface. From the studies, we distill seven navigation objectives and their underlying intents: pace control pause, content alignment pause, video control pause, reference jump, replay jump, skip jump, and peek jump. Our analysis found that users' navigation objectives and intents affect the choice of referent type and referencing approach in command utterances. Based on our findings, we recommend to 1) support conversational strategies like sequence expansions and command queues, 2) allow users to identify and refine their navigation objectives explicitly, and 3) support the seven interaction intents.pn9250
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https://doi.org/10.1145/3290605.3300311B-Script: Transcript-based B-roll Video Editing with RecommendationsBernd Huber, Hijung Shin, Bryan Russell, Oliver Wang, Gautham MysoreNoNoIn video production, inserting B-roll is a widely used technique to enrich the story and make a video more engaging. However, determining the right content and positions of B-roll and actually inserting it within the main footage can be challenging, and novice producers often struggle to get both timing and content right. We present B-Script, a system that supports B-roll video editing via interactive transcripts. B-Script has a built-in recommendation system trained on expert-annotated data, recommending users B-roll position and content. To evaluate the system, we conducted a within-subject user study with 110 participants, and compared three interface variations: a timeline-based editor, a transcript-based editor, and a transcript-based editor with recommendations. Users found it easier and were faster to insert B-roll using the transcript-based interface, and they created more engaging videos when recommendations were provided.pn9357
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https://doi.org/10.1145/3290605.3300514TutoriVR: A Video-Based Tutorial System for Design Applications in Virtual RealityBalasaravanan Thoravi Kumaravel, Cuong Nguyen, Stephen Diverdi, Björn HartmannNoNoVirtual Reality painting is a form of 3D-painting done in a Virtual Reality (VR) space. Being a relatively new kind of art form, there is a growing interest within the creative practices community to learn it. Currently, most users learn using community posted 2D-videos on the internet, which are a screencast recording of the painting process by an instructor. While such an approach may suffice for teaching 2D-software tools, these videos by themselves fail in delivering crucial details that required by the user to understand actions in a VR space. We conduct a formative study to identify challenges faced by users in learning to VR-paint using such video-based tutorials. Informed by results of this study, we develop a VR-embedded tutorial system that supplements video tutorials with 3D and contextual aids directly in the user's VR environment. An exploratory evaluation showed users were positive about the system and were able to use the proposed system to recreate painting tasks in VR.pn1028
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https://doi.org/10.1145/3290605.3300852Interactive Body-Driven Graphics for Augmented Video PerformanceNazmus Saquib, Rubaiat Habib Kazi, Li-Yi Wei, Wilmot LiNoNoWe present a system that augments live presentation videos with interactive graphics to create a powerful and expressive storytelling environment. Using our system, the presenter interacts with the graphical elements in real-time with gestures and postures, thus leveraging our innate, everyday skills to enhance our communication capabilities with the audience. However, crafting such an interactive and expressive performance typically requires programming, or highly-specialized tools tailored for experts. Our core contribution is a flexible, direct manipulation UI which enables amateurs and experts to craft such presentations beforehand by mapping a variety of body movements to a wide range of graphical manipulations. By simplifying the mapping between gestures, postures, and their corresponding output effects, our UI enables users to craft customized, rich interactions with the graphical elements. Our user study demonstrates the potential usage and unique affordance of this mixed-reality medium for storytelling and presentation across a range of application domains.pn9295
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https://doi.org/10.1145/3290605.3300883Career Mentoring in Online Communities: Seeking and Receiving Advice from an Online CommunityMaria Tomprou, Laura Dabbish, Robert Kraut, Fannie LiuNoNoAlthough people frequently seek mentoring or advice for their career, most mentoring is performed in person. Little research has examined the nature and quality of career mentoring online. To address this gap, we study how people use online Q&A forums for career advice. We develop a taxonomy of career advice requests based on a qualitative analysis of posts in a career-related online forum, identifying three key types: best practices, career threats, and time-sensitive requests. Our quantitative analysis of responses shows that both requesters and external viewers value general information, encouragement, and guidance, but not role modeling. We found no relation between the type of requests and features of responses, nor differences in responses valued by requesters versus external viewers. We present design recommendations for supporting online career advice exchange.pn4210
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https://doi.org/10.1145/3290605.3300367What Happens After Disclosing Stigmatized Experiences on Identified Social Media: Individual, Dyadic, and Social/Network OutcomesNazanin AndalibiYesNoDisclosing stigmatized experiences or identity facets on identified social media (e.g., Facebook) can be risky, inhibited, yet beneficial for the discloser. I investigate such disclosures' outcomes when they do happen on identified social media as perceived by the individuals who perform them. I draw on interviews with women who have experienced pregnancy loss and are social media users in the U.S. I document outcomes at the social/network, individual, and dyad levels. I highlight the powerful role of connecting with others with a similar experience within networks of known ties, how disclosures lead to relationship changes, how disclosers take on new social roles as mentors and support sources, and how helpful connections following disclosures originate from various kinds of ties via diverse communication channels. I emphasize reciprocal disclosures as an outcome contributing to further outcomes (e.g., destigmatizing pregnancy loss). I provide design implications related to facilitating being a support source and mentor, helpful reciprocal disclosures, and finding similar others within networks of known ties.pn2912
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https://doi.org/10.1145/3290605.3300473Communication Breakdowns Between Families and AlexaErin Beneteau, Olivia Richards, Mingrui Zhang, Julie Kientz, Jason Yip, Alexis HinikerNoNoWe investigate how families repair communication breakdowns with digital home assistants. We recruited 10 diverse families to use an Amazon Echo Dot in their homes for four weeks. All families had at least one child between four and 17 years old. Each family participated in pre- and post- deployment interviews. Their interactions with the Echo Dot (Alexa) were audio recorded throughout the study. We analyzed 59 communication breakdown interactions between family members and Alexa, framing our analysis with concepts from HCI and speech-language pathology. Our findings indicate that family members collaborate using discourse scaffolding (supportive communication guidance) and a variety of speech and language modifications in their attempts to repair communication breakdowns with Alexa. Alexa's responses also influence the repair strategies that families use. Designers can relieve the communication repair burden that primarily rests with families by increasing digital home assistants' abilities to collaborate together with users to repair communication breakdowns.pn4063
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https://doi.org/10.1145/3290605.3300501Nurturing Constructive Disagreement - Agonistic Design with Neurodiverse ChildrenChristopher Frauenberger, Katta Spiel, Laura Scheepmaker, Irene PoschNoNoParticipatory design (PD) with heterogeneous groups poses particular challenges, requiring spaces in which different agendas or visions can be negotiated. In this paper we report on our PD work with two groups of neurodiverse children to design technologies that support co-located, social play. The heterogeneity in the groups in terms of abilities, conceptions of play, motivations to be involved and individual preferences has challenged us to think of the design process and its outcomes as spaces for continuous negotiation. Drawing on the notion of agonistic PD, we sought not to necessarily reconcile all views, but foster constructive disagreement as a resource for and possible outcome of design. Using our project work as a case study, we report on controversies, big and small, and how they manifested themselves in the processes and outcomes. Reflecting on our experiences, we discuss possible implications on the notion of democratising technology innovation.pn1756
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https://doi.org/10.1145/3290605.3300621Crowdworker Economics in the Gig EconomyJason Jacques, Per Ola KristenssonNoNoThe nature of work is changing. As labor increasingly trends to casual work in the emerging gig economy, understanding the broader economic context is crucial to effective engagement with a contingent workforce. Crowdsourcing represents an early manifestation of this fluid, laisser-faire, on-demand workforce. This work analyzes the results of four large-scale surveys of US-based Amazon Mechanical Turk workers recorded over a six-year period, providing comparable measures to national statistics. Our results show that despite unemployment far higher than national levels, crowdworkers are seeing positive shifts in employment status and household income. Our most recent surveys indicate a trend away from full-time-equivalent crowdwork, coupled with a reduction in estimated poverty levels to below national figures. These trends are indicative of an increasingly flexible workforce, able to maximize their opportunities in a rapidly changing national labor market, which may have material impacts on existing models of crowdworker behavior.pn8015
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https://doi.org/10.1145/3290605.3300522Crowdsourcing Multi-label Audio Annotation Tasks with Citizen ScientistsMark Cartwright, Graham Dove, Ana Elisa Méndez Méndez, Juan Bello, Oded NovNoNoAnnotating rich audio data is an essential aspect of training and evaluating machine listening systems. We approach this task in the context of temporally-complex urban soundscapes, which require multiple labels to identify overlapping sound sources. Typically this work is crowdsourced, and previous studies have shown that workers can quickly label audio with binary annotation for single classes. However, this approach can be difficult to scale when multiple passes with different focus classes are required to annotate data with multiple labels. In citizen science, where tasks are often image-based, annotation efforts typically label multiple classes simultaneously in a single pass. This paper describes our data collection on the Zooniverse citizen science platform, comparing the efficiencies of different audio annotation strategies. We compared multiple-pass binary annotation, single-pass multi-label annotation, and a hybrid approach: hierarchical multi-pass multi-label annotation. We discuss our findings, which support using multi-label annotation, with reference to volunteer citizen scientists' motivations.pn1120
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https://doi.org/10.1145/3290605.3300366Navigating Ride-Sharing Regulations: How Regulations Changed the 'Gig' of Ride-Sharing for Drivers in TaiwanAnita Chen, Chien-Wen Yuan, Ning Ma, Chi-Yang Hsu, Benjamin HanrahanNoNoRide-sharing platforms have rapidly spread and disrupted ride hailing markets, resulting in conflicts between ride-sharing and taxi drivers. Taxi drivers claim that their counterparts have unfair advantages in terms of lower prices and a more stable customer base, making it difficult to earn a living. Local government entities have dealt with this disruption and conflict in different ways, often looking towards some form of regulation. While there have been discussions about what the regulation should be, there has been less work looking at what impacts regulations have on ride-sharing drivers and their usage of the platforms. In this paper we present our interview study of ride-sharing drivers in Taiwan, who have gone through three distinct phases of regulation. Drivers felt that regulations legitimized their work, while having to navigate consequences related to regulated access to platforms and fundamental changes to the "gig'' of ride-sharing.pn3759
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https://doi.org/10.1145/3290605.3300622Why Do You Need This? Selective Disclosure of Data Among Citizen ScientistsAnna Rudnicka, Anna Cox, Sandy GouldNoNoRecent scandals involving data from participatory research have contributed to broader public concern about online privacy. Such concerns might make people more reluctant to participate in research that asks them to volunteer personal data, compromising many researchers' data collection. We tested several motivational messages that encouraged participation in a citizen science project. We measured people's willingness to disclose personal information. While participants were less likely to share sensitive data than neutral data, disclosure behaviour was not affected by attitudes to privacy. Importantly, we found that citizen scientists who were exposed to a motivational message that emphasised 'learning' were more likely to share sensitive information than those presented with other types of motivational cues. Our results suggest that priming individuals with motivational messages can increase their willingness to contribute personal data to a project, even if the request pertains to sensitive information.pn6888
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https://doi.org/10.1145/3290605.3300345(Re-)Framing Menopause Experiences for HCI and DesignJeffrey Bardzell, Shaowen Bardzell, Amanda Lazar, Norman SuNoNoInformed by considerations from medicine and wellness research, experience design, investigations of new and emerging technologies, and sociopolitical critique, HCI researchers have demonstrated that women's health is a complex and rich topic. Turning these research outputs into productive interventions, however, is difficult. We argue that design is well positioned to address such a challenge thanks to its methodological traditions of problem setting and framing situated in synthetic (rather than analytic) knowledge production. In this paper, we focus on designing for experiences of menopause. Building on our prior empirical work on menopause and our commitment to pursue design informed by women's lived experience, we iteratively generated dozens of design frames and accompanying design crits. We document the unfolding of our design reasoning, showing how good-seeming insights nonetheless often lead to bad designs, while working progressively towards stronger insights and design constructs. The latter we offer as a contribution to researchers and practitioners who work at the intersections of women's health and design.pn5349
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https://doi.org/10.1145/3290605.3300710Parting the Red Sea: Sociotechnical Systems and Lived Experiences of MenopauseAmanda Lazar, Norman Su, Jeffrey Bardzell, Shaowen BardzellNoNoMenopause is a major life change affecting roughly half of the population, resulting in physiological, emotional, and social changes. To understand experiences with menopause holistically, we conducted a study of a subreddit forum. The project was informed by feminist social science methodologies, which center knowledge production on women's lived experiences. Our central finding is that the lived experience of menopause is social: menopause is less about bodily experiences by themselves and more about how experiences with the body become meaningful over time in the social context. We find that gendered marginalization shapes diverse social relationships, leading to widespread feelings of alienation and negative transformation — often expressed in semantically dense figurative language. Research and design can accordingly address menopause not only as a women's health concern, but also as a matter of facilitating social support and a social justice issue.pn4549
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https://doi.org/10.1145/3290605.3300881"Notjustgirls": Exploring Male-related Eating Disordered Content across Social Media PlatformsJessica Pater, Lauren Reining, Andrew Miller, Tammy Toscos, Elizabeth MynattNoNoEating disorders (EDs) are a worldwide public health concern that impact approximately 10% of the U.S. population. Our previous research characterized these behaviors across online spaces. These characterizations have used clinical terminology, and their lexical variants, to identify ED content online. However, previous HCI research on EDs (including our own) suffers from a lack of gender and cultural diversity. In this paper, we designed a follow-up study of online ED characterizations, extending our previous methodologies to focus specifically on male/masculine-related content. We highlight the similarities and differences found in the terminology utilized and media archetypes associated with the social media content. Finally, we discuss other considerations highlighted through our analysis of the male-related content that is missing from the previous research.pn8732
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https://doi.org/10.1145/3290605.3300704Psychologically Inclusive Design: Cues Impact Women's Participation in STEM EducationRené Kizilcec, Andrew SaltarelliNoNoVisual and verbal cues can reinforce barriers to access for women in science, technology, engineering, and math (STEM) disciplines. Psychologically inclusive design is an evidence-based approach to reduce psychological barriers by strategically placing content and design cues in the environment. Two large field experiments provide estimates of the behavioral impact of psychologically inclusive cues on women's and men's enrollment behaviors in an online learning environment. First, a gender-inclusive photo and statement in an online advertisement for a STEM course increased the click-through rate among women but not men by 26% (N=209,000). Second, an inclusivity statement with a gender-inclusive course image to the enrollment page raised the proportion of women enrolling in a STEM course by up to 18% (N=63,000). These findings contribute evidence of the behavioral impact of psychologically inclusive design to the literature and yield practical implications for the presentation of STEM opportunities.pn3308
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https://doi.org/10.1145/3290605.3300462Neighborhood Perception in Bar ChartsMingqian Zhao, Huamin Qu, Michael SedlmairNoNoIn this paper, we report three user experiments that investigate in how far the perception of a bar in a bar chart changes based on the height of its neighboring bars. We hypothesized that the perception of the very same bar, for instance, might differ when it is surrounded by the top highest vs. the top lowest bars. Our results show that such neighborhood effects exist: a target bar surrounded by high neighbor bars, is perceived to be lower as the same bar surrounded with low neighbors. Yet, the effect size of this neighborhood effect is small compared to other data-inherent effects: the judgment accuracy largely depends on the target bar rank, number of data items, and other data characteristics of the dataset. Based on the findings, we discuss design implications for perceptually optimizing bar charts.pn7729
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https://doi.org/10.1145/3290605.3300422Ranked-List Visualization: A Graphical Perception StudyPranathi Mylavarapu, Adil Yalcin, Xan Gregg, Niklas ElmqvistNoNoVisualization of ranked lists is a common occurrence, but many in-the-wild solutions fly in the face of vision science and visualization wisdom. For example, treemaps and bubble charts are commonly used for this purpose, despite the fact that the data is not hierarchical and that length is easier to perceive than area. Furthermore, several new visual representations have recently been suggested in this area, including wrapped bars, packed bars, piled bars, and Zvinca plots. To quantify the differences and trade-offs for these ranked-list visualizations, we here report on a crowdsourced graphical perception study involving six such visual representations, including the ubiquitous scrolled barchart, in three tasks: ranking (assessing a single item), comparison (two items), and average (assessing global distribution). Results show that wrapped bars may be the best choice for visualizing ranked lists, and that treemaps are surprisingly accurate despite the use of area rather than length to represent value.pn4239
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https://doi.org/10.1145/3290605.3300771Saliency Deficit and Motion Outlier Detection in Animated ScatterplotsRafael Veras, Christopher CollinsYesNoWe report the results of a crowdsourced experiment that measured the accuracy of motion outlier detection in multivariate, animated scatterplots. The targets were outliers either in speed or direction of motion, and were presented with varying levels of saliency in dimensions that are irrelevant to the task of motion outlier detection (e.g., color, size, position). We found that participants had trouble finding the outlier when it lacked irrelevant salient features and that visual channels contribute unevenly to the odds of an outlier being correctly detected. Direction of motion contributes the most to accurate detection of speed outliers, and position contributes the most to accurate detection of direction outliers. We introduce the concept of saliency deficit in which item importance in the data space is not reflected in the visualization due to a lack of saliency. We conclude that motion outlier detection is not well supported in multivariate animated scatterplots.pn6049
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https://doi.org/10.1145/3290605.3300899Measuring the Separability of Shape, Size, and Color in ScatterplotsStephen Smart, Danielle SzafirNoNoScatterplots commonly use multiple visual channels to encode multivariate datasets. Such visualizations often use size, shape, and color as these dimensions are considered separable--dimensions represented by one channel do not significantly interfere with viewers' abilities to perceive data in another. However, recent work shows the size of marks significantly impacts color difference perceptions, leading to broader questions about the separability of these channels. In this paper, we present a series of crowdsourced experiments measuring how mark shape, size, and color influence data interpretation in multiclass scatterplots. Our results indicate that mark shape significantly influences color and size perception, and that separability among these channels functions asymmetrically: shape more strongly influences size and color perceptions in scatterplots than size and color influence shape. Models constructed from the resulting data can help designers anticipate viewer perceptions to build more effective visualizations.pn8350
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https://doi.org/10.1145/3290605.3300281Context-Informed Scheduling and Analysis: Improving Accuracy of Mobile Self-ReportsNiels Van Berkel, Jorge Goncalves, Peter Koval, Simo Hosio, Tilman Dingler, Denzil Ferreira, Vassilis KostakosNoNoMobile self-reports are a popular technique to collect participant labelled data in the wild. While literature has focused on increasing participant compliance to self-report questionnaires, relatively little work has assessed response accuracy. In this paper, we investigate how participant context can affect response accuracy and help identify strategies to improve the accuracy of mobile self-report data. In a 3-week study we collect over 2,500 questionnaires containing both verifiable and non-verifiable questions. We find that response accuracy is higher for questionnaires that arrive when the phone is not in ongoing or very recent use. Furthermore, our results show that long completion times are an indicator of a lower accuracy. Using contextual mechanisms readily available on smartphones, we are able to explain up to 13% of the variance in participant accuracy. We offer actionable recommendations to assist researchers in their future deployments of mobile self-report studies.pn7120
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https://doi.org/10.1145/3290605.3300419Investigating the Effect of Orientation and Visual Style on Touchscreen Slider PerformanceAshley Colley, Sven Mayer, Niels HenzeNoNoSliders are one of the most fundamental components used in touchscreen user interfaces (UIs). When entering data using a slider, errors occur due e.g. to visual perception, resulting in inputs not matching what is intended by the user. However, it is unclear if the errors occur uniformly across the full range of the slider or if there are systematic offsets. We conducted a study to assess the errors occurring when entering values with horizontal and vertical sliders as well as two common visual styles. Our results reveal significant effects of slider orientation and style on the precision of the entered values. Furthermore, we identify systematic offsets that depend on the visual style and the target value. As the errors are partially systematic, they can be compensated to improve users' precision. Our findings provide UI designers with data to optimize user experiences in the wide variety of application areas where slider based touchscreen input is used.pn4075
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https://doi.org/10.1145/3290605.3300927LocknType: Lockout Task Intervention for Discouraging Smartphone App UseJaejeung Kim, Joonyoung Park, Hyunsoo Lee, Minsam Ko, Uichin LeeNoNoInstant access and gratification make it difficult for us to self-limit the use of smartphone apps. We hypothesize that a slight increase in the interaction cost of accessing an app could successfully discourage app use. We propose a proactive intervention that requests users to perform a simple lockout task (e.g., typing a fixed length number) whenever a target app is launched. We investigate how a lockout task with varying workloads (i.e., pause only without number input, 10-digit input, and 30-digit input) influence a user's decision making, by a 3-week, in-situ experiment with 40 participants. Our findings show that even the pause-only task that requires a user to press a button to proceed discouraged an average of 13.1% of app use, and the 30-digit-input task discouraged 47.5%. We derived determinants of app use and non-use decision making for a given lockout task. We further provide implications for persuasive technology design for discouraging undesired behaviors.pn6724
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https://doi.org/10.1145/3290605.3300255Diagnosing and Coping with Mode Errors in Korean-English Dual-language KeyboardSangyoon Lee, Jaeyeon Lee, Geehyuk LeeNoNoIn countries where languages with non-Latin characters are prevalent, people use a keyboard with two language modes namely, the native language and English, and often experience mode errors. To diagnose the mode error problem, we conducted a field study and observed that 78% of the mode errors occurred immediately after application switching. We implemented four methods (Auto-switch, Preview, Smart-toggle, and Preview & Smart-toggle) based on three strategies to deal with the mode error problem and conducted field studies to verify their effectiveness. In the studies considering Korean-English dual input, Auto-switch was ineffective. On the contrary, Preview significantly reduced the mode errors from 75.1% to 41.3%, and Smart-toggle saved typing cost for recovering from mode errors. In Preview & Smart-toggle, Preview reduced mode errors and Smart-toggle handled 86.2% of the mode errors that slipped past Preview. These results suggest that Preview & Smart-toggle is a promising method for preventing mode errors for the Korean-English dual-input environment.pn4339
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https://doi.org/10.1145/3290605.3300930Sensory Alignment in Immersive EntertainmentJoe Marshall, Steve Benford, Richard Byrne, Paul TennentNoNoWhen we use digital systems to stimulate the senses, we typically stimulate only a subset of users' senses, leaving other senses stimulated by the physical world. This creates potential for misalignment between senses, where digital and physical stimulation give conflicting signals to users. We synthesize knowledge from HCI, traditional entertainments, and underlying sensory science research relating to how senses work when given conflicting signals. Using this knowledge we present a design dimension of sensory alignment, and show how this dimension presents opportunities for a range of creative strategies ranging from full alignment of sensory stimulation, up to extreme conflict between senses.pn6303
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https://doi.org/10.1145/3290605.3300455A Framework for the Experience of Meaning in Human-Computer InteractionElisa Mekler, Kasper HornbækNoYesThe view of quality in human-computer interaction continuously develops, having in past decades included consistency, transparency, usability, and positive emotions. Recently, meaning is receiving increased interest in the user experience literature and in industry, referring to the end, purpose or significance of interaction with computers. However, the notion of meaning remains elusive and a bewildering number of senses are in use. We present a framework of meaning in interaction, based on a synthesis of psychological meaning research. The framework outlines five distinct senses of the experience of meaning: connectedness, purpose, coherence, resonance, and significance. We illustrate the usefulness of the framework by analyzing a selection of recent papers at the CHI conference and by raising a series of open research questions about the interplay of meaning, user experience, reflection, and well-being.pn1377
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https://doi.org/10.1145/3290605.3300753Understanding the Impact of Information Representation on Willingness to Share InformationStefan Schneegass, Romina Poguntke, Tonja MachullaNoNoSince the release of the first activity tracker, there has been a steady increase in the number of sensors embedded in wearable devices and with it in the amount and diversity of information that can be derived from these sensors. This development leads to novel privacy threats for users. In a web survey with 248 participants, we explored whether users' willingness to share private data is dependent on how the data is requested by an application. Specifically, requests can be formulated as access to sensor data or as access to information derived from the sensor data (e.g., accelerometer vs. sleep quality). We show that non-expert users lack an understanding of how the two representation levels relate to each other. The results suggest that the willingness to share sensor data over derived information is governed by whether the derived information has positive or negative connotations (e.g., training intensity vs. life expectancy). Using the results of the survey, we derive implications for supporting users in protecting their private data collected via wearable sensors.pn5926
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https://doi.org/10.1145/3290605.3300908Making Sense of Human-Food InteractionFerran Altarriba Bertran, Samvid Jhaveri, Rosa Lutz, Katherine Isbister, Danielle WildeNoNoActivity in Human-Food Interaction (HFI) research is skyrocketing across a broad range of disciplinary interests and concerns. The dynamic and heterogeneous nature of this emerging field presents a challenge to scholars wishing to critically engage with prior work, identify gaps and ensure impact. It also challenges the formation of community. We present a Systematic Mapping Study of HFI research and an online data visualisation tool developed to respond to these issues. The tool allows researchers to engage in new ways with the HFI literature, propose modifications and additions to the review, and thereby actively engage in community-making. Our contribution is threefold: (1) we characterize the state of HFI, reporting trends, challenges and opportunities; (2) we provide a taxonomy and tool for diffractive reading of the literature; and (3) we offer our approach for adaptation by research fields facing similar challenges, positing value of the tool and approach beyond HFI.pn4674
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https://doi.org/10.1145/3290605.3300853Augmenting Couples' Communication with Lifelines: Shared Timelines of Mixed Contextual InformationCarla Griggio, Midas Nouwens, Joanna Mcgrenere, Wendy MackayNoNoCouples exhibit special communication practices, but apps rarely offer couple-specific functionality. Research shows that sharing streams of contextual information (e.g. location, motion) helps couples coordinate and feel more connected. Most studies explored a single, ephemeral stream; we study how couples' communication changes when sharing multiple, persistent streams. We designed Lifelines, a mobile-app technology probe that visualizes up to six streams on a shared timeline: closeness to home, battery level, steps, media playing, texts and calls. A month-long study with nine couples showed that partners interpreted information mostly from individual streams, but also combined them for more nuanced interpretations. Persistent streams allowed missing data to become meaningful and provided new ways of understanding each other. Unexpected patterns from any stream can trigger calls and texts, whereas seeing expected data can replace direct communication, which may improve or disrupt established communication practices. We conclude with design implications for mediating awareness within couples.pn2143
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https://doi.org/10.1145/3290605.3300844Understanding Digitally-Mediated Empathy: An Exploration of Visual, Narrative, and Biosensory Informational CuesMax Curran, Jeremy Gordon, Lily Lin, Priyashri Sridhar, John ChuangNoNoDigitally sharing our experiences engages a process of empathy shaped by available informational cues. Biosensory data is one informative cue, but the relationship to empathy is underexplored. In this study, we investigate this process by showing a video of a "target'' person's visual perspective watching a virtual reality film to sixty "observers''. We vary information available to observers via three experimental conditions: a baseline unmodified video, video with narrative text, or with a graph of electrodermal activity (EDA) of the target. Compared to baseline, narrative text increased empathic accuracy (EA) while EDA had an opposite, negative effect. Qualitatively, observers describe their empathic processes as using their own feelings supplemented with the information presented depending on the interpretability of that information. Both narration and EDA prompted observers to reconsider assumptions about another's experience. Our findings lead to a discussion of digitally-mediated empathy with implications for associated research and product development.pn2704
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https://doi.org/10.1145/3290605.3300665Reveal: Investigating Proactive Location-Based Reminiscing with Personal Digital Photo RepositoriesDavid McgookinYesNoRecording experiences and memories is an important role for digital photography, with smartphone cameras leading to individuals taking increasing numbers of pictures of everyday experiences. Increasingly, these are automatically stored in personal, cloud-backed, photo repositories. However, such experiences can be forgotten quickly, with images 'lost' within the user's library, loosing their role in supporting reminiscing. We investigate how users might be provoked to view these images and the benefits they bring through the development and evaluation of a proactive, location-based reminiscing tool, called Reveal. We outline how a location-based approach allowed participants to reflect more widely on their photo practice, and the potential of such reminiscing tools to support effective management and curation of individual's increasingly large personal photo collections.pn7505
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https://doi.org/10.1145/3290605.3300252Emotional Utility and Recall of the Facebook News FeedPawarat Nontasil, Stephen PayneYesNoWe report a laboratory study (N=53) in which participants browsed their own Facebook news feeds for 10-15 minutes, choosing exactly when to quit, and later rated the overall emotional utility of the episode before attempting to recall threads. Finally, the emotional utility of each encountered thread was rated while looking over a recording of the interaction. We report that Facebook browsing was, overall, an emotionally positive experience; that recall of threads exhibited classic primacy and recency serial order effects; that recalled threads were both more positive and more valenced (less neutral) on average, than forgotten threads; and that overall emotional valence judgments were predicted, statistically, by the peak and end thread judgments. We find no evidence that local quit decisions were driven by the emotional utility of threads. In the light of these findings, we discuss the suggestion that emotional utility might partly explain the attractiveness of reading the news feed, and that an emotional memory bias might further increase the attractiveness of the newsfeed in prospect.pn3358
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https://doi.org/10.1145/3290605.3300841Communication Cost of Single-user Gesturing Tool in Laparoscopic Surgical TrainingYuanyuan Feng, Katie Li, Azin Semsar, Hannah Mcgowan, Jacqueline Mun, H. Zahiri, Ivan George, Adrian Park, Andrea Kleinsmith, Helena MentisNoNoMulti-user input over a shared display has been shown to support group process and improve performance. However, current gesturing systems for instructional collaborative tasks limit the input to experts and overlook the needs of novices in making references on a shared display. In this paper, we investigate the effects of a single-user gesturing tool on the communication between trainer and trainees in a laparoscopic surgical training. By comparing the communication structure and content between the trainings with and without the gesturing tool, we show that the communication becomes more imbalanced and the trainees become less active when using the single-user gesturing tool. Our findings highlight the needs to grant all parties the same level of access to a shared display and suggest further directions in designing a shared display for instructional collaborative tasks.pn3025
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https://doi.org/10.1145/3290605.3300357An Autonomy-Perspective on the Design of Assistive Technology Experiences of People with Multiple SclerosisFlorian Güldenpfennig, Peter Mayer, Paul Panek, Geraldine FitzpatrickNoNoIn HCI and Assistive Technology design, autonomy is regularly equated with independence. This is a shortcut and leaves out design opportunities by omitting a more nuanced idea of autonomy. To improve our understanding of how people with severe physical disabilities experience autonomy, particularly in the context of Assistive Technologies, we engaged in in-depth fieldwork with 15 people with Multiple Sclerosis who were used to assistive devices. We constructed a grounded theory from a series of interviews, focus groups and observations, pointing to strategies in which participants sought autonomy either in the short-term (managing their daily energy reserve) or in the long-term (making future plans). The theory shows how factors like enabling technologies, capital (human, social, psychological resources), and compatibility with daily practices facilitated a sense of being in control for our participants. Moreover, we show how over-ambitious or bad design (e.g., paternalism) can lead to opposite results and restrict autonomy.pn5714
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https://doi.org/10.1145/3290605.3300421Exploring the Opportunities for Technologies to Enhance Quality of Life with People who have Experienced Vision LossRachel Bartlett, Yi Xuan Khoo, Juan Pablo Hourcade, Kyle RectorNoNoResearch predicts that 196 million people will be diagnosed with Age-Related Macular Degeneration (AMD) by 2020. People who experience AMD and other vision loss face barriers that affect their Quality of Life (QoL). People experience only modest improvement from technologies (e.g., screen readers, CCTV), tools (e.g., magnifying glasses, tactile buttons), and human help (e.g., friends, blindness organizations). Further, there are issues to accessing these resources based on one's place of residence. To explore these challenges and determine design implications to support people who have experienced vision loss (PVL), we conducted a qualitative semi-structured interview study exploring QoL with 10 PVL. We uncovered themes of supporting creative work, recognizing the impact of one's living in a non-urban setting on QoL, and increasing efficiency at accomplishing tasks. We motivate the inclusion of PVL in the design process because they learned skills while sighted and are now low vision or blind.pn7672
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https://doi.org/10.1145/3290605.3300574Seekers, Providers, Welcomers, and Storytellers: Modeling Social Roles in Online Health CommunitiesDiyi Yang, Robert Kraut, Tenbroeck Smith, Elijah Mayfield, Dan JurafskyYesNoParticipants in online communities often enact different roles when participating in their communities. For example, some in cancer support communities specialize in providing disease-related information or socializing new members. This work clusters the behavioral patterns of users of a cancer support community into specific functional roles. Based on a series of quantitative and qualitative evaluations, this research identified eleven roles that members occupy, such as welcomer and story sharer. We investigated role dynamics, including how roles change over members' lifecycles, and how roles predict long-term participation in the community. We found that members frequently change roles over their history, from ones that seek resources to ones offering help, while the distribution of roles is stable over the community's history. Adopting certain roles early on predicts members' continued participation in the community. Our methodology will be useful for facilitating better use of members' skills and interests in support of community-building efforts.pn7788
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https://doi.org/10.1145/3290605.3300634Printer Pals: Experience-Centered Design to Support Agency for People with DementiaSarah Foley, Daniel Welsh, Nadia Pantidi, Kellie Morrissey, Thomas Nappey, John MccarthyYesNoWhereas there have been significant improvements in the quality of care provided for people with dementia, limited attention to the importance for people with dementia being enabled to make positive social contributions within care home contexts can restrict their sense of agency. In this paper we describe the design and deployment of 'Printer Pals' a receipt-based print media device, which encourages social contribution and agency within a care home environment. The design followed a two-year ethnography, from which the need for highlighting participation and supporting agency for residents within the care home became clear. The residents use of Printer Pals mediated participation in a number of different ways, such as engaging with the technology itself, offering shared experiences and participating in co-constructive and meaningful ways, each of which is discussed. We conclude with a series of design consideration to support agentic and caring interactions through inclusive design practices.pn2907
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https://doi.org/10.1145/3290605.3300530Towards Enabling Blind People to Independently Write on Printed FormsShirin Feiz, Syed Masum Billah, Vikas Ashok, Roy Shilkrot, Iv RamakrishnanNoNoFilling out printed forms (e.g., checks) independently is currently impossible for blind people, since they cannot pinpoint the locations of the form fields, and quite often, they cannot even figure out what fields (e.g., name) are present in the form. Hence, they always depend on sighted people to write on their behalf, and help them affix their signatures. Extant assistive technologies have exclusively focused on reading, with no support for writing. In this paper, we introduce WiYG, a Write-it-Yourself guide that directs a blind user to the different form fields, so that she can independently fill out these fields without seeking assistance from a sighted person. Specifically, WiYG uses a pocket-sized custom 3D printed smartphone attachment, and well-established computer vision algorithms to dynamically generate audio instructions that guide the user to the different form fields. A user study with 13 blind participants showed that with WiYG, users could correctly fill out the form fields at the right locations with an accuracy as high as 89.5%.pn6475
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https://doi.org/10.1145/3290605.3300734ALAP: Accessible LaTeX Based Mathematical Document Authoring and PresentationAhtsham Manzoor, Safa Arooj, Shaban Zulfiqar, Murayyiam Parvez, Suleman Shahid, Asim KarimNoNoAssistive technologies such as screen readers and text editors have been used in past to improve the accessibility and authoring of scientific and mathematical documents. However, most screens readers fail to narrate complex mathematical notations and expressions as they skip symbols and necessary information required for the accurate narration of mathematical content. This study aims at evaluating a new Accessible LaTeX Based Mathematical Document Authoring and Presentation (ALAP) tool, which assist people with visual impairments in reading and writing mathematical documents. ALAP includes features like, assistive debugging, Math Mode for reading and writing mathematical notations, and automatic generation of an accessible PDF document. These features aim to improve the LaTeX debugging experience and make it simple for blind users to author mathematical content by narrating it in natural language through the use of integrated text to speech (TTS) engine. We evaluated ALAP by conducting a study with 18 visually impaired LaTeX users. The results showed that users preferred ALAP over another comparable LaTeX based authoring tool and were relatively more comfortable in completing the tasks while using ALAP.pn9893
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https://doi.org/10.1145/3290605.3300746Design and Evaluation of a Social Media Writing Support Tool for People with DyslexiaShaomei Wu, Lindsay Reynolds, Xian Li, Francisco GuzmanNoNoPeople with dyslexia face challenges expressing themselves in writing on social networking sites (SNSs). Such challenges come from not only the technicality of writing, but also the self-representation aspect of sharing and communicating publicly on social networking sites such as Facebook. To empower people with dyslexia-style writing to express them-selves more confidently on SNSs, we designed and implemented Additional Writing Help(AWH) - a writing assistance tool to proofread text produced by users with dyslexia before they post on Facebook. AWH was powered by a neural machine translation (NMT) model that translates dyslexia style to non-dyslexia style writing. We evaluated the performance and the design of AWH through a week-long field study with 19 people with dyslexia and received highly positive feedback. Our field study demonstrated the value of providing better and more extensive writing support on SNSs, and the potential of AI for building a more inclusive Internet.pn1724
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https://doi.org/10.1145/3290605.3300873Preemptive Action: Accelerating Human Reaction using Electrical Muscle Stimulation Without Compromising AgencyShunichi Kasahara, Jun Nishida, Pedro LopesNoNoWe enable preemptive force-feedback systems to speed up human reaction time without fully compromising the user's sense of agency. Typically these interfaces actuate by means of electrical muscle stimulation (EMS) or mechanical actuators; they preemptively move the user to perform a task, such as to improve movement performance (e.g., EMS-assisted drumming). Unfortunately, when using preemptive force-feedback users do not feel in control and loose their sense of agency. We address this by actuating the user's body, using EMS, within a particular time window (160 ms after visual stimulus), which we found to speed up reaction time by 80 ms in our first study. With this preemptive timing, when the user and system move congruently, the user feels that they initiated the motion, yet their reaction time is faster than usual. As our second study demonstrated, this particular timing significantly increased agency when compared to the current practice in EMS-based devices. We conclude by illustrating, using examples from the HCI literature, how to leverage our findings to provide more agency to automated haptic interfaces.pn6720
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https://doi.org/10.1145/3290605.3300556ChewIt. An Intraoral Interface for Discreet InteractionsPablo Gallego Cascón, Denys Matthies, Sachith Muthukumarana, Suranga NanayakkaraYesNoSensing interfaces relying on head or facial gestures provide effective solutions for hands-free scenarios. Most of these interfaces utilize sensors attached to the face, as well as into the mouth, being either obtrusive or limited in input bandwidth. In this paper, we propose ChewIt -- a novel intraoral input interface. ChewIt resembles an edible object that allows users to perform various hands-free input operations, both simply and discreetly. Our design is informed by a series of studies investigating the implications of shape, size, locations for comfort, discreetness, maneuverability, and obstructiveness. Additionally, we evaluated potential gestures that users could use to interact with such an intraoral interface.pn8302
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https://doi.org/10.1145/3290605.3300505Clench Interface: Novel Biting Input TechniquesXuhai Xu, Chun Yu, Anind Dey, Jennifer MankoffNoNoPeople eat every day and biting is one of the most fundamental and natural actions that they perform on a daily basis. Existing work has explored tooth click location and jaw movement as input techniques, however clenching has the potential to add control to this input channel. We propose clench interaction that leverages clenching as an actively controlled physiological signal that can facilitate interactions. We conducted a user study to investigate users' ability to control their clench force. We found that users can easily discriminate three force levels, and that they can quickly confirm actions by unclenching (quick release). We developed a design space for clench interaction based on the results and investigated the usability of the clench interface. Participants preferred the clench over baselines and indicated a willingness to use clench-based interactions. This novel technique can provide an additional input method in cases where users' eyes or hands are busy, augment immersive experiences such as virtual/augmented reality, and assist individuals with disabilities.pn9084
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https://doi.org/10.1145/3290605.3300506Interferi: Gesture Sensing using On-Body Acoustic InterferometryYasha Iravantchi, Yang Zhang, Evi Bernitsas, Mayank Goel, Chris HarrisonYesNoInterferi is an on-body gesture sensing technique using acoustic interferometry. We use ultrasonic transducers resting on the skin to create acoustic interference patterns inside the wearer's body, which interact with anatomical features in complex, yet characteristic ways. We focus on two areas of the body with great expressive power: the hands and face. For each, we built and tested a series of worn sensor configurations, which we used to identify useful transducer arrangements and machine learning fea-tures. We created final prototypes for the hand and face, which our study results show can support eleven- and nine-class gestures sets at 93.4% and 89.0% accuracy, re-spectively. We also evaluated our system in four continu-ous tracking tasks, including smile intensity and weight estimation, which never exceed 9.5% error. We believe these results show great promise and illuminate an inter-esting sensing technique for HCI applications.pn1166
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https://doi.org/10.1145/3290605.3300669Spaces and Traces: Implications of Smart Technology in Public HousingSandjar Kozubaev, Fernando Rochaix, Carl Disalvo, Christopher Le DantecNoNoSmart home technologies are beginning to become more widespread and common, even as their deployment and implementation remain complex and spread across different competing commercial ecosystems. Looking beyond the middle-class, single-family home often at the center of the smart home narrative, we report on a series of participatory design workshops held with residents and building managers to better understand the role of smart home technologies in the context of public housing in the U.S. The design workshops enabled us to gather insight into the specific challenges and opportunities of deploying smart home technologies in a setting where issues of privacy, data collection and ownership, and autonomy collide with diverse living arrangements, where income, age, and the consequences of monitoring and data aggregation setup an expanding collection of design implications in the ecosystems of smart home technologies.pn1067
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https://doi.org/10.1145/3290605.3300532My Naturewatch Camera: Disseminating Practice Research with a Cheap and Easy DIY DesignWilliam Gaver, Andy Boucher, Michail Vanis, Andy Sheen, Dean Brown, Liliana Ovalle, Naho Matsuda, Amina Abbas-Nazari, Robert PhillipsNoNoMy Naturewatch Camera is an inexpensive wildlife camera that we designed for people to make themselves as a way of promoting engagement with nature and digital making. We aligned its development to the interests of the BBC's Natural History Unit as part of an orchestrated engagement strategy also involving our project website and outreach to social media. Since June 2018, when the BBC featured the camera on one of their Springwatch 2018 broadcasts, over 1000 My Naturewatch Cameras have been constructed using instructions and software from our project website and commercially available components, without direct contact with our studio. In this paper, we describe the project and outcomes with a focus on its success in promoting engagement with nature, engagement with digital making, and the effectiveness of this strategy for sharing research products outside traditional commercial channels.pn5470
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https://doi.org/10.1145/3290605.3300910Life-Affirming Biosensing in Public: Sounding Heartbeats on a Red BenchNoura Howell, Greg Niemeyer, Kimiko RyokaiNoNo"Smart city" narratives promise IoT data-driven innovations leveraging biosensing technologies. We argue this overlooks a potential benefit of city living: affirmation. We designed the Heart Sounds Bench, which amplifies the heart sounds of those sitting on it, as well as recording and playing back the heart sounds of previous sitters. We outline our design intent to invite rest, reflection, and recognition of others' lives in public space. We share results from a study with 19 participants. Participants expressed feeling connected to a shared life energy including others and the environment, and described heart sounds as feeling intimate yet anonymous. Finally, we elaborate the concept of life-affirmation in terms of recognition of others' lives, feeling connection, and respecting untranslatable differences with opacity, as a way of helping "smart city" designs embrace a multiplicity of desires.pn8454
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https://doi.org/10.1145/3290605.3300571City Explorer: The Design and Evaluation of a Location-Based Community Information SystemCarolyn Pang, Rui Pan, Carman Neustaedter, Kate HennessyNoNoMany working professionals commute via public transit, yet they have limited tools for learning about their urban neighborhoods and fellow commuters. We designed a location-based game called City Explorer to investigate how transit commuters capture, share, and view community information that is specifically tied to locations. Through a four-week field study, we found that participants valued the increased awareness of their personal travel routines that they gained through City Explorer. When viewing community information, they preferred information that was factual rather than opinion-based and was presented at the start and end of their commutes. Participants found less value in connecting with other transit riders because transit rides were often seen as opportunities to disengage from others. We discuss how location-based technologies can be designed to display factual community information before, during, and at the end of transit commutes.pn6422
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https://doi.org/10.1145/3290605.3300508"Beautiful Seams": Strategic Revelations and ConcealmentsSarah Inman, David RibesYesNoThis paper tracks a debate that occurred, first, within the field of Ubiquitous Computing but quickly spread to CHI and beyond, in which design scholars argued that seamlessness had long been an implicit and privileged design virtue, often at the expense of seamfulness. Seamless design emphasizes clarity, simplicity, ease of use, and consistency to facilitate technological interaction. Seamful design emphasizes configurability, user appropriation, and revelation of complexity, ambiguity or inconsistency. Here we review these literatures together and argue that, rather than rival approaches, seamful and seamless design are complements, each emphasizing different aspects of downstream user agency. Ultimately, we situate this debate within the larger, perennial discussion about the strategic revelation and concealment of human and technological operations, and therein the role of design.pn6370
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https://doi.org/10.1145/3290605.3300716Designing for the Infrastructure of the Supply Chain of Malay Handwoven Songket in TerengganuMin Zhang, Corina Sas, Zoe Lambert, Masitah AhmadYesNoThe growing HCI interest in developing contexts and cultural craft practices is ripe to focus on their under-explored homegrown sociotechnical infrastructures. This paper explores the creative infrastructural actions embedded within the practices of songket's supply chain in Terengganu, Malaysia. We report on contextual interviews with 92 participants including preparation workers, weavers, designers, merchants, and customers. Findings indicate that increased creative infrastructural actions are reflected in these actors' resourcefulness for mobilizing information, materials, and equipment, and for making creative artifacts through new technologies weaved within traditional practices. We propose two novel approaches to design in this craft-based infrastructure. First, we explore designing for the social layer of infrastructure and its mutually advantageous exploitative relationships rooted in culture and traditions. Second, we suggest designing for roaming value-creation artifacts, which blend physical and digital materializations of songket textile design. Developed through a collaborative and asynchronous process, we argue that these artifacts represent less-explored vehicles for value co-creation, and that sociotechnical infrastructures as emerging sites of innovation could benefit from HCI research.pn6133
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https://doi.org/10.1145/3290605.3300656A-line: 4D Printing Morphing Linear Composite StructuresGuanyun Wang, Ye Tao, Ozguc Bertug Capunaman, Humphrey Yang, Lining YaoNoNoThis paper presents A-line, a 4D printing system for designing and fabricating morphing three-dimensional shapes out of simple linear elements. In addition to the commonly known benefit of 4D printing to save printing time, printing materials, and packaging space, A-line also takes advantage of the unique properties of thin lines, including their suitability for compliant mechanisms and ability to travel through narrow spaces and self-deploy or self-lock on site. A-line integrates a method of bending angle control in up to eight directions for one printed line segment, using a single type of thermoplastic material. A software platform to support the design, simulation and tool path generation is developed to support the design and manufacturing of various A-line structures. Finally, the design space of A-line is explored through four application areas, including line sculpting, compliant mechanisms, self-deploying, and self-locking structures.pn5455
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https://doi.org/10.1145/3290605.3300862ElectroDermis: Fully Untethered, Stretchable, and Highly-Customizable Electronic BandagesEric Markvicka, Guanyun Wang, Yi-Chin Lee, Gierad Laput, Carmel Majidi, Lining YaoNoNoWearables have emerged as an increasingly promising interactive platform, imbuing the human body with always-available computational capabilities. This unlocks a wide range of applications, including discreet information access, health monitoring, fitness, and fashion. However, unlike previous platforms, wearable electronics require structural conformity, must be comfortable for the wearer, and should be soft, elastic, and aesthetically appealing. We envision a future where electronics can be temporarily attached to the body (like bandages or party masks), but in functional and aesthetically pleasing ways. Towards this vision, we introduce ElectroDermis, a fabrication approach that simplifies the creation of highly-functional and stretchable wearable electronics that are conformal and fully untethered by discretizing rigid circuit boards into individual components. These individual components are wired together using stretchable electrical wiring and assembled on a spandex blend fabric, to provide high functionality in a robust form-factor that is reusable. We describe our system in detail— including our fabrication parameters and its operational limits—which we hope researchers and practitioners can leverage. We describe a series of example applications that illustrate the feasibility and utility of our system. Overall, we believe ElectroDermis offers a complementary approach to wearable electronics—one that places value on the notion of impermanence (i.e., unlike tattoos and implants), better conforming to the dynamic nature of the human body.pn9939
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https://doi.org/10.1145/3290605.3300373Multilayer Haptic Feedback for Pen-Based Tablet InteractionErnst Kruijff, Saugata Biswas, Christina Trepkowski, Jens Maiero, George Ghinea, Wolfgang StuerzlingerNoNoWe present a novel, multilayer interaction approach that enables state transitions between spatially above-screen and 2D on-screen feedback layers. This approach supports the exploration of haptic features that are hard to simulate using rigid 2D screens. We accomplish this by adding a haptic layer above the screen that can be actuated and interacted with (pressed on) while the user interacts with on-screen content using pen input. The haptic layer provides variable firmness and contour feedback, while its membrane functionality affords additional tactile cues like texture feedback. Through two user studies, we look at how users can use the layer in haptic exploration tasks, showing that users can discriminate well between different firmness levels, and can perceive object contour characteristics. Demonstrated also through an art application, the results show the potential of multilayer feedback to extend on-screen feedback with additional widget, tool and surface properties, and for user guidance.pn3932
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https://doi.org/10.1145/3290605.3300470Magnetact: Magnetic-sheet-based Haptic Interfaces for Touch DevicesKentaro YasuNoNoWe describe a method for rapid prototyping of haptic interfaces for touch devices. A sheet-like touch interface is constructed from magnetic rubber sheets and conductive materials. The magnetic sheet is thin, and the capacitive sensor of the touch device can still detect the user's finger above the sheet because of the rubber's dielectric nature. Furthermore, tactile feedback can be customized with ease by using our magnetizing toolkit to change the magnetic patterns. Using the magnetizing toolkit, we investigated the appropriate size and thickness of haptic interfaces and demonstrated several interfaces such as buttons, sliders, switches, and dials. Our method is an easy and convenient way to customize the size, shape, and haptic feedback of a wide variety of interfaces.pn2288
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https://doi.org/10.1145/3290605.3300902Aarnio: Passive Kinesthetic Force Output for Foreground Interactions on an Interactive ChairShan-Yuan Teng, Da-Yuan Huang, Chi Wang, Jun Gong, Teddy Seyed, Xing-Dong Yang, Bing-Yu ChenNoNoWe propose a new type of haptic output for foreground interactions on an interactive chair, where input is carried out explicitly in the foreground of the user's consciousness. This type of force output restricts a user's motion by modulating the resistive force when rotating a seat, tilting the backrest, or rolling the chair. These interactions are useful for many applications in a ubiquitous computing environment, ranging from immersive VR games to rapid and private query of information for people who are occupied with other tasks (e.g. in a meeting). We carefully designed and implemented our proposed haptic force output on a standard office chair and determined the recognizability of five force profiles for rotating, tilting, and rolling the chair. We present the result of our studies, as well as a set of novel interaction techniques enabled by this new force output for chairs.pn2217
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https://doi.org/10.1145/3290605.3300401HaptiVec: Presenting Haptic Feedback Vectors in Handheld Controllers using Embedded Tactile Pin ArraysDaniel Chen, Jean-Baptiste Chossat, Peter ShullNoNoHaptiVec is a new haptic feedback paradigm for handheld controllers which allows users to feel directional haptic pressure vectors on their fingers and hands while interacting with virtual environments. We embed a 3 by 5 tactile pin array (with an average pin spacing of 25 mm) into the handles of two custom VR type controllers. By presenting directional pressure vectors in eight cardinal directions (N, NE, E, SE, S, SW, W, NW) to users without prior training, they were able to distinguish the correct direction with an accuracy of at least 79%. We illustrate two applications where our device enhances virtual experiences over traditional vibrotactile feedback. In the first application, through the classic first-person shooter Doom, we demonstrate that users can receive directional pressure feedback corresponding to the direction of incident enemy projectiles. In the second application, we demonstrate how our controller can create a more immersive experience by allowing the user to feel their virtual climate by randomizing the directional vectors and presenting the user with "haptic rain" which adapts with the intensity of the rainfall.pn4452
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https://doi.org/10.1145/3290605.3300628Affinity Lens: Data-Assisted Affinity Diagramming with Augmented RealityHariharan Subramonyam, Steven Drucker, Eytan AdarNoYesDespite the availability of software to support Affinity Diagramming (AD), practitioners still largely favor physical sticky-notes. Physical notes are easy to set-up, can be moved around in space and offer flexibility when clustering un-structured data. However, when working with mixed data sources such as surveys, designers often trade off the physicality of notes for analytical power. We propose AffinityLens, a mobile-based augmented reality (AR) application for Data-Assisted Affinity Diagramming (DAAD). Our application provides just-in-time quantitative insights overlaid on physical notes. Affinity Lens uses several different types of AR overlays (called lenses) to help users find specific notes, cluster information, and summarize insights from clusters. Through a formative study of AD users, we developed design principles for data-assisted AD and an initial collection of lenses. Based on our prototype, we find that Affinity Lens supports easy switching between qualitative and quantitative 'views' of data, without surrendering the lightweight benefits of existing AD practice.pn6026
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https://doi.org/10.1145/3290605.3300917HoloDoc: Enabling Mixed Reality Workspaces that Harness Physical and Digital ContentZhen Li, Michelle Annett, Ken Hinckley, Karan Singh, Daniel WigdorNoNoPrior research identified that physical paper documents have many positive attributes, for example natural tangibility and inherent physical flexibility. When documents are presented on digital devices, however, they can provide unique functionality to users, such as the ability to search, view dynamic multimedia content, and make use of indexing. This work explores the fusion of physical and digital paper documents. It first presents the results of a study that probed how users perform document-intensive analytical tasks when both physical and digital versions of documents were available. The study findings then informed the design of HoloDoc, a mixed reality system that augments physical artifacts with rich interaction and dynamic virtual content. Finally, we present the interaction techniques that HoloDoc affords, and the results of a second study that assessed HoloDoc's utility when working with digital and physical copies of academic articles.pn3093
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https://doi.org/10.1145/3290605.3300458On the Shoulder of the Giant: A Multi-Scale Mixed Reality Collaboration with 360 Video Sharing and Tangible InteractionThammathip Piumsomboon, Gun Lee, Andrew Irlitti, Barrett Ens, Bruce Thomas, Mark BillinghurstNoNoWe propose a multi-scale Mixed Reality (MR) collaboration between the Giant, a local Augmented Reality user, and the Miniature, a remote Virtual Reality user, in Giant-Miniature Collaboration (GMC). The Miniature is immersed in a 360-video shared by the Giant who can physically manipulate the Miniature through a tangible interface, a combined 360-camera with a 6 DOF tracker. We implemented a prototype system as a proof of concept and conducted a user study (n=24) comprising of four parts comparing: A) two types of virtual representations, B) three levels of Miniature control, C) three levels of 360-video view dependencies, and D) four 360-camera placement positions on the Giant. The results show users prefer a shoulder mounted camera view, while a view frustum with a complimentary avatar is a good visualization for the Miniature virtual representation. From the results, we give design recommendations and demonstrate an example Giant-Miniature Interaction.pn9029
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https://doi.org/10.1145/3290605.3300674DMove: Directional Motion-based Interaction for Augmented Reality Head-Mounted DisplaysWenge Xu, Hai-Ning Liang, Yuxuan Zhao, Difeng Yu, Diego MonteiroNoNoWe present DMove, directional motion-based interaction for Augmented Reality (AR) Head-Mounted Displays (HMDs) that is both hands- and device-free. It uses directional walk-ing as a way to interact with virtual objects. To use DMove, a user needs to perform directional motions such as mov-ing one foot forward or backward. In this research, we first investigate the recognition accuracy of the motion direc-tions of our method and the social acceptance of this type of interactions together with users' comfort rating for each direction. We then optimize its design and conduct a sec-ond study to compare DMove in task performance and user preferences (workload, motion sickness, user experience), with two approaches—Hand interaction (Meta 2-like) and Head+Hand interaction (HoloLens-like) for menu selection tasks. Based on the results of these two studies, we provide a set of guidelines for DMove and further demonstrate two applications that utilize directional motions.pn1591
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https://doi.org/10.1145/3290605.3300649Monotasking or Multitasking: Designing for Crowdworkers' PreferencesLaura Lascau, Sandy Gould, Anna Cox, Elizaveta Karmannaya, Duncan BrumbyNoNoCrowdworkers receive no formal training for managing their tasks, time or working environment. To develop tools that support such workers, an understanding of their preferences and the constraints they are under is essential. We asked 317 experienced Amazon Mechanical Turk workers about factors that influence their task and time management. We found that a large number of the crowdworkers score highly on a measure of polychronicity; this means that they prefer to frequently switch tasks and happily accommodate regular work and non-work interruptions. While a preference for polychronicity might equip people well to deal with the structural demands of crowdworking platforms, we also know that multitasking negatively affects workers' productivity. This puts crowdworkers' working preferences into conflict with the desire of requesters to maximize workers' productivity. Combining the findings of prior research with the new knowledge obtained from our participants, we enumerate practical design options that could enable workers, requesters and platform developers to make adjustments that would improve crowdworkers' experiences.pn7871
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https://doi.org/10.1145/3290605.3300761Cicero: Multi-Turn, Contextual Argumentation for Accurate CrowdsourcingQuanze Chen, Jonathan Bragg, Lydia Chilton, Dan WeldNoNoTraditional approaches for ensuring high quality crowdwork have failed to achieve high-accuracy on difficult problems. Aggregating redundant answers often fails on the hardest problems when the majority is confused. Argumentation has been shown to be effective in mitigating these drawbacks. However, existing argumentation systems only support limited interactions and show workers general justifications, not context-specific arguments targeted to their reasoning. This paper presents Cicero, a new workflow that improves crowd accuracy on difficult tasks by engaging workers in multi-turn, contextual discussions through real-time, synchronous argumentation. Our experiments show that compared to previous argumentation systems which only improve the average individual worker accuracy by 6.8 percentage points on the Relation Extraction domain, our workflow achieves 16.7 percentage point improvement. Furthermore, previous argumentation approaches don't apply to tasks with many possible answers; in contrast, Cicero works well in these cases, raising accuracy from 66.7% to 98.8% on the Codenames domain.pn9208
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https://doi.org/10.1145/3290605.3300773Rehumanized Crowdsourcing: A Labeling Framework Addressing Bias and Ethics in Machine LearningNatã Barbosa, Monchu ChenNoNoThe increased use of machine learning in recent years led to large volumes of data being manually labeled via crowdsourcing microtasks completed by humans. This brought about dehumanization effects, namely, when task requesters overlook the humans behind the task, leading to issues of ethics (e.g., unfair payment) and amplification of human biases, which are transferred into training data and affect machine learning in the real world. We propose a framework that allocates microtasks considering human factors of workers such as demographics and compensation. We deployed our framework to a popular crowdsourcing platform and conducted experiments with 1,919 workers collecting 160,345 human judgments. By routing microtasks to workers based on demographics and appropriate pay, our framework mitigates biases in the contributor sample and increases the hourly pay given to contributors. We discuss potential extensions and how it can promote transparency in crowdsourcing.pn2367