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DOITrackTitleAuthorsAbstractKeywordsE-mailLatin American AuthorsNationalityLatin American AffiliationsAffiliations outside Latin AmericaPresentation VideoVideo previewComments (any errors or missing information?)
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https://doi.org/10.1145/3411764.3445698
PaperMirrorBlender: Supporting Hybrid Meetings with a Malleable Video-Conferencing SystemJens Emil Grønbæk, Banu Saatçi, Carla Griggio, Clemens Nylandsted KlokmoseIn hybrid meetings, multiple co-located participants communicate with remote participants through video. But video communication inhibits non-verbal cues, and this often causes remote participants to feel excluded. To address this issue, we built MirrorBlender: a What-You-See-Is-What-I-See video-conferencing system for blending, repositioning, and resizing mirrors. Mirrors here denote shared video feeds of people and screens. In a qualitative study of MirrorBlender with three hybrid meeting sessions, we found that the shared control of mirrors supported users in negotiating a blended interpersonal space. Moreover, it enabled diverse acts of inclusion of remote participants. In particular, remote participants brought attention to themselves by manipulating the position, scale, and translucency of their camera and screen feeds. Participants also embodied and leveraged their mirror images for deictic gestures and playful interactions. Based on these findings, we discuss new opportunities for supporting video-mediated collaboration.Hybrid meetings, video conferencing, blended interaction spaces, shareable dynamic media, inclusive meetingscarla@cc.au.dkCarla GriggioArgentinaAarhus University, Digital Design and Information Studies, School of Communication and Culture, Aarhus, Denmarkhttps://www.youtube.com/watch?v=9a7fY29qQ2Ihttps://www.youtube.com/watch?v=xYpPGm0XhKE
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https://doi.org/10.1145/3411764.3445757
PaperMediating Intimacy with DearBoard: a Co-Customizable Keyboard for Everyday MessagingCarla Griggio, Arissa J. Sato, Wendy E. Mackay, Koji YataniCo-customizations are collaborative customizations in messaging apps that all conversation members can view and change, e.g. the color of chat bubbles on Facebook Messenger. Co-customizations grant new opportunities for expressing intimacy; however, most apps offer private customizations only. To investigate how people in close relationships integrate co-customizations into their established communication app ecosystems, we built DearBoard: an Android keyboard that allows two people to co-customize its color theme and a toolbar of expression shortcuts (emojis and GIFs). In a 5-week field study with 18 pairs of couples, friends, and relatives, participants expressed their shared interests, history, and knowledge of each other through co-customizations that served as meaningful decorations, interface optimizations, conversation themes, and non-verbal channels for playful, affectionate interactions. The co-ownership of the co-customizations invited participants to negotiate who customizes what and for whom they customize. We discuss how co-customizations mediate intimacy through place-making efforts and suggest design opportunities.CMC, mediated intimacy, close relationships, soft keyboard, co-customizations, ecosystems of communication apps, communication places, emoji, GIFcarla@cc.au.dkCarla GriggioArgentinaThe University of Tokyo, Department of Electrical Engineering and Information Systems (EEIS), IIS Lab, Bunkyo, Japanhttps://www.youtube.com/watch?v=hgPL86aaz5Yhttps://www.youtube.com/watch?v=OIWbeI0o2J0
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https://doi.org/10.1145/3411764.3445159
PaperContext-Based Interface Prototyping: Understanding the Effect of Prototype Representation on User FeedbackMarius Hoggenmüller, Martin Tomitsch, Luke Hespanhol, Tram Thi Minh Tran, Stewart WorrallThe rise of autonomous systems in cities, such as automated vehicles (AVs), requires new approaches for prototyping and evaluating how people interact with those systems through context-based user interfaces, such as external human-machine interfaces (eHMIs). In this paper, we present a comparative study of three prototype representations (real-world VR, computer-generated VR, real-world video) of an eHMI in a mixed-methods study with 42 participants. Quantitative results show that while the real-world VR representation results in higher sense of presence, no significant differences in user experience and trust towards the AV itself were found. However, interview data shows that participants focused on different experiential and perceptual aspects in each of the prototype representations. These differences are linked to spatial awareness and perceived realism of the AV behaviour and its context, affecting in turn how participants assess trust and the eHMI. The paper offers guidelines for prototyping and evaluating context-based interfaces through simulations.prototyping, virtual reality, user studies, prototype representation, automated vehicles, human-machine interfaces
nebot@acfr.usyd.edu.au
Eduardo M NebotArgentinaUniversity of Sydney, Australian Centre for Field Robotics, Sydney, Australiahttps://www.youtube.com/watch?v=ydEIqy9DzVshttps://www.youtube.com/watch?v=y-khtFwVJSY
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https://doi.org/10.1145/3411764.3445153
PaperResisting the Medicalisation of Menopause: Reclaiming the Body through DesignMarianela Ciolfi Felice, Marie Louise Juul Søndergaard, Madeline BalaamThe menopause transition involves bodily-rooted, socially-shaped changes, often in a context of medicalisation that marginalises people based on their age and gender. With the goal of addressing this social justice matter with a participatory design approach, we started to cultivate partnerships with people going through menopause. This paper reports on interviews with 12 women and a design workshop with three. Our data analysis highlights their experiences from a holistic perspective that reclaims the primacy of the body and acknowledges the entanglement of the physical and the psychosocial. Participants' design concepts show how design can come close the body to make space for menopause experiences, recognising and transforming them. We discuss how HCI can actively engage with the body to promote appreciation for it during menopause, and call for design that accompanies people in resisting the medicalisation of menopause as an enactment of social justice in everyday life.menopause, women’s health, feminist research, soma designciolfi@kth.seMarianela Ciolfi FeliceArgentinaKTH Royal Institute of Technology, Stockholm, Swedenhttps://www.youtube.com/watch?v=Qr9K9ScP6BI
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https://doi.org/10.1145/3411764.3445471
PaperDesigning Menstrual Technologies with AdolescentsMarie Louise Juul Søndergaard, Marianela Ciolfi Felice, Madeline BalaamStarting to menstruate can restrict adolescents' movements due to physiological changes and societal stigma. We present a participatory soma design project advocating for young adolescents to listen to and care for their newly-menstruating bodies, specifically focusing on participation in sport. We designed Menarche Bits, an open-ended prototyping toolkit consisting of shape-changing actuators and heat pads, and used it in two design workshops with seven participants aged 16-18, as part of collaboration and menstrual advocacy in their sports clubs and high school. The participants designed menstrual technologies that respond to menstrual cramps and depressive, anxious feelings before menstruating. We contribute findings on designing menstrual technologies with adolescents using participatory soma design. We found that a toolkit approach to the design of menstrual technologies can allow for pluralist experiences of menstrual cycles. In addition, we found that participatory design with adolescents benefits from drawing on qualities of embodiment and participants' own body literacy.Menstrual Health, Soma Design, Feminist HCI, Participatory Design, Shape-changing Technologiesciolfi@kth.seMarianela Ciolfi FeliceArgentinaKTH Royal Institute of Technology, Stockholm, Swedenhttps://www.youtube.com/watch?v=6smyCA51U_g
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https://doi.org/10.1145/3411764.3445069
PaperA Decade of Sustainable HCI: Connecting SHCI to the Sustainable Development GoalsLon Åke Erni Johannes Hansson, Teresa Cerratto Pargman, Daniel Sapiens PargmanSustainable HCI (SHCI) constitutes a relatively new research field within HCI. We have identified four literature reviews of the field conducted between 2009-2014. In this paper, we present and discuss the results of a systematic literature review of peer-reviewed conference and journal articles that have been published in the field during the last ten years (2010-2019). To this end, we apply the United Nations’ Sustainable Development Goals (SDGs) as a framework to classify and discern high-level goals SHCI researchers have worked towards during this period. This paper contributes to HCI by 1) identifying Sustainable Development Goals that SHCI researchers have worked towards, 2) discerning main research trends in the field during the last decade, 3) using the SDG framework generatively to enumerate and reflect on areas that this far have not been covered by SHCI research and 4) presenting takeaways and opportunities for further research by the larger HCI community.SDG, Sustainable Development Goals, Sustainable HCI, Sustainability, Systematic Literature Reviewtessy@dsv.su.seTeresa Cerratto PargmanArgentinaDept. Of Computer and Systems Sciences, Stockholm university, Stockholm, Swedenhttps://www.youtube.com/watch?v=KZNkZRiOBWM
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https://doi.org/10.1145/3411764.3445667
PaperWhat Makes Civic Tech Initiatives To Last Over Time? Dissecting Two Global CasesAndrea Hamm, Yuya Shibuya, Stefan Ullrich, Teresa Cerratto PargmanCivic tech initiatives dedicated to environmental issues have become a worldwide phenomenon and made invaluable contributions to data, community building, and publics. However, many of them stop after a relatively short time. Therefore, we studied two long-lasting civic tech initiatives of global scale, to understand what makes them sustain over time. To this end, we conducted two mixed-method case studies, combining social network analysis and qualitative content analysis of Twitter data with insights from expert interviews. Drawing on our findings, we identified a set of key factors that help the studied civic tech initiatives to grow and last. Contributing to Digital Civics in HCI, we argue that the civic tech initiatives’ scaling and sustaining are configured through the entanglement of (1) civic data both captured and owned by the citizens for the citizens, (2) the use of open and accessible technology, and (3) the initiatives’ public narrative, giving them a voice on the environmental issue.Civic Tech, Digital Civics, Civic IoT, Scaling, Citizen Science, Sustainabilitytessy@dsv.su.seTeresa Cerratto PargmanArgentinaStockholm University, Stockholm, Swedenhttps://www.youtube.com/watch?v=GS5l6gAyXwc
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https://doi.org/10.1145/3411764.3445368
PaperIntegrating Machine Learning Data with Symbolic Knowledge from Collaboration Practices of Curators to Improve Conversational SystemsClaudio Santos Pinhanez, Heloisa Candello, Paulo Cavalin, Mauro Carlos Pichiliani, Ana Paula Appel, Victor Henrique Alves Ribeiro, Julio Nogima, Maira de Bayser, Melina Guerra, Henrique Ferreira, Gabriel MalfattiThis paper describes how machine learning training data and symbolic knowledge from curators of conversational systems can be used together to improve the accuracy of those systems and to enable better curatorial tools. This is done in the context of a real-world practice of curators of conversational systems who often embed taxonomically-structured meta-knowledge into their documentation. The paper provides evidence that the practice is quite common among curators, that is used as part of their collaborative practices, and that the embedded knowledge can be mined by algorithms. Further, this meta-knowledge can be integrated, using neuro-symbolic algorithms, to the machine learning-based conversational system, to improve its run-time accuracy and to enable tools to support curatorial tasks. Those results point towards new ways of designing development tools which explore an integrated use of code and documentation by machines.Conversational Systems, Documentation, Neuro-symbolic Systems,
Curatorial Practices
csantosp@br.ibm.com - heloisacandello@br.ibm.com - pcavalin@br.ibm.com - mpichi@br.ibm.com - apappel@br.ibm.com - jnogima@br.ibm.com - mgdebayser@br.ibm.com - melinag@br.ibm.com
Claudio Santos Pinhanez, Heloisa Candello, Paulo Cavalin, Mauro Carlos Pichiliani, Ana Paula Appel, Victor Henrique Alves Ribeiro, Julio Nogima, Maira de Bayser, Melina Guerra, Henrique Ferreira, Gabriel Malfatti
BrasilIBM Research, Sao Paulo, Brazilhttps://www.youtube.com/watch?v=bj6haVYl5yE
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https://doi.org/10.1145/3411764.3445637
PaperCan Anthropographics Promote Prosociality? A Review and Large-Sample StudyLuiz Morais, Yvonne Jansen, Nazareno Andrade, Pierre DragicevicVisualizations designed to make readers compassionate with the persons whose data is represented have been called anthropographics and are commonly employed by practitioners. Empirical studies have recently examined whether anthropographics indeed promote empathy, compassion, or the likelihood of prosocial behavior, but findings have been inconclusive so far. This work contributes a detailed overview of past experiments and two new experiments that use large samples and a combination of design strategies to maximize the possibility of finding an effect. We tested an information-rich anthropographic against a simple bar chart, asking participants to allocate hypothetical money in a crowdsourcing study. We found that the anthropographic had, at best, a small effect on money allocation. Such a small effect may be relevant for large-scale donation campaigns, but the large sample sizes required to observe an effect and the noise involved in measuring it make it very difficult to study in more depth. Data and code are available at https://osf.io/xqae2/.information visualization, infographics, anthropographics, empathy, compassion.
nazareno@gmail.com
Luiz Morais, Nazareno AndradeBrasilUniversidade Federal de Campina Grande, Systems and Computing Department, Campina Grande, BrazilUniversité Paris-Saclay, CNRS, Inria, LISN, Gif-sur-Yvette, Francehttps://www.youtube.com/watch?v=ragNhZnWXSQ
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https://doi.org/10.1145/3411764.3445184
PaperA Probabilistic Interpretation of Motion Correlation Selection TechniquesEduardo Velloso, Carlos H MorimotoMotion correlation interfaces are those that present targets moving in different patterns, which the user can select by matching their motion. In this paper, we re-formulate the task of target selection as a probabilistic inference problem. We demonstrate that previous interaction techniques can be modelled using a Bayesian approach and that how modelling the selection task as transmission of information can help us make explicit the assumptions behind similarity measures. We propose ways of incorporating uncertainty
into the decision-making process and demonstrate how the concept of entropy can illuminate the measurement of the quality of a design. We apply these techniques in a case study and suggest guidelines for future work.
motion correlation, pursuits, computational interaction, probabilistic input, gestures, gaze interaction
eduardo.velloso@unimelb.edu.au
Eduardo Velloso, Carlos H Morimoto
BrasilUniversity of São Paulo, Computer Science Department, São Paulo, BrazilUniversity of Melbourne, Interaction Design Lab, School of Computing and Information Systems, Melbourne, Australiahttps://www.youtube.com/watch?v=DJGa_sswuf8
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https://doi.org/10.1145/3411764.3445236
PaperExquisite Fabrication: Exploring Turn-Taking Between Designers and Digital Fabrication Machines Bruna Goveia da Rocha, Johannes M. L. van der Kolk, Kristina AndersenDigital fabrication and craftsmanship is entering into a new phase with increasing levels of complexity and a renewed desire for composites and cross-material experimentation. However, allowing work to travel from machine to machine, remains a challenge in terms of workflow, communication, orientation and material. Based on an exploration to combine embroidery and 3D printing in the pursuit of inflatable solutions, we propose the metaphor of the drawing game Exquisite Corpse to outline the three emerging concerns: turn taking, orientation and trade-offs. We propose a set of guidelines that suggest ways in which, we may allow different digital fabrication machines to be used in sequence, as a method for adding complexity to the things we make and the ways our machines may talk to one another.Fabrication, Digital Craftsmanship, Turn-taking, PrototypingBruna Goveia da RochaBrasilTU Eindhoven, Department of Industrial Design, Eindhoven, Netherlandshttps://www.youtube.com/watch?v=rW7ahr9IOG4
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https://doi.org/10.1145/3411764.3445649
PaperTowards an Understanding of Situated AR Visualization for Basketball Free-Throw TrainingTica Lin, Rishi Singh, Yalong Yang, Carolina Nobre, Johanna Beyer, Maurice Smith, Hanspeter PfisterWe present an observational study to compare co-located and situated real-time visualizations in basketball free-throw training. Our goal is to understand the advantages and concerns of applying immersive visualization to real-world skill-based sports training and to provide insights for designing AR sports training systems. We design both a situated 3D visualization on a head-mounted display and a 2D visualization on a co-located display to provide immediate visual feedback on a player's shot performance. Using a within-subject study design with experienced basketball shooters, we characterize user goals, report on qualitative training experiences, and compare the quantitative training results. Our results show that real-time visual feedback helps athletes refine subsequent shots. Shooters in our study achieve greater angle consistency with our visual feedback. Furthermore, AR visualization promotes an increased focus on body form in athletes. Finally, we present suggestions for the design of future sports AR studies.Immersive Analytics, Situated Analytics, SportsXR, Augmented Reality, Data Visualization
cnobre@seas.harvard.edu
Carolina NobreBrasilHarvard University, School Of Engineering And Applied Sciences, Cambridge, United Stateshttps://www.youtube.com/watch?v=kNXGx9uMRsMhttps://www.youtube.com/watch?v=smF8xhLuwzc
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https://doi.org/10.1145/3411764.3445246
PaperDo You Really Need to Know Where 'That' Is? Enhancing Support for Referencing in Collaborative Mixed Reality EnvironmentsJanet G Johnson, Danilo Gasques, Tommy Sharkey, Evan Schmitz, Nadir WeibelMixed Reality has been shown to enhance remote guidance and is especially well-suited for physical tasks. Conversations during these tasks are heavily anchored around task objects and their spatial relationships in the real world, making referencing - the ability to refer to an object in a way that is understood by others - a crucial process that warrants explicit support in collaborative Mixed Reality systems. This paper presents a 2x2 mixed factorial experiment that explores the effects of providing spatial information and system-generated guidance to task objects. It also investigates the effects of such guidance on the remote collaborator's need for spatial information. Our results show that guidance increases performance and communication efficiency while reducing the need for spatial information, especially in unfamiliar environments. Our results also demonstrate a reduced need for remote experts to be in immersive environments, making guidance more scalable, and expertise more accessible.Collaboration, Mixed Reality, Referencing, Remote Guidance
gasques@ucsd.edu
Danilo GasquesBrasilUniversity of California San Diego, Computer Science and Engineering, San Diego, United Stateshttps://www.youtube.com/watch?v=DSPsRXnCnkY
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https://doi.org/10.1145/3411764.3445576
PaperARTEMIS: A Collaborative Mixed-Reality System for Immersive Surgical TelementoringDanilo Gasques, Janet G Johnson, Tommy Sharkey, Yuanyuan Feng, Ru Wang, Zhuoqun Robin Xu, Enrique Zavala, Yifei Zhang, Wanze Xie, Xinming Zhang, Konrad Davis, Michael Yip, Nadir WeibelTraumatic injuries require timely intervention, but medical expertise is not always available at the patient's location. Despite recent advances in telecommunications, surgeons still have limited tools to remotely help inexperienced surgeons. Mixed Reality hints at a future where remote collaborators work side-by-side as if co-located; however, we still do not know how current technology can improve remote surgical collaboration. Through role-playing and iterative-prototyping, we identify collaboration practices used by expert surgeons to aid novice surgeons as well as technical requirements to facilitate these practices. We then introduce ARTEMIS, an AR-VR collaboration system that supports these key practices. Through an observational study with two expert surgeons and five novice surgeons operating on cadavers, we find that ARTEMIS supports remote surgical mentoring of novices through synchronous point, draw, and look affordances and asynchronous video clips. Most participants found that ARTEMIS facilitates collaboration despite existing technology limitations explored in this paper.Mixed Reality, Augmented Reality, Virtual Reality, Surgery, Collaboration, Telementoring
gasques@ucsd.edu
Danilo GasquesBrasilUniversity of California San Diego, Computer Science and Engineering, San Diego, United Stateshttps://www.youtube.com/watch?v=dk-C5SaLLoYhttps://www.youtube.com/watch?v=WqI23Aafs3U
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https://doi.org/10.1145/3411764.3445263
PaperOn Activism and Academia: Reflecting Together and Sharing Experiences Among Critical FriendsDebora de Castro Leal, Angelika Strohmayer, Max KrügerIn recent years HCI and CSCW work has increasingly begun to address complex social problems and issues of social justice worldwide. Such activist-leaning work is not without problems. Through the experiences and reflections of an activist becoming academic and an academic becoming an activist, we outline these difficulties such as (1) the risk of perpetuating violence, oppression and exploitation when working with marginalised communities, (2) the reception of activist-academic work within our academic communities, and (3) problems of social justice that exist within our academic communities. Building on our own experiences, practices and existing literature from a variety of disciplines we advocate for the possibility of an activist-academic practice, outline possible ways forward and formulate questions we need to answer for HCI to contribute to a more just world.activism, refexivity, social justice, academic practice
debora_leal@yahoo.com
Debora de Castro LealBrasilUniversity of Siegen, Siegen, Germanyhttps://www.youtube.com/watch?v=gFVvleJT4D8
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https://doi.org/10.1145/3411764.3445370
PaperA Critique of Electrodermal Activity Practices at CHIEbrahim Babaei, Benjamin Tag, Tilman Dingler, Eduardo VellosoElectrodermal activity data is widely used in HCI to capture rich and unbiased signals. Results from related fields, however, have suggested several methodological issues that can arise when practices do not follow established standards. In this paper, we present a systematic methodological review of CHI papers involving the use of EDA data according to best practices from the field of psychophysiology, where standards are well-established and mature. We found severe issues in our sample at all stages of the research process. To ensure the validity of future research, we highlight pitfalls and offer directions for how to improve community standards.Electrodermal Activity, Galvanic Skin Response, EDA, GSR
eduardo.velloso@unimelb.edu.au
Eduardo VellosoBrasilUniversity of Melbourne, School of Computing and Information Systems, Melbourne, Australiahttps://www.youtube.com/watch?v=DMGaNdKt1FE
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https://doi.org/10.1145/3411764.3445580
PaperImpact of Task on Attentional Tunneling in Handheld Augmented RealityBrandon Victor Syiem, Ryan M. Kelly, Jorge Goncalves, Eduardo Velloso, Tilman DinglerAttentional tunneling describes a phenomenon in Augmented Reality (AR) where users excessively focus on virtual content while neglecting their physical surroundings. This leads to the concern that users could neglect hazardous situations when using AR applications. However, studies have often confounded the role of the virtual content with the role of the associated task in inducing attentional tunneling. In this paper, we disentangle the impact of the associated task and of the virtual content on the attentional tunneling effect by measuring reaction times to events in two user studies. We found that presenting virtual content did not significantly increase user reaction times to events, but adding a task to the content did. This work contributes towards our understanding of the attentional tunneling effect on handheld AR devices, and highlights the need to consider both task and context when evaluating AR application usage.Attentional Tunneling, Augmented Reality, Mobile Devices
eduardo.velloso@unimelb.edu.au - jorge.goncalves@unimelb.edu.au
Eduardo VellosoBrasilUniversity of Melbourne, School of Computing and Information Systems, Melbourne, Australiahttps://www.youtube.com/watch?v=SurgIJUxxjs
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https://doi.org/10.1145/3411764.3445804
PaperDance and Choreography in HCI: A Two-Decade RetrospectiveQiushi Zhou, Cheng Cheng Chua, Jarrod Knibbe, Jorge Goncalves, Eduardo VellosoDesigning computational support for dance is an emerging area ofHCI research, incorporating the cultural, experiential, and embodiedcharacteristics of the third-wave shift. The challenges of recognisingthe abstract qualities of body movement, and of mediating betweenthe diverse parties involved in the idiosyncratic creative process,present important questions to HCI researchers: how can we effec-tively integrate computing with dance, to understand and cultivatethe felt dimension of creativity, and to aid the dance-making process?In this work, we systematically review the past twenty years of danceliterature in HCI. We discuss our findings, propose directions forfuture HCI works in dance, and distil lessons for related disciplines.dance, choreography, creativity support, movement quality,somaesthetics
jorge.goncalves@unimelb.edu.au
Eduardo VellosoBrasilUniversity of Melbourne, School of Computing and Information Systems, Melbourne, Australiahttps://www.youtube.com/watch?v=p030qXf3Wlg
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https://doi.org/10.1145/3411764.3445343
PaperGaze-Supported 3D Object Manipulation in Virtual RealityDifeng Yu, Xueshi Lu, Rongkai Shi, Hai-Ning Liang, Tilman Dingler, Eduardo Velloso, Jorge GoncalvesThis paper investigates integration, coordination, and transition strategies of gaze and hand input for 3D object manipulation in VR. Specifically, this work aims to understand whether incorporating gaze input can benefit VR object manipulation tasks, and how it should be combined with hand input for improved usability and efficiency. We designed four gaze-supported techniques that leverage different combination strategies for object manipulation and evaluated them in two user studies. Overall, we show that gaze did not offer significant performance benefits for transforming objects in the primary working space, where all objects were located in front of the user and within the arm-reach distance, but can be useful for a larger environment with distant targets. We further offer insights regarding combination strategies of gaze and hand input, and derive implications that can help guide the design of future VR systems that incorporate gaze input for 3D object manipulation.3D object manipulation, gaze input, multimodal interface
eduardo.velloso@unimelb.edu.au - jorge.goncalves@unimelb.edu.au
Eduardo VellosoBrasilThe University of Melbourne, School of Computing and Information Systems, Melbourne, Australiahttps://www.youtube.com/watch?v=m9n4L4YYq7Qhttps://www.youtube.com/watch?v=-cC7SjSww_Q
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https://doi.org/10.1145/3411764.3445260
PaperHuman Perceptions on Moral Responsibility of AI: A Case Study in AI-Assisted Bail Decision-MakingGabriel Lima, Nina Grgić-Hlača, Meeyoung ChaHow to attribute responsibility for autonomous artificial intelligence (AI) systems' actions has been widely debated across the humanities and social science disciplines. This work presents two experiments (N=200 each) that measure people's perceptions of eight different notions of moral responsibility concerning AI and human agents in the context of bail decision-making. Using real-life adapted vignettes, our experiments show that AI agents are held causally responsible and blamed similarly to human agents for an identical task. However, there was a meaningful difference in how people perceived these agents' moral responsibility; human agents were ascribed to a higher degree of present-looking and forward-looking notions of responsibility than AI agents. We also found that people expect both AI and human decision-makers and advisors to justify their decisions regardless of their nature. We discuss policy and HCI implications of these findings, such as the need for explainable AI in high-stakes scenarios.AI, Moral Responsibility, Responsibility, Moral Judgment, Blame,
Liability, COMPAS, Bail Decision-Making
Gabriel LimaBrasilKAIST, Daejeon, Korea, Republic ofhttps://www.youtube.com/watch?v=YeUy7gaFm48
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https://doi.org/10.1145/3411764.3445394
PaperAdverTiming Matters: Examining User Ad Consumption for Effective Ad Allocations on Social MediaKoustuv Saha, Yozen Liu, Nicholas Vincent, Farhan Asif Chowdhury, Leonardo Neves, Neil Shah, Maarten W. BosShowing ads delivers revenue for online content distributors, but ad exposure can compromise user experience and cause user fatigue and frustration. Correctly balancing ads with other content is imperative. Currently, ad allocation relies primarily on demographics and inferred user interests, which are treated as static features and can be privacy-intrusive. This paper uses person-centric and momentary context features to understand optimal ad-timing. In a quasi-experimental study on a three-month longitudinal dataset of 100K Snapchat users, we find ad timing influences ad effectiveness. We draw insights on the relationship between ad effectiveness and momentary behaviors such as duration, interactivity, and interaction diversity. We simulate ad reallocation, finding that our study-driven insights lead to greater value for the platform. This work advances our understanding of ad consumption and bears implications for designing responsible ad allocation systems, improving both user and platform outcomes. We discuss privacy-preserving components and ethical implications of our work.social media, ads, Snapchat, momentary behaviors, causal-inferenceLeonardo NevesBrasilSnap Research, Santa Monica, United Stateshttps://www.youtube.com/watch?v=Cj12Qi1DTlk
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https://doi.org/10.1145/3411764.3445717
PaperDoes the Whole Exceed its Parts? The Effect of AI Explanations on Complementary Team PerformanceGagan Bansal, Tongshuang Wu, Joyce Zhou, Raymond Fok, Besmira Nushi, Ece Kamar, Marco Tulio Ribeiro, Daniel WeldMany researchers motivate explainable AI with studies showing that human-AI team performance on decision-making tasks improves when the AI explains its recommendations. However, prior studies observed improvements from explanations only when the AI, alone, outperformed both the human and the best team. Can explanations help lead to complementary performance, where team accuracy is higher than either the human or the AI working solo? We conduct mixed-method user studies on three datasets, where an AI with accuracy comparable to humans helps participants solve a task (explaining itself in some conditions). While we observed complementary improvements from AI augmentation, they were not increased by explanations. Rather, explanations increased the chance that humans will accept the AI's recommendation, regardless of its correctness. Our result poses new challenges for human-centered AI: Can we develop explanatory approaches that encourage appropriate trust in AI, and therefore help generate (or improve) complementary performance?Explainable AI, Human-AI teams, Augmented intelligence
marcotcr@microsoft.com
Marco Tulio RibeiroBrasilMicrosoft Research, Redmond, United Stateshttps://www.youtube.com/watch?v=0k7FgDUIGjs
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https://doi.org/10.1145/3411764.3445189
PaperHealth Data in Fertility Care: An Ecological PerspectiveMayara Costa Figueiredo, Yunan ChenFertility tracking and technology are characterized by logging varied health-related data potentially associated with female fertility cycles. Such data are often seen as private and restricted to the individual level. We conducted an interview study with 21 people (16 in the U.S.) facing challenges to conceive and 5 U.S. healthcare providers specialized in infertility to analyze (in)fertility experiences with data. Our findings suggest that although fertility data are considered personal and private, they are embedded in larger ecological systems of use, influencing and being influenced by different stakeholders, institutional contexts, and sociocultural factors. Leveraging the Ecological Systems Theory, we analyze the relationships and factors shaping individuals’ fertility trajectories, discussing how the different layers influence the work individuals have to engage and the burden imposed on them through various social, institutional, and cultural boundaries. We propose an ecological perspective on fertility data practices and discuss opportunities to counter-influence broader environmental systems through data tracking.Personal Informatics, Fertility self-tracking, Ecological models
mcostafi@uci.edu
Mayara Costa FigueiredoBrasilUniversity of California, Irvine, Irvine, United Stateshttps://www.youtube.com/watch?v=mNW_i_vZJe8
25
https://doi.org/10.1145/3411764.3445519
PaperDo Cross-Cultural Differences in Visual Attention Patterns Affect Search Efficiency on Websites?Amanda Baughan, Nigini Oliveira, Tal August, Naomi Yamashita, Katharina ReineckePrior work in cross-cultural psychology and neuroscience has shown robust variations in visual attention patterns. People from \hl{East Asian societies,} in which a holistic thinking style predominates, have been found to attend to contextual information in scenes more than Westerners, whose tendency to think analytically expresses itself in greater attention to foreground objects. This paper applies these findings to website design, using an online study to evaluate whether Japanese (N=65) remember more and are faster at finding contextual website information than US Americans (N=84).
Our results do not support this hypothesis. Instead, Japanese took overall significantly longer to find information than US participants---a difference that was exacerbated by an increase in website complexity---suggesting that Japanese may be holistically taking in a website before engaging with detailed information. We discuss implications of these findings for website design and cross-cultural research.
visual attention, culture, website search efciencyNigini OliveiraBrasilUniversity of Washington, Paul G Allen School of Computer Science and Engineering, Seattle, United Stateshttps://www.youtube.com/watch?v=ASNS1tKxlsU
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https://doi.org/10.1145/3411764.3445546
PaperElbow-Anchored Interaction: Designing Restful Mid-Air InputRafael Veras, Gaganpreet Singh, Farzin Farhadi-Niaki, Ritesh Udhani, Parth Pradeep Patekar, Wei Zhou, Pourang Irani, Wei LiWe designed a mid-air input space for restful interactions on the couch. We observed people gesturing in various postures on a couch and found that posture affects the choice of arm motions when no constraints are imposed by a system. Study participants that sat with the arm rested were more likely to use the forearm and wrist, as opposed to the whole arm. We investigate how a spherical input space, where forearm angles are mapped to screen coordinates, can facilitate restful mid-air input in multiple postures. We present two controlled studies. In the first, we examine how a spherical space compares with a planar space in an elbow-anchored setup, with a shoulder-level input space as baseline. In the second, we examine the performance of a spherical input space in four common couch postures that set unique constraints to the arm. We observe that a spherical model that captures forearm movement facilitates comfortable input across different seated postures.Mid-air Gestures, Comfort, Restful Input, Elbow-anchored Input, Variable-posture Gestures, Mid-air Gesture Fatigue
rafa.veras@outlook.com
Rafael VerasBrasilHuawei, Human-Machine Interaction Lab, Markham, Canadahttps://www.youtube.com/watch?v=syJC5qg3SZYhttps://www.youtube.com/watch?v=wwMgXllA_i0
27
https://doi.org/10.1145/3411764.3445083
PapermTSeer: Interactive Visual Exploration of Models on Multivariate Time-series ForecastKe Xu, Jun Yuan, Yifang Wang, Claudio Silva, Enrico BertiniTime-series forecasting contributes crucial information to industrial and institutional decision-making with multivariate time-series input. Although various models have been developed to facilitate the forecasting process, they make inconsistent forecasts. Thus, it is critical to select the model appropriately. The existing selection methods based on the error measures fail to reveal deep insights into the model’s performance, such as the identification of salient features and the impact of temporal factors (e.g., periods). This paper introduces mTSeer, an interactive system for the exploration, explanation, and evaluation of multivariate time-series forecasting models. Our system integrates a set of algorithms to steer the process, and rich interactions and visualization designs to help interpret the differences between models in both model and instance level. We demonstrate the effectiveness of mTSeer through three case studies with two domain experts on real-world data, qualitative interviews with the two experts, and quantitative evaluation of the three case studies.visualization, machine learning, multivariate time series, model evaluation, forecasting, feature extractioncsilva@nyu.eduYifang WangBrasilThe Hong Kong University of Science and Technology, Department of Computer Science and Engineering, Hong Kong, Chinahttps://www.youtube.com/watch?v=ET25ixDYhgshttps://www.youtube.com/watch?v=BHw-ljhhGOM
28
https://doi.org/10.1145/3411764.3445112
PaperData Agents: Promoting Reflection through Meaningful Representations of Personal Data in Everyday LifeMaria Karyda, Elisa D Mekler, Andrés LuceroVisual and physical representations of historical personal data have been discussed as artifacts that can lead to self-reflection through meaning-making. However, it is yet unclear how those two concepts relate to each other. We focus on meaningfulness, a part of meaning-making that relates to feelings. In this paper, we present three projects where mundane objects, our data agents, are combined in meaningful ways with personal data with the aim to trigger reflection by placing a person's individual experience of data in relation to others'. To identify relationships between self-reflection and meaningfulness we use Fleck and Fitzpatrick's framework to describe the levels of reflection that we found in our projects and Mekler and Hornbæk's meaning framework to define the depth of reflection. We conclude with a discussion on four themes in which we outline how data agents informed the intersections between our central concepts. This paper constitutes a first step towards unpacking those relationships and invites for further explorations by the HCI community.Meaningfulness, self-refection, data representations, personal data
maria.karyda@aalto.fi
Andrés LuceroChileAalto University, Espoo, Finlandhttps://www.youtube.com/watch?v=UYEaFe-js0k
29
https://doi.org/10.1145/3411764.3445380
PaperHardhats and Bungaloos: Comparing Crowdsourced Design Feedback with Peer Design Feedback in the ClassroomJonas Oppenlaender, Elina Kuosmanen, Andrés Lucero, Simo HosioFeedback is an important aspect of design education, and crowdsourcing has emerged as a convenient way to obtain feedback at scale.
In this paper, we investigate how crowdsourced design feedback compares to peer design feedback within a design-oriented HCI class and across two metrics: perceived quality and perceived fairness. We also examine the perceived monetary value of crowdsourced feedback, which provides an interesting contrast to the typical requester-centric view of the value of labor on crowdsourcing platforms.
Our results reveal that the students (N=106) perceived the crowdsourced design feedback as inferior to peer design feedback in multiple ways. However, they also identified various positive aspects of the online crowds that peers cannot provide. We discuss the meaning of the findings and provide suggestions for teachers in HCI and other researchers interested in crowd feedback systems on using crowds as a potential complement to peers.
crowdsourcing, design feedback, crowd feedback system, classroom study, peer review
andres.lucero@aalto.fi
Andrés LuceroChileAalto University, Espoo, Finlandhttps://www.youtube.com/watch?v=iNXqAK6OwwU
30
https://doi.org/10.1145/3411764.3445639
PaperExploring a Feedback-Oriented Design Process Through Curved FoldingEmrecan Gulay, Toni Kotnik, Andrés LuceroThe advancement of computational design and fabrication technologies has allowed combining physical and digital processes in architecture. Existing methods for physical-digital integration offer limited support for explorations with folded non-linear surfaces. This paper introduces a feedback-oriented design approach linking physical models with digital tools to enhance ideation processes in architecture. We employ paper as a medium for translating simple mock-up ideas to more elaborate digital design models. We explain the physical exploration, 3D scanning, digital simulation, and fabrication processes. Then, we discuss the results, observations, and limitations of this design approach.computer-aided design, physical models, ideation, design exploration
andres.lucero@aalto.fi
Andrés LuceroChileAalto University, Espoo, Finlandhttps://www.youtube.com/watch?v=ID9n2EUocec
31
https://doi.org/10.1145/3411764.3445414
PaperDiagramming Working Field Theories for Design in the HCI ClassroomBernd Ploderer, Jennyfer Lawrence Taylor, Diego Muñoz Sáez, Filip Bircanin, Margot BreretonHCI has historically provided little support for moving from fieldwork insights or theories to design outcomes. Having witnessed many students struggle and then justify their designs with a form of marketing hype, we developed a supporting approach of “field theories”. A field theory is a working theory about salient interactions in a particular domain and sensitizing concepts in order to frame design investigations. It is presented visually in a field theory diagram to support succinct communication and critique. Studying use of design prototypes that have been informed by a field theory helps to reflect upon and refine the theory. In this paper we present examples from our HCI classes and reflections based on interviews with students. We discuss how field theories offer an orientation in the spirit of a ‘bricoleur’ who harnesses elements of theory and practice to produce deeper understandings and more fitting outcomes for the task at hand.HCI education, fieldwork, sensitizing concept, visual thinking, design researchDiego Muñoz SáezChileSwinburne University of Technology, Centre for Design Innovation, Melbourne, Australiahttps://www.youtube.com/watch?v=KcFK3REPIaQ
32
https://doi.org/10.1145/3411764.3445764
PaperEvaluating an App to Promote a Better Visit Through Shared Activities for People Living with Dementia and their FamiliesDiego Muñoz Sáez, Stu R Favilla, Sonja Pedell, Andrew Murphy, Jeanie Beh, Tanya PetrovichThis project aims to foster shared positive experiences between people living with moderate to advanced dementia and their visitors as they may struggle to find topics to talk about and engaging things to do together. To promote a better visit, we trialed a previously developed app that includes eight games with twenty-one residents and their partners or carers across four care centers for three months each. Through interviews and data logging, we found that residents preferred games that were closer to their interests and skills, and that gameplay and cooperation fostered meaningful and shared interactions between residents and their visitors. The contribution of this work is twofold: (1) insights and opportunities into dyadic interactions when using an app and into promoting positive social experiences through technology design, and (2) reflections on the challenges of evaluating the benefits of technology for people living with dementia.dementia, person-centered care, app evaluation, dyadic interactionsDiego Muñoz SáezChileSwinburne University of Technology, Centre for Design Innovation, Melbourne, Australiahttps://www.youtube.com/watch?v=XnLjU5nJxlc
33
https://doi.org/10.1145/3411764.3445486
PaperReward Seeking or Loss Aversion?: Impact of Regulatory Focus Theory on Emotional Induction in Children and Their Behavior Towards a Social RobotMaha Elgarf, Natalia Calvo-Barajas, Ana Paiva, Ginevra Castellano, Christopher PetersAccording to psychology research, emotional induction has positive implications in many domains such as therapy and education. Our aim in this paper was to manipulate the Regulatory Focus Theory to assess its impact on the induction of regulatory focus related emotions in children in a pretend play scenario with a social robot. The Regulatory Focus Theory suggests that people follow one of two paradigms while attempting to achieve a goal; by seeking gains (promotion focus - associated with feelings of happiness) or by avoiding losses (prevention focus - associated with feelings of fear). We conducted a study with 69 school children in two different conditions (promotion vs. prevention). We succeeded in inducing happiness emotions in the promotion condition and found a resulting positive effect of the induction on children's social engagement with the robot. We also discuss the important implications of these results in both educational and child robot interaction fields.social robotics, human robot interaction, emotional induction, regulatory focus, social engagement
natalia.calvo@it.uu.se
Natalia Calvo-BarajasColombiaUppsala Univesity, Department of Information Technology, Uppsala, Swedenhttps://www.youtube.com/watch?v=OBhDi8myTUghttps://www.youtube.com/watch?v=mtT31DJto-8
34
https://doi.org/10.1145/3411764.3445228
PaperImproving Instruction of Programming Patterns with Faded Parsons ProblemsNathaniel Weinman, Armando Fox, Marti HearstLearning to recognize and apply programming patterns --- reusable abstractions of code --- is critical to becoming a proficient computer scientist. However, many introductory Computer Science courses do not teach patterns, in part because teaching these concepts requires significant curriculum changes. As an alternative, we explore how a novel user interface for practicing coding --- Faded Parsons Problems --- can support introductory Computer Science students in learning to apply programming patterns. We ran a classroom-based study with 237 students which found that Faded Parsons Problems, or rearranging and completing partially blank lines of code into a valid program, are an effective exercise interface for teaching programming patterns, significantly surpassing the performance of the more standard approaches of code writing and code tracing exercises. Faded Parsons Problems also improve overall code writing ability at a comparable level to code writing exercises, but are preferred by students.Computing Education, CS1, Programming Patterns, Parsons Problems
fox@berkeley.edu
Armando FoxCuban-AmericanUniversity of California, Berkeley, Electrical Engineering and Computer Sciences, Berkeley, United Stateshttps://www.youtube.com/watch?v=vnmrt2UTWNEhttps://www.youtube.com/watch?v=jvSvxN3Y8N8
35
https://doi.org/10.1145/3411764.3445718
PaperShowing Academic Performance Predictions during Term Planning: Effects on Students' Decisions, Behaviors, and PreferencesGonzalo Mendez, Luis Galárraga, Katherine ChiluizaCourse selection is a crucial activity for students as it directly impacts their workload and performance. It is also time-consuming, prone to subjectivity, and often carried out based on incomplete information. This task can, nevertheless, be assisted with computational tools, for instance, by predicting performance based on historical data. We investigate the effects of showing grade predictions to students through an interactive visualization tool. A qualitative study suggests that in the presence of predictions, students may focus too much on maximizing their performance, to the detriment of other factors such as the workload. A follow-up quantitative study explored whether these effects are mitigated by changing how predictions are conveyed. Our observations suggest the presence of a framing effect that induces students to put more effort into course selection when faced with more specific predictions. We discuss these and other findings and outline considerations for designing better data-driven course selection tools.Visual learning analytics, academic performance predictions, framing effects, course selection, course recommendation.
gonzalo.mendez@cti.espol.edu.ec - luis.galarraga@inria.fr - kchilui@espol.edu.ec
Gonzalo Mendez, Luis Galárraga, Katherine Chiluiza
EcuadorEscuela Superior Politécnica del Litoral, Guayaquil, EcuadorINRIA, Rennes, Francehttps://www.youtube.com/watch?v=0CpuBVXNtRw
36
https://doi.org/10.1145/3411764.3445086
PaperExamining Mobility Among People Living with HIV in Rural AreasJuan F. Maestre, Tawanna R Dillahunt, Alec Andrew Theisz, Megan Furness, Vaishnav Kameswaran, Tiffany Veinot, Patrick C. ShihThe rise of ridesharing platforms has transformed traditional transportation, making it more accessible for getting to work and accessing grocery stores and healthcare providers, which are essential to physical and mental well-being. However, such technologies are not available everywhere. Additionally, there is a scarcity of HCI work that investigates how vulnerable populations such as rural-dwelling people with HIV face and overcome transportation barriers. To extend past research, we conducted 31 surveys and 18 interviews with people living with HIV (22 surveys, 14 interviews) and their case coordinators (9 surveys, 4 interviews) in rural areas. Contrary to past research, we found that the use of alternative vehicles, extensive support networks, and nonprofit health organizations facilitated transportation. However, distance, the lack of trust and infrastructure, stigma, and other cultural underpinnings made popular forms of urban transportation unappealing. We contextualize our findings with prior research and contribute implications for future research and design.Mobility, Transportation Barriers, Rural Communities, HIV Care
and Management
jmaestre@indiana.edu
Juan F. MaestreEcuadorIndiana University Bloomington, School of Informatics, Computing and Engineering, Bloomington, United Stateshttps://www.youtube.com/watch?v=zv3g-nOYKm4https://www.youtube.com/watch?v=jNQ6ea7Mtws
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https://doi.org/10.1145/3411764.3445662
PaperAvoiding Reactions Outside the Home: Challenges, Strategies, and Opportunities to Enhance Dining Out Experiences of People with Food HypersensitivitiesFrancisco Nunes, João Almeida, Chia-Fang Chung, Nervo VerdezotoPeople with food hypersensitivities experience adverse reactions when eating certain foods and thus need to adapt their diet. When dining out, the challenge is greater as people entrust the care of their allergy, intolerance, or celiac disease, in the hands of staff who might not have enough knowledge to appropriately care for them. This interview study explored how people with food hypersensitivities avoid reactions while eating out, to inspire future digital technology design. Our findings show the social and emotional impact of food hypersensitivities and how people practically cope by investigating restaurants' safety precautions, correcting orders, or even educating restaurants' staff. We discuss our findings against the experiences of other people living with chronic conditions and offer design opportunities for digital technologies to enhance dining out experiences of people with food hypersensitivities.Food hypersensitivities, food allergies, food intolerance, dining out, avoiding reactions, qualitative research, self-care, health
VerdezotoDiasN@cardiff.ac.uk - francisco.nunes@fraunhofer.pt
Nervo VerdezotoEcuadorCardiff University, School of Computer Science and Informatics, Cardiff, United Kingdomhttps://www.youtube.com/watch?v=o8qwzuFI9uY
38
https://doi.org/10.1145/3411764.3445752
PaperAvatar-Mediated Communication in Social VR: An In-depth Exploration of Older Adult Interaction in an Emerging Communication PlatformSteven Baker, Jenny Waycott, Romina Carrasco, Ryan M. Kelly, Anthony John Jones, Jack Lilley, Briony Dow, Frances Batchelor, Thuong Hoang, Frank VetereWhile HCI researchers have begun designing personalised VR experiences for older adults, there has been limited research examining the use of social VR - where users interact via avatars in a virtual environment. Avatar-mediated communication (AMC) is a crucial component of the social VR experience, but older users’ experience with AMC is poorly understood. We conducted a five-month study with 16 older adults evaluating a co-designed social VR prototype. Results show that AMC in social VR was seen as medium that supported introverted users to express themselves and was viewed as offering advantages when discussing sensitive topics. Our study provides new insights into how older adults view AMC in social VR as a communication medium and we contribute six design reflections, based on our results, that highlight the steps that can be taken to ensure that AMC in social VR can meet the communication needs of older users.Avatars, Older adults, Social VRRomina CarrascoEcuadorUniversity of Melbourne, School of Computing and Information Systems, Parkville, Australiahttps://www.youtube.com/watch?v=1M7vfTJfzt0
39
https://doi.org/10.1145/3411764.3445398
PaperAssisting Manipulation and Grasping in Robot Teleoperation with Augmented Reality Visual CuesStephanie Arevalo Arboleda, Franziska Rücker, Tim Dierks, Jens GerkenTeleoperating industrial manipulators in co-located spaces can be challenging. Facilitating robot teleoperation by providing additional visual information about the environment and the robot affordances using augmented reality (AR), can improve task performance in manipulation and grasping. In this paper, we present two designs of augmented visual cues, that aim to enhance the visual space of the robot operator through hints about the position of the robot gripper in the workspace and in relation to the target. These visual cues aim to improve the distance perception and thus, the task performance. We evaluate both designs against a baseline in an experiment where participants teleoperate a robotic arm to perform pick-and-place tasks. Our results show performance improvements in different levels, reflecting in objective and subjective measures with trade-offs in terms of time, accuracy, and participants' views of teleoperation. These findings show the potential of AR not only in teleoperation, but in understanding the human-robot workspace.human-robot interaction, visual cues, augmented reality, robot teleoperation
stephanie.arevalo@w-hs.de
Stephanie Arevalo ArboledaEcuadorWestphalian University of Applied Sciences, Gelsenkirchen, Germanyhttps://www.youtube.com/watch?v=DTl9tcXJ_NAhttps://www.youtube.com/watch?v=qLHhOrTX7kU
40
https://doi.org/10.1145/3411764.3445087
PaperStoryMap: Using Social Modeling and Self-Modeling for Supporting Physical Activity Among Low-SES FamiliesHerman Saksono, Carmen Castaneda-sceppa, Jessica Hoffman, Magy Seif El-Nasr, Andrea G ParkerPhysical activity (PA) is crucial for reducing the risk of obesity, an epidemic that disproportionately burdens families of low-socioeconomic status (SES). While fitness tracking tools can increase PA awareness, more work is needed to examine (1) how such tools can help people benefit from their social environment, and (2) how reflections can help enhance PA attitudes. We investigated how fitness tracking tools for families can support social modeling and self-modeling (through reflection), two critical processes in Social Cognitive Theory. We developed StoryMap, a novel fitness tracking app for families aimed at supporting both modes of modeling. Then, we conducted a five-week qualitative study evaluating StoryMap with 16 low-SES families. Our findings contribute an understanding of how social and self-modeling can be implemented in fitness tracking tools and how both modes of modeling can enhance key PA attitudes: self-efficacy and outcome expectations. Finally, we propose design recommendations for social personal informatics tools.Health, Family, Physical Activity, Social Cognitive Theory, Social
Modeling, Self-Modeling, Self-Efficacy, Low-SES
c.sceppa@northeastern.edu
Carmen Castaneda-sceppaGuatemalaNortheastern University, Bouvé College of Health Sciences, Boston, United Stateshttps://www.youtube.com/watch?v=tdpq92lrRGshttps://www.youtube.com/watch?v=3tcS850loZU
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https://doi.org/10.1145/3411764.3445678
PaperFlow Encourages Task Focus, but Frustration Drives Task Switching: How Reward and Effort Combine to Influence Player Engagement in a Simple Video GameNicholas David Bowman, Justin Keene, Christina Jimenez NajeraThe current study explores the relationship between perceived cognitive and physical demands of a simple video game, and the balance of reward and effort that results in flow states during gameplay. Cognitive demands and both exertion-based and controller-based physical demands were perceived as lowest in situations where reward was high and effort was low (boredom), moderate when reward and effort were balanced (flow), and highest when the reward was low and effort was high (frustration). Surprisingly, player response times to a secondary task showed the greatest improvement when playing the frustrating video game condition. We interpret this latter finding as evidence of an observed task-switching effect: players initially tried to master the game’s over-challenging primary task before giving up and, instead, diverted attention toward a secondary in-game task that required less effort and thus, gave greater attentional rewards to the player. The implications of this cognitive offloading are discussed.flow theory, video games, reward, effort, interactivity-as-demandChristina Jimenez NajeraHispanicTexas Tech University, Media and Communication, Lubbock, United Stateshttps://www.youtube.com/watch?v=9IDx9u67G74https://www.youtube.com/watch?v=73p_tKg6i9Q
42
https://doi.org/10.1145/3411764.3445753
PaperDoes Clickbait Actually Attract More Clicks? Three Clickbait studies you must readMaria D. Molina, S. Shyam Sundar, Md Main Uddin Rony, Naeemul Hassan, Thai Le, Dongwon LeeStudies show that users do not reliably click more often on headlines classified as clickbait by automated classifiers. Is this because the linguistic criteria (e.g., use of lists or questions) emphasized by the classifiers are not psychologically relevant in attracting interest, or because their classifications are confounded by other unknown factors associated with assumptions of the classifiers? We address these possibilities with three studies—a quasi-experiment using headlines classified as clickbait by three machine-learning models (Study 1), a controlled experiment varying the headline of an identical news story to contain only one clickbait characteristic (Study 2), and a computational analysis of four classifiers using real-world sharing data (Study 3). Studies 1 and 2 revealed that clickbait did not generate more curiosity than non-clickbait. Study 3 revealed that while some headlines generate more engagement, the detectors agreed on a classification only 47% of the time, raising fundamental questions about their validity.clickbait, engagement, content perception, machine learning
molinad2@msu.edu
Maria D. MolinaHispanic (?)Michigan State University , Advertising and Public Relations, East Lansing, United Stateshttps://www.youtube.com/watch?v=EhjBUfmBjj8
43
https://doi.org/10.1145/3411764.3446864
PaperFigaro: A Tabletop Authoring Environment for Human-Robot InteractionDavid J Porfirio, Laura Stegner, Maya Cakmak, Allison Sauppe, Aws Albarghouthi, Bilge MutluHuman-robot interaction designers and developers navigate a complex design space, which creates a need for tools that support intuitive design processes and harness the programming capacity of state-of-the-art authoring environments. We introduce \textit{Figaro}, an expressive tabletop authoring environment for mobile robots, inspired by \textit{shadow puppetry}, that provides designers with a natural, situated representation of human-robot interactions while exploiting the intuitiveness of tabletop and tangible programming interfaces. On the tabletop, Figaro projects a representation of an environment. Users demonstrate sequences of behaviors, or \textit{scenes}, of an interaction by manipulating instrumented figurines that represent the robot and the human. During a scene, Figaro records the movement of figurines on the tabletop and narrations uttered by users. Subsequently, Figaro employs real-time program synthesis to assemble a complete robot program from all scenes provided. Through a user study, we demonstrate the ability of Figaro to support design exploration and development for human-robot interaction.Authoring environments, tabletop interfaces, shadow puppetry,
program synthesis, human-robot interaction
dporfirio@wisc.edu
David J PorfirioHispanic-americanUniversity of Wisconsin–Madison, Department of Computer Sciences, Madison, United Stateshttps://www.youtube.com/watch?v=7ox53gOHx4Ihttps://www.youtube.com/watch?v=bQP1GYbda5I
44
https://doi.org/10.1145/3411764.3445413
PaperIsolation in coordination: challenges of informal caregivers in the USAMark Schurgin, Mark S. Schlager, Laura M Vardoulakis, Laura R. Pina, Lauren WilcoxAs the global population ages and the prevalence of chronic conditions and acute infections rise, it is becoming imperative to understand the many forms of caregiving labor and create sociotechnical systems that support them. In this paper, we report results of a large survey study with 2000 informal caregivers in the USA, highlighting the fundamental challenges that different types of caregivers face when coordinating care with others. Our findings support previous findings on caregivers' coordination challenges, while also offering insights into the situational, mediating factors that influence the extent to which care coordination challenges are felt. These mediating factors include caregivers' relationships, access to a variety of resources including physical, social, and financial support, and physical and mental barriers. We discuss these challenges and mediating factors, and conclude with a discussion on how they can be considered in the design of future sociotechnical systems.Caregiving, Health, Well-being, Care Coordination, Care CommunicationLaura R. PinaHispanic-AmericanGoogle, Mountain VIew, United Stateshttps://www.youtube.com/watch?v=s7Dk8fm8b5k
45
https://doi.org/10.1145/3411764.3445395
PaperMedical Maker Response to COVID-19: Distributed Manufacturing Infrastructure for Stop Gap Protective EquipmentUdaya Lakshmi, Megan Hofmann, Kelly Mack, Scott E Hudson, Jennifer Mankoff, Rosa I. ArriagaUnprecedented maker efforts arose in response to COVID-19 medical supply gaps worldwide. Makers in the U.S., participated in peer-production activities to manufacture personal protective equipment (PPE). Whereas, medical makers, who innovate exclusively for points of care, pivoted towards safer, reliable PPE. What were their efforts to pivot medical maker infrastructure towards reliable production of safe equipment at higher volumes? We interviewed 13 medical makers as links between institutions, maker communities, and wider regional industry networks. These medical makers organized stopgap manufacturing in institutional spaces to resolve acute shortages (March--May) and chronic shortages (May--July). They act as intermediaries in efforts to prototype and produce devices under regulatory, material, and human constraints of a pandemic. We re-frame their making efforts as repair work to offer an alternate critical view of optimism around making for crisis. We contribute an understanding of these efforts to inform infrastructure design for making with purpose and safety leading to opportunities for community production of safe devices at scale.
arriaga@cc.gatech.edu
Rosa I. ArriagaHispanic-americanGeorgia Institute of Technology, Interactive Computing, Atlanta, United Stateshttps://www.youtube.com/watch?v=p7JHCSKX7uc
46
https://doi.org/10.1145/3411764.3445707
PaperThe Right to Help and the Right Help: Fostering and Regulating Collective Action in a Medical Making Reaction to COVID-19Megan Hofmann, Udaya Lakshmi, Kelly Mack, Scott E Hudson, Rosa I. Arriaga, Jennifer MankoffMedical making intersects opposing value systems of a medical ``do no harm'' ethos and makers' drive to innovate. Since March 2020, online maker communities have formed to design, manufacture, and distribute personal protective equipment (PPE) and other medical devices needed to fight the COVID-19 pandemic. We present a participant observation study of 14 maker communities, which have developed differing driving principles for efforts with varied access to interdisciplinary expertise on online platforms that mutually shape collective action. Over time, these communities unintentionally align towards action-oriented or regulated practices because they often lack higher level insight and agency in choosing communication platforms. In response, we recommend: regulatory bodies to build coalitions with makers, online platforms to give communities more control over the presentation of information, and repositories to balance needs to distribute information while limiting the spread of misinformation.3D printing, collective action, COVID-19, making
arriaga@cc.gatech.edu
Rosa I. ArriagaHispanic-AmericanGeorgia Institute of Technology, Interactive Computing, Atlanta, United Stateshttps://www.youtube.com/watch?v=aOF-g0EQEmA
47
https://doi.org/10.1145/3411764.3445277
PaperThe Burden of Survival: How Doctoral Students in Computing Bridge the Chasm of InaccessibilityKristen Shinohara, Michael McQuaid, Nayeri JacoboDespite efforts to support students with disabilities in higher education, few continue to pursue doctoral degrees in computing. We conducted an interview study with 12 blind and low vision, and 7 deaf and hard of hearing current and former doctoral students in computing to understand how graduate students adjust to inaccessibility and ineffective accommodations. We asked participants how they worked around inaccessibility, managed ineffective accommodations, and advocated for tools and services. Employing a lens of ableism in our analysis, we found that participants' extra effort to address accessibility gaps gave rise to a burden of survival, which they sustained to meet expectations of graduate-level productivity. We recommend equitable solutions that acknowledge taken-for-granted workarounds and that actively address inaccessibility in the graduate school context.Accessibility, Higher Education, Computing Education Research, AbleismNayeri JacoboHispanic-american?Rochester Institute of Technology, School of Information, Rochester, United Stateshttps://www.youtube.com/watch?v=ohhXAggqbNc
48
https://doi.org/10.1145/3411764.3445715
PaperThe Show Must Go On: A conceptual model of conducting synchronous participatory design with children onlineKung Jin Lee, Wendy Roldan, Tian Qi Zhu, Harkiran Kaur Saluja, Sungmin Na, Britnie Chin, Yilin Zeng, Jin Ha Lee, Jason YipCo-designing with children in an online environment is increasingly important due to external factors, such as the COVID-19 pandemic, and the diversification and inclusion of youth participants. Many prior studies about co-design with youth focus on co-located or asynchronous online sessions. However, conducting synchronous online co-design sessions adds layers of complexity and uncertainty to collaboration. This paper introduces a model explicating factors to consider when co-designing with children synchronously in an online space. We examined ten consecutive intergenerational participatory design sessions online where children (ages 7-11) and adults designed new technologies. Along with highlighting unexpected moments and interactions, we use theories of improvisation to guide our understanding of dynamic situations that are out of the control of researchers. This work contributes to improving theoretical understanding of improvisation as a method of inquiry for co-designing with youth, and offers practical suggestions for suitable online co-design techniques and implementation.Participatory design, Improvisation, Children, Design methodsWendy RoldanMexican-AmericanUniversity Of Washington, Human Centered Design & Engineering, Seattle, United Stateshttps://www.youtube.com/watch?v=QxLaiHbfvX4
49
https://doi.org/10.1145/3411764.3445200
PaperSignificant Otter: Understanding the Role of Biosignals in CommunicationFannie Liu, Chunjong Park, Yu Jiang Tham, Tsung-Yu Tsai, Laura Dabbish, Geoff Kaufman, Andrés Monroy-HernándezWith the growing ubiquity of wearable devices, sensed physiological responses provide new means to connect with others. While recent research demonstrates the expressive potential for biosignals, the value of sharing these personal data remains unclear. To understand their role in communication, we created Significant Otter, an Apple Watch/iPhone app that enables romantic partners to share and respond to each other’s biosignals in the form of animated otter avatars. In a one-month study with 20 couples, participants used Significant Otter with biosignals sensing OFF and ON. We found that while sensing OFF enabled couples to keep in touch, sensing ON enabled easier and more authentic communication that fostered social connection. However, the addition of biosignals introduced concerns about autonomy and agency over the messages they sent. We discuss design implications and future directions for communication systems that recommend messages based on biosignals.computer-mediated communication, biosignals, interpersonal communication, social connection, smartwatches, heart rate, couples
mail@andresmh.com
Andrés Monroy-HernándezMéxicoSnap Inc., Seattle, United Stateshttps://www.youtube.com/watch?v=Oub3OY5j7Z8https://www.youtube.com/watch?v=i1nUqVnpKj8
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https://doi.org/10.1145/3411764.3445732
PaperAppliancizer: Transforming Web Pages into Electronic DevicesJorge Garza, Devon J. Merrill, Steven SwansonPrototyping electronic devices that meet today's consumer standards is a time-consuming task that requires multi-domain expertise. Consumers expect electronic devices to have visually appealing interfaces with both tactile and screen-based interfaces. Appliancizer, our interactive computational design tool, exploits the similarities between graphical and tangible interfaces, allowing web pages to be rapidly transformed into physical electronic devices. Using a novel technique we call essential interface mapping, our tool converts graphical user interface elements (e.g., an HTML button) into tangible interface components (e.g., a physical button) without changing the application source code. Appliancizer automatically generates the PCB and low-level code from web-based prototypes and HTML mock-ups. This makes the prototyping of mixed graphical-tangible interactions as easy as modifying a web page and allows designers to leverage the well-developed ecosystem of web technologies. We demonstrate how our technique simplifies and accelerates prototyping by developing two devices with Appliancizer.Web applications, electronic design automation, synthesis, human-computer interaction, HTML, PCB layout
jgarzagu@eng.ucsd.edu
Jorge GarzaMéxicoUniversity of California, San Diego, Computer Science and Engineering , La Jolla, United Stateshttps://www.youtube.com/watch?v=53LRpMp2_vMhttps://www.youtube.com/watch?v=I315VCho9jw
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https://doi.org/10.1145/3411764.3445305
Paper“Why lose control?” A Study of Freelancers' Experiences with Gig Economy PlatformsJuan Carlos Alvarez de la Vega, Marta E. Cecchinato, John RooksbyFreelancing platforms, such as Upwork, represent an expansion of the gig economy to encompass knowledge-based work. Prior research in HCI has primarily focused on forms of gig work such as ride-sharing and microwork but has not addressed how freelancing platforms are disrupting high-skilled knowledge work. To understand freelancers’ perspectives on how these platforms are disrupting their work we have collected and thematically analysed 528 posts with 7499 comments from four relevant subforums on Reddit. The qualitative findings reveal tensions between wanting autonomy and control and the necessity of opportunities and convenience. Freelancing platforms are perceived as systems that present advantages to find clients, gain experience and mitigate precarity. However, these platforms constrain the control over their work that freelancers value. The paper contributes an improved understanding of freelance work, the role and potential for freelancing platforms in the knowledge-based gig economy, and directions for worker-centred design.Gig economy, Freelancing platforms, Freelance work, Worker-centered design, Upwork, Fiverr, RedditJuan Carlos Alvarez de la VegaMéxicoNorthumbria University, Newcastle upon Tyne, United Kingdomhttps://www.youtube.com/watch?v=fuDUOJmtzOg
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https://doi.org/10.1145/3411764.3445333
Paper"They See You're a Girl if You Pick a Pink Robot with a Skirt": A Qualitative Study of How Children Conceptualize Data Processing and Digital Privacy RisksKaiwen Sun, Carlo Sugatan, Tanisha Afnan, Hayley Simon, Susan Gelman, Jenny Radesky, Florian SchaubAs children become frequent digital technology users, concerns about their digital privacy are increasing. To better understand how young children conceptualize data processing and digital privacy risks, we interviewed 26 children, 4 to 10 years old, from families with higher educational attainment recruited in a college town. Our child participants construed apps' and services' data collection and storage practices in terms of their benefits, both to themselves and for user safety, and characterized both data tracking and privacy violations as interpersonal rather than considering automated processes or companies as privacy threats. We identify four factors shaping these mental models and privacy risk perceptions: (1) surface-level visual cues, (2) past digital interactions involving data collection, (3) age and cognitive development, and (4) privacy-related experiences in non-digital contexts. We discuss our findings' design, educational, and public policy implications toward better supporting children in identifying and reasoning about digital privacy risks.Digital Privacy, Children, Data Processing.Carlo SugatanRepublica DominicanaUniversity of Michigan, School of Information, Ann Arbor, United Stateshttps://www.youtube.com/watch?v=fqOEoqNBQ-0
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https://doi.org/10.1145/3411764.3445786
PaperMorpheesPlug: A Toolkit for Prototyping Shape-Changing InterfacesHyunyoung Kim, Aluna Everitt, Carlos Tejada, Mengyu Zhong, Daniel AshbrookToolkits for shape-changing interfaces (SCIs) enable designers and researchers to easily explore the broad design space of SCIs. However, despite their utility, existing approaches are often limited in the number of shape-change features they can express. This paper introduces MorpheesPlug, a toolkit for creating SCIs that covers seven of the eleven shape-change features identified in the literature. MorpheesPlug is comprised of (1) a set of six standardized widgets that express the shape-change features with user-definable parameters; (2) software for 3D-modeling the widgets to create 3D-printable pneumatic SCIs; and (3) a hardware platform to control the widgets. To evaluate MorpheesPlug we carried out ten open-ended interviews with novice and expert designers who were asked to design a SCI using our software. Participants highlighted the ease of use and expressivity of the MorpheesPlug.Shape-changing Interfaces, Toolkit design
carlos@carlosetejada.com
Carlos TejadaRepublica DominicanaUniversity of Copenhagen, Department of Computer Science, Copenhagen, Denmarkhttps://www.youtube.com/watch?v=xrvTtvvi4oEhttps://www.youtube.com/watch?v=41sGJShT2AU
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https://doi.org/10.1145/3411763.3450363
alt.chiCatch Me If You Can: Designing a Disobedient Object to Protest Against GSM SurveillanceFélicien GogueyIn this article, I discuss the process of designing an object to protest against a specific surveillance device: the IMSI catcher, a controversial object used to monitor GSM networks. Being widely used in protests, I develop a tactical approach based on obfuscation to be adopted collectively to counteract IMSI catchers. In this case study, (1) I present how can remaking an IMSI catcher allow to re-appropriate the technology and create a basis for designing a disobedient object; (2) I introduce some examples of tactics to defeat surveillance based on obfuscation and the potential of inflatables; (3) I conceptualize a possible design of an object to defeat IMSI catchers and show the types of interactions it might generate in protests.https://www.youtube.com/watch?v=T7c8mXIrhIY
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https://doi.org/10.1145/3411763.3450364
alt.chiCalling for a Plurality of Perspectives on Design Futuring: An Un-ManifestoNoura Howell, Britta F. Schulte, Amy Twigger Holroyd, Rocio Fatas, Sumita Sharma, Grace EdenThe Futures Cone, a prominent model in design futuring, is useful for promoting discussions about possible, plausible, probable, and preferable futures. Yet this model has limitations, such as representing diverse human experiences as a singular point of “the present” and implicitly embedding notions of linear progress. Responding to this, we argue that a plurality of perspectives is needed to engage imaginations that depict a diverse unfolding of potential futures. Through reflecting on our own cultural and professional backgrounds, we offer five perspectives for design futuring as a contribution to this plurality: Parallel Presents, “I Am Time”, Epithelial Metaphors, the Uncertainties Cone, and Meet (with) “Speculation”. These perspectives open alternative approaches to design futuring, move outside prevalent notions of technological progress, and foreground interdependent, relational agencies.https://www.youtube.com/watch?v=u_hshmLjf44
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https://doi.org/10.1145/3411763.3450365
alt.chiDecolonial Pathways: Our Manifesto for a Decolonizing Agenda in HCI Research and DesignAdriana Alvarado Garcia, Juan F. Maestre, Manuhuia Barcham, Marilyn Iriarte, Marisol Wong-Villacres, Oscar A Lemus, Palak Dudani, Pedro Reynolds-Cuéllar, Ruotong Wang, Teresa Cerratto PargmanAs the push for intersection between decolonial and post-colonial perspectives and technology design and HCI continues to grow, the natural challenge of embracing different ways of approaching knowledge production without 'othering' begins to emerge. In this paper, we offer what we call 'decolonial paths', possible portals to navigate through this challenge. This collective exploration inspires five pathways for approaching decoloniality within HCI: understanding, reconsidering, changing, expanding, and reflecting. Non-prescriptive and non-definitive, these pathways offer HCI researchers a framework to investigate their own practice and the spaces of sociotechnical research and learning they inhabit.https://www.youtube.com/watch?v=Inl6EqiB-Ew
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https://doi.org/10.1145/3411763.3450366
alt.chiUnder the Spell of DeadlinesErgun Akleman, MD Tanim Hasan, Ioannis PavlidisDeadlines are constitutional aspects of research life that the CHI community frequently observes. Despite their importance, deadlines are understudied. Here we bring a mixed art and science perspective on deadlines, which may find broader applications as a starter methodology. In a field study, we monitored four academics at the office, two days before a deadline and two regular days, after the deadline had passed. Based on face video, questionnaire, and interview data we constructed their profiles. We added a dose of fictionalization to these profiles, composing anonymized comic stories that are as humorous as they are enlightening. In the stressful and lonely days towards deadlines, the only common presence in all cases is the researchers’ computer. Accordingly, this work aspires to prompt an effort for a deeper understanding of ``deadline users’’, in support of designing much needed affective interfaces.https://www.youtube.com/watch?v=3S7EpK3vHgs
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https://doi.org/10.1145/3411763.3450367
alt.chiContext-Aware WearablesKim Olivia Snooks, Joseph Lindley, Daniel Richards, Roger WhithamWe present Connected Companion (CoCo), a health tracking wearable that provides users with timely, context-relevant notifications aimed at improving wellness. Traditionally, self-tracking wearables report basic health data such as resting heart rate; these data are visualised and positive behaviours (e.g. exercising often) are encouraged with rudimentary gamification (e.g. award badges) and notification systems. CoCo is the first wearable to combine caffeine, alcohol and cortisol sensors, a context network (which predicts user context), and a wellness model (which establishes per-user wellness measures). Working in tandem these provide users with notifications that encourage discrete behaviours intended to optimise user-wellness per very specific biological and social contexts. The paper describes the (sometimes unexpected) results of a user-study intended to evaluate CoCo’s efficacy and we conclude with a discussion about the power and responsibility that comes with attempts to build context-aware computing systems.https://www.youtube.com/watch?v=EN782YgAg-0
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https://doi.org/10.1145/3411763.3450368
alt.chiA Call for Action: Conceptualizing Assets-Based Inclusive Design as a Social Movement to Address Systemic InequitiesVeronica Ahumada, J. Maya Hernandez, Karla Badillo-UrquiolaDigital technologies shape how individuals, communities, and societies interact; yet they are far from equitable. This paper presents a framework that challenges the “one-view-fits-all” design approach to digital health tools. We explore systemic issues of power to evaluate the multidimensional indicators of Latino health outcomes and how technology can support well-being. Our proposed framework enables designers to gain a better understanding of how marginalized communities use digital technologies to navigate unique challenges. As an innovative and possibly controversial approach to assets-based design, we stress the importance of industry and academia self-reflection on their organization’s role in the marginalization of communities in addition to valuing the lived experiences of marginalized communities. Through this approach, designers may avoid amplifying structural and health inequities in marginalized communities.https://www.youtube.com/watch?v=hsDotXM5YGA
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https://doi.org/10.1145/3411763.3450369
alt.chiThe Computer for the 21st Century – Second Edition for Europe: Open-source Projects, Consumer Activism, and Collaboration Will Make Privacy the Central Pillar of Innovation and Cause a Technology Industry Where Creative Ideas From Small Market Players Can FlourishDaphne Ariadne MullerThe privacy of personal data is a human right that is systematically violated in the computing industry, according to human rights organisations. The vision that technology would help society progress through more computing and more accumulation of personal data is now 30 years old. With the knowledge of today, such a vision would be different. Instead of violating a human right, technologists could use data minimisation as a central pillar of innovation. A compelling amount of evidence shows that the majority of consumers does not feel comfortable with being tracked or profiled. This paper analyses how this vision may be realised through a variety of projects and case examples. The conclusion is that technology without tracking, personal data collection, or personal data analysis, may gradually emerge as the dominant mode of innovation and computing over the next 30 years.https://www.youtube.com/watch?v=RiWW9ROfA2w
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https://doi.org/10.1145/3411763.3450370
alt.chiPerfectly Imperfect: A Speculation about Wabi-Sabi Inspired User Experience DesignAparna Kongot, Alexandra MatzBusinesses and the software built for them are usually associated with models that have economic benefit at their core. The various disciplines of design, such as communication design for branding or design for human computer interaction (HCI), support those value-creating processes. Wabi-Sabi, a Japanese philosophy and aesthetic concept that is not rooted in creating monetary value, approaching a discipline within HCI, or vice versa, therefore asks for pathways that allow open, interdisciplinary and intercultural learning. We used speculative and narrative methods such as poetic writing and scriptwriting to prototype and create a narrative to illustrate our concepts. This paper investigates how Wabi-Sabi principles could be applied to the user experience of digital products, specifically business software. It further highlights a methodological approach that has proved valuable in investigating two initially contrary themes.https://www.youtube.com/watch?v=WmEMbk3PSj8
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https://doi.org/10.1145/3411763.3450371
alt.chiFont Your Friends and Loved Ones: On the Utility of Ugly InterfacesJosh Urban Davis, Johann WentzelUser interface design often focuses so heavily on clean and minimal interface aesthetics that any deviation is often rejected as “ugly”. This tendency towards abstraction in UI design can be contextualized as a removal of the “human” or “physical world” from the aesthetic choices and design considerations for the system. To resist this techno-deterministic eradication of the human presence from UI design, as well as radically inject the human presence back into user interfaces, we present typeFACE, a web interface and generative adversarial network designed to create fonts from human faces. We provide an implementation and applications for such a system, as well as contextualize and analyze the history of “ugliness” and the “uncanny” in UI design history. We also discuss implications of such a system within the domains of data ownership, identity, and HCI design research.https://www.youtube.com/watch?v=JEZxSBfqkxs
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https://doi.org/10.1145/3411763.3450372
alt.chiThis is not a paperJoseph Lindley, Miriam Sturdee, David Philip Green, Hayley AlterThis is like an abstract to a paper, but it is more abstract. In fact, it is the introduction to something which is a not paper. The global Covid-19 pandemic of 2020 represented an inflection point for our post-post-modern world, a moment where our old normal was dramatically arrested. We are now in a state of comprehensive flux as ‘new normals’ emerge, begin to solidify, and may evolve into an—as yet undetermined—futures. This not paper is a facet and exploration of that flux as it relates to publication and conference culture, video conferencing systems, and how we both conduct, and share, research. You should read the whole of this abstract, but then you should take a step inside the not paper, it lives on the web over here https://designresearch.works/thisisnotapaper/https://www.youtube.com/watch?v=kdkzK2nWxBY
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https://doi.org/10.1145/3411763.3450373
alt.chiDesigning for Narrative Influence: Speculative Storytelling for Social Good in Times of Public Health and Climate CrisesRAY LC, Daijiro MizunoHealth and safety concerns have led to policies that put individuals under lockdown, but such restrictions lose effectiveness in the long-term due to inherent human needs of connection and physical action. People maintain prosocial behaviors long-term only if they make decisions themselves intrinsically as opposed to forced restrictions. To build systems for effecting positive social purpose in pandemic and environmental concerns, we apply speculative design to create story structures and interactions that promote behaviors for social good. We designed stories and interactions using both plot-based narrative frameworks and character-based machine-learning-generated dialogues for effecting cooperation. We then ran a series of workshops investigating how designers negotiate and collaborate to tell stories for social purpose using a "finish each other's stories" approach. This work illustrates the application of design fiction to promote sustainable behavioral patterns that value societal good.https://www.youtube.com/watch?v=6CJcEroUavohttps://www.youtube.com/watch?v=oGLSqwghgyU
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https://doi.org/10.1145/3411763.3450374
alt.chiWhere HCI Meets the Spiritual Path: The Three Yogas of the Bhagavad GitaAlexander MuirHCI practice can be a force for social good, but can it become a spiritual practice? If so, how? These questions are somewhat taboo, and usually discussed quietly at the fringes of the HCI community. This paper is based on the Bhagavad-Gita, and proposes three ways to tie-together a practical HCI career with our spiritual lives. The three approaches are broadly related to humanitarian action (karma yoga), love and devotion (bhakti yoga) and introspective insight (jnana yoga). Each offers a different perspective on our HCI practice, and how the practical challenge of being a researcher can be reframed as part of a spiritual path. It suggests approaches to issues such as emotional burnout and bias-awareness. It is based on teachings given by major Indian teachers.https://www.youtube.com/watch?v=9TwAJJEvQBI
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https://doi.org/10.1145/3411763.3450375
alt.chiQuick, Print This Page! The Value of Analogue Media in a Digital WorldLuke Haliburton, Matthias Hoppe, Albrecht Schmidt, Thomas KoschQuick, print this page! (Hint: Print to PDF will also work, or check the supplementary material if you are having access trouble!) Otherwise, the information in this document might be digitally manipulated, and initial creative intention and contribution will be changed. You will lose your access to this document when the database containing this paper is decommissioned or compromised. This paper highlights the relevance of features from analogue media in an increasingly fragile digital world. Digital content can be altered to change its meaning or be deleted altogether. In analogue media, this is much more difficult without anyone noticing. Just imagine the impact if YouTube was decommissioned and all its content was rendered unavailable. In this paper, we outline concrete commercial examples and insight from the research of issues with distribution, storage, and manipulation of digital media and its impact on users. We conclude with strategies to preserve content, access, and artistic freedom in an increasingly digital future.https://www.youtube.com/watch?v=jA5idcn87ac
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https://doi.org/10.1145/3411763.3450376
alt.chi“All Names are Pseudonyms”: A Critical Reflection on Pseudonymizing Names in HCINana Kesewaa DankwaA person’s name embodies identity. During user studies in Human Computer Interaction (HCI), persons are often renamed (pseudonymization) to hide their identity for privacy and ethical reasons. Pseudonymization occurs mostly as a “silent” affair of due diligence. Researchers barely give substantial information to the process nor reveal a reflexive position nor acknowledge the underlying elements of power and identity negotiation. As HCI advances in mitigating the design of biased technologies and breaking oppressive structures, I argue, in this paper, the need for the field to re-consider research requirements such as pseudonymization as possible to embody oppressive structures and erase identity. I present a review of papers from the 2020 CHI Conference on Human Factors in Computing Systems (CHI ‘20) that illustrate how silent the HCI approach is. My argument is built on Critical Race Theory, questioning the objectivity of such technical requirements. I use personal narratives to bolster this argument, ending with a call to the HCI community to acknowledge the power and privilege in renaming participants with three recommendations for consideration.https://www.youtube.com/watch?v=vNWZE0PvG_0
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https://doi.org/10.1145/3411763.3450377
alt.chiThe Case for "Weird Social" in VR/XR: A Vision of Social Superpowers Beyond MeatspaceJoshua McVeigh-Schultz, Katherine IsbisterCOVID underscores the potential of VR meeting tools to compensate for lack of embodied communication in applications like Zoom. But both research and commercial VR meeting environments typically seek to approximate physical meetings, instead of exploring new capacities of communication and coordination. We argue the most transformative features of VR (and XR more broadly) may look and feel very different from familiar social rituals of physical meetings. Embracing “weird” forms of sociality and embodiment, we incorporate inspiration from a range of sources including: (1) emerging rituals in commercial social VR, (2) existing research on social augmentation systems for meetings, (3) novel examples of embodied VR communication, and (4) a fictionalized vignette envisioning a future with aspects of “Weird Social XR” folded into everyday life. We call upon the research community to approach these speculative forms of alien sociality as opportunities to explore new kinds of social superpowers.https://www.youtube.com/watch?v=ubyOEdu8Cbg
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https://doi.org/10.1145/3411763.3450378
alt.chiThe Peril and Potential of XR-based Interactions with WildlifeDaniel PimentelIn “Being a Beast”, Charles Foster recounts living with, and as, wildlife (e.g., otters, foxes). These encounters, he contends, forge human-nature connections which have waned, negatively impacting biodiversity conservation. Yet, we need not live amidst beasts to bridge the human-nature gap. Cross-reality (XR) platforms (i.e., virtual and augmented reality) have the unique capacity to facilitate pseudo interactions with, and as, wildlife, connecting audiences to the plight of endangered species. However, XR-based wildlife interaction, I argue, is a double-edged sword whose implementation warrants as much attention in HCI as in environmental science. In this paper I highlight the promise of XR-based wildlife encounters, and discuss dilemmas facing developers tasked with fabricating mediated interactions with wildlife. I critique this approach by outlining how such experiences may negatively affect humans and the survivability of the very species seeking to benefit from them.https://www.youtube.com/watch?v=bYb3QdAm4g0
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https://doi.org/10.1145/3411763.3450379
alt.chiKa-Boom!!! Visually Exploring Latency Measurements for XRJan-Philipp Stauffert, Kristof Korwisi, Florian Niebling, Marc Erich LatoschikLatency can be detrimental for the experience of Virtual Reality. High latency can lead to loss of performance and cybersickness. There are simple approaches to measure approximate latency and more elaborated for more insight into latency behavior. Yet there are still researchers who do not measure the latency of the system they are using to conduct VR experiments.

This paper provides an illustrated overview of different approaches to measure latency of VR applications, as well as a small decision-making guide to assist in the choice of the measurement method. The visual style offers a more approachable way to understand how to measure latency.
https://www.youtube.com/watch?v=3lk3dzqflIM
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https://doi.org/10.1145/3411763.3450381
alt.chiBeyond Beauty: Towards a Deeper Understanding of Aesthetics in HCIPaul HaimesThe word aesthetics, as used in Human-Computer Interaction (HCI), tends to refer to visual characteristics of an interface. Furthermore, it is broadly taken to mean beauty, which, while a significant aspect of aesthetics, is not its only concern. Unfortunately, HCI tends to hold a narrow-sighted view of the topic that often ignores a rich history of discourse. Aesthetics is a key concern of philosophy, considering our perception of the natural and artefactual world. In more recent times, it has grown to consider all of our sensory perceptions of the world around us, where our encounters with everyday objects and environments are two areas of interest. Here, I explain how HCI describes aesthetics and give an overview of philosophical approaches to aesthetics, show where some common ground lies between the two, and suggest how aesthetic categorisations could work for artefacts in HCI.https://www.youtube.com/watch?v=5RZlQ7u9gP0
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https://doi.org/10.1145/3411763.3450382
alt.chiEcosystemas: Representing Ecosystem Impacts in DesignBill Tomlinson, Bonnie Nardi, Daniel Stokols, Ankita RaturiPersonas---distilled representations of particular user groups---are a key part of many design processes. Researchers have created animal personas to represent nonhuman animals as stakeholders in design efforts. However neither human nor animal personas allow for the representation of broader-scale ecological impacts in design decisions. To address this gap, we present an additional conceptual tool for design: the ecosystema. This design construct is analogous to a persona, but at the level of an entire ecosystem rather than of a particular human population or animal species. These constructs could allow ecosystem-wide impacts to influence design processes more effectively, and may provide greater leverage on current environmental crises than existing human-centered techniques.https://www.youtube.com/watch?v=Zyualt0UkXE
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https://doi.org/10.1145/3411763.3450383
alt.chiFor God's sake! Considering Religious Beliefs in HCI Research : A Case of Islamic HCISamia IbtasamHCI community believes in understanding socio-cultural norms and designing for users' values - both of which can stem from users’ belief systems. Using stories from my research work in an Islamic context, I make a case for how religion can impact HCI research. In particular, I discuss a) the implications of socio-cultural norms and participants’ belief (e.g. hijab or 'veil') on HCI research in these settings; b) how religion forms users’ individual and collective values and socio-cultural norms that impact users’ understanding, use, or perception of technologies; and c) how our presumptions about a belief system or our value tensions can impact reporting and viewing of such findings. Thus, HCI needs to look beyond engagement with populations to include the belief systems to understand the interpretations, negotiations, and enactments of these values, their implications on our research, and their results.https://www.youtube.com/watch?v=N48JXn6E1pA
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https://doi.org/10.1145/3411763.3450384
alt.chiInvestigating Sensory Perception as a Material for Fashion DesignJan TepeThe increasing digitalization of fashion design opens up new potentials for designing and experiencing fashion. The study presented in this paper aimed to investigate new potentials for artistic expression by deconstructing the human body into materials for design using technological devices. The senses of sight, hearing, and touch were used as materials for design by creating a distance between these stimuli and the body’s surface and relocating them to the surface of a bodysuit that was designed for this purpose. Undergraduate students participated in the study by exploring bodily perception from the perspective of fashion design in a workshop. The findings of the workshop suggest potentials for fashion designers to use technologies as design tools for designing dress beyond the textile surface by turning the human body, in terms of bodily senses, into material for design.https://www.youtube.com/watch?v=DsRjuHjtf_4https://www.youtube.com/watch?v=fj7H_YgJ0AU
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https://doi.org/10.1145/3411763.3450385
alt.chiThe Philosophical and Technical Legacy of Bernard StieglerHarry HalpinAlthough technical systems may not seem on the surface to be philosophical in nature, there is a historical influence in Human-Computer Interaction (HCI) of Heidegger via the work of Winograd and Dreyfus. However, the late philosopher Bernard Stiegler critiqued this positivist reading of Heidegger, noting how Heidegger himself ultimately did not understand the political stakes of technology. Rather than abandon technology, Stiegler argued that we must repurpose technology to create a new form of society in the wake of the digital disruption. We review Stiegler's often difficult philosophical vocabulary, his political stance, and his nearly unknown role in motivating a number of innovative software projects at Institut de recherche et d'innovation du Centre Pompidou. We believe it is precisely a fundamental philosophical reorientation that will allow researchers to create the new kinds of programs that can meet the challenge posed by our digital epoch.https://www.youtube.com/watch?v=QgNPDoqR2DE
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https://doi.org/10.1145/3411763.3450386
alt.chiLearnable ComputingMarco GilliesWe have to learn all new technologies and we continue to learn for as long as we use them and develop that use. Learning is therefore an integral part of human engagement with technology, as it is with all areas of life. This paper proposes that we should consider learning as an important part of all human computer interaction and that theories of learning can make an important contribution to HCI. It presents 6 vignettes that describe different ways in which this could happen: rethinking HCI concepts in terms of learning, applying learning theory to better understanding established ideas in HCI, using learning research to inform HCI practice, understanding how people learn software and inspiring us to rethink the aims of this discipline. This paper aims to start a conversation that could bring valuable new ideas into our "inter-discipline".https://www.youtube.com/watch?v=UciV68JIxXA
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https://doi.org/10.1145/3411763.3450387
alt.chiMachinoia, Machine of Multiple Me: Integrating with Past,Future and Alternative SelvesPat Pataranutaporn, Valdemar Danry, Pattie MaesOur body and mind relate in ways which are extraordinarily enigmatic and seemingly incomprehensible. Recent findings exemplify this by showing not just that our minds can phenomenologically inhabit multiple bodies but also that our body can be accessed by multiple minds. As an exploration of this concept, we present Machinoia, a symbiotic augmentation that extends the user with two additional heads each of which are unique variations of the users identity: who you once were, and who you'll eventually become. We used a generative adversarial network to synthesize life-like human faces and controlled them through artificial attitude models extracted from social media data of the wearer, thus creating "artificial personal intelligences'' of the wearer, bringing to life past and future versions of oneself.https://www.youtube.com/watch?v=1KUXcY_CrWU
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https://doi.org/10.1145/3411763.3450388
alt.chiTapping In - How to Decide: Mind, Heart, or Gut?Birgit Penzenstadler, Juliet NortonMotivation: Immediate cognition without rationalization is called intuition - an empowering faculty. Many of us feel disconnected from our intuition, potentially causing us to struggle with confidently making decisions.
Challenge: We set out to find out why that is and how to support aligned decision-making.
Method: We interviewed fourteen experts on tuning into our intuition for decision-making, surveyed currently available decision-making support tools, and modeled a tool that extends current approaches with the expert insights.
Results: Based on the experts' insights, we modeled a decision trifecta including mind, heart, and gut along with a narrative of how to educate on their interplay and how to use that to take more aligned decisions. We critically question to what extent decision support technology is a beneficial way forward.
Impact: The model opens up a space for discussion around holistic decision making from an individual's perspective. It serves as a reflection tool for personal processes as well as the suitability and limits of supportive technology.
https://www.youtube.com/watch?v=Pe1_qyMV1VUhttps://www.youtube.com/watch?v=aG2wMDxHzU4
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https://doi.org/10.1145/3411763.3450389
alt.chiBraving Citational Justice in Human Computer-InteractionNeha Kumar, Naveena KarusalaCitations are central to the production and sharing of knowledge, and how, why, and where citations are used has been an intense subject of study across disciplines. We discuss citational practices and the politics of knowledge production within the field of Human-Computer Interaction (HCI), drawing on parallels from related fields, and reflecting on our own experiences of being cited and not cited, citing and not citing. We also present recommendations for making concrete changes across the individual and the structural in HCI, related to how citations are viewed, and how the field might advance in solidarity towards greater citational justice.https://www.youtube.com/watch?v=h7XkxSwvrOM
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https://doi.org/10.1145/3411763.3450390
alt.chiMaking Everyday Things Talk: Speculative Conversations into the Future of Voice Interfaces at HomeAnuradha Venugopal Reddy, A. Baki Kocaballi, Iohanna Nicenboim, Marie Louise Juul Søndergaard, Maria Luce Lupetti, Cayla Key, Chris Speed, Dan Lockton, Elisa Giaccardi, Francisca Grommé, Holly Robbins, Namrata Primlani, Paulina Yurman, Shanti Sumartojo, Thao Phan, Viktor Bedö, Yolande StrengersWhat if things had a voice? What if we could talk directly to things instead of using a mediating voice interface such as an Alexa or a Google Assistant? In this paper, we share our insights from talking to a pair of boots, a tampon, a perfume bottle, and toilet paper among other everyday things to explore their conversational capabilities. We conducted Thing Interviews using a more-than-human design approach to discover a thing’s perspectives, worldviews and its relations to other humans and nonhumans. Based on our analysis of the speculative conversations, we identified some themes characterizing the emergent qualities of people’s relationships with everyday things. We believe the themes presented in the paper may inspire future research on designing everyday things with conversational capabilities at home.https://www.youtube.com/watch?v=rhAibZjIgdU
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https://doi.org/10.1145/3411763.3450391
alt.chiBunCho: AI Supported Story Co-Creation via Unsupervised Multitask Learning to Increase Writers' Creativity in JapaneseHiroyuki Osone, Jun-Li Lu, Yoichi OchiaiCo-creation with artificial intelligence (AI) is an upcoming trend. However, less attention has been given to the construction of systems for Japanese novelists. In this study, we built "BunCho", an AI supported story co-creation system in Japanese. BunCho's AI is GPT-2 (an unsupervised multitask language model) trained using a large-scale dataset of Japanese web texts and novels. With BunCho, users can generate titles and synopses from keywords. Furthermore, we propose an interactive story co-creation AI system as a tabletop role-playing game. According to summative studies of writers (N=16) and readers (N=32), 69% writers enjoyed writing synopses with BunCho more than by themselves, and at least one of five common metrics were improved at objective evaluation, including creativity. In addition, 63% writers indicated that BunCho broadened their stories. BunCho showed paths to assist Japanese novelists in creating high-level and creative writing.https://www.youtube.com/watch?v=B7Dz84ThNX8
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https://doi.org/10.1145/3411763.3450392
alt.chiRiding the Bus in Los Angeles: Creating Cultural Micro-Exposures via TechnologySarah CooneyThe HCI community has largely failed to serve the millions of people in rural communities in the developed world. In part, I believe this is because our plural values do not match the more traditional, conservative values often found in rural communities. However, these rural communities, and in particular the marginalized populations within them, could greatly benefit from our work. I believe that one way to set the stage for deeper engagement with rural communities is by creating \textit{cultural micro-exposures}---small brushes with the everyday realities of a culture or lived experience that is different from one's own---using technology.https://www.youtube.com/watch?v=-58JygMYOTI
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https://doi.org/10.1145/3411763.3451230
alt.chiStop the Consent TheaterMatthias Fassl, Lea Theresa Gröber, Katharina KrombholzThe current web pesters visitors with consent notices that claim to ``value'' their privacy, thereby habituating them to accept all data practices. Users' lacking comprehension of these practices voids any claim of informed consent. Market forces specifically designed these consent notices in their favor to increase users' consent rates. Some sites even ignore users' decisions entirely, which results in a mere theatrical performance of consent procedures designed to appear as if it fulfills legal requirements.
Improving users' online privacy cannot rely on individuals' consent alone. We have to look for complementary approaches as well. Current online data practices are driven by powerful market forces whose interests oppose users' privacy expectations -- making turnkey solutions difficult. Nevertheless, we provide a bird's-eye view on privacy-improving approaches beyond individuals' consent.
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alt.chi debatealt.chi round table discussion: Decolonisation & Social Justice
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https://doi.org/10.1145/3411763.3443431
Case StudyMonitoring Cognitive Performance with a Serious Game: A Longitudinal Case Study on Online Cognitive Assessment Using Serious GamesJacqueline Urakami, You Zhi Hu, Mark ChignellThis case study involves: the design and evaluation of serious games; the use of longitudinal research and remote testing in an international setting. Current methods for cognitive assessment tend to be inconvenient, costly and infrequently performed. This is unfortunate because cognitive assessment is an important tool. In the young it can detect atypical development, and in older people it can detect cognitive decline. For both young and old, cognitive assessments can identify problems and trigger interventions for reducing harms (e.g., adverse reactions to drugs) or providing treatment. Serious games for cognitive assessment can potentially be self-administered and played on an on-going basis so as to track cognitive status over time, something that is not practical with current methods. Inspired by this opportunity the BrainTagger team has developed a suite of cognitive assessment games. Studies are being carried out to assess the validity of these games for measuring the cognitive functions that they target, but those studies don’t address the issue of whether people will be willing to play the game repeatedly, without supervision, over an extended period of time. Thus we carried out a longitudinal study with BrainTagger. We report on the logistical challenges of running this study with an international team located in Canada and Japan during the COVID19 pandemic. We also report on how the perceived “fun” of games changed over time. Our games were all versions of Whack-a-mole games, with each game requiring a different cognitive function to distinguish between targets (moles to hit) and distractors (moles to avoid). While the basic Whack-a-mole game is fun to play, having to play the same games again and again over a larger time period appeared to be more challenging than anticipated and motivation and acceptance seemed to gradually decrease over the course of the study. We conclude that addition of gamification features, such as leaderboards and in-game rewards, are needed to sustain enjoyment of our BrainTagger games and likely other games as well.https://www.youtube.com/watch?v=_d9_IU48bzghttps://www.youtube.com/watch?v=sk_DerK64fQ
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https://doi.org/10.1145/3411763.3443432
Case StudyVR Hackathon with Goethe Institute: Lessons Learned from Organizing a Transdisciplinary VR HackathonWieslaw Kopec, Krzysztof Kalinowski, Monika Kornacka, Kinga H. Skorupska, Julia Paluch, Anna Jaskulska, Grzegorz Pochwatko, Jakub Filip Mozaryn, Paweł Kobyliński, Piotr GagoIn this article we report a case study of a Language Learning Bauhaus VR hackathon with Goethe Institute. It was organized as an educational and research project to tap into the dynamics of transdisciplinary teams challenged with a specific requirement. In our case, it was to build a Bauhaus-themed German Language Learning VR App. We constructed this experiment to simulate how representatives of different disciplines may work together towards a very specific purpose under time pressure. So, each participating team consisted of members of various expert-fields: software development (Unity or Unreal), design, psychology and linguistics. The results of this study cast light on the recommended cycle of design thinking and customer-centered design in VR. Especially in interdisciplinary rapid prototyping conditions, where stakeholders initially do not share competences. They also showcase educational benefits of working in transdisciplinary environments. This study, combined with our previous work on human factors in rapid software development and co-design, including hackathon dynamics, allowed us to formulate recommendations for organizing content creation VR hackathons for specific purposes. We also provide guidelines on how to prepare the participants to work in rapid prototyping VR environments and benefit from such experiences in the long term.https://www.youtube.com/watch?v=PWNqD6PvR_Y
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https://doi.org/10.1145/3411763.3443433
Case StudyMediating Everyday Data Encounters with Mundane Video VignettesYu Zhang, Mathias FunkData in everyday life is represented in ways that are supposed to connect with our needs, tasks and situations, to inform and facilitate effectiveness and functionalism. And still, all we see are numbers, charts or graphics. We engage in sense-making all day through analytical interpretation, which is often not intuitive and causes friction whenever we encounter it in an everyday context. In our work, we aim for a different experience in everyday data-sensemaking that translates sensor data, time and data from external sources into lively, yet mundane video vignettes. The aim is to connect the experience to the phenomenon behind data, to deny data the stage and spotlight in our Everyday. This case study shows the design and implementation of a novel, interactive video installation that projects mundane data into an Everyday context, giving the data a new form and meaning. We work with video vignettes that are designed as short, neutral video fragments and show a person in different mundane situations, acting alone or interacting with props. The design process went through three iterations before the installation was exhibited as part of a group exhibition. We reflect on the most important design decisions, turning points in the process and how design and implementation are intertwined throughout the installation preparation. We conclude with a short overview of the contribution and an outlook to future work.https://www.youtube.com/watch?v=fpwjJgabKzMhttps://www.youtube.com/watch?v=am0KsVYrTSA
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https://doi.org/10.1145/3411763.3443434
Case StudyDesigning for and with People with Dementia using a Human Rights-Based ApproachShaan Chopra, Emma Dixon, Kausalya Ganesh, Alisha Pradhan, Mary L. Radnofsky, Amanda LazarUser-centered design is typically framed around meeting the preferences and needs of populations involved in the design process. However, when designing technology for people with disabilities, in particular dementia, there is also a moral imperative to ensure that human rights of this segment of the population are consciously integrated into the process and respectfully included in the product. We introduce a human rights-based user-centered design process which is informed by the United Nations Convention on the Rights of Persons with Disabilities (CRPD). We conducted two editions of a three-day-long design workshop during which undergraduate students and dementia advocates came together to design technology for people with dementia. This case study demonstrates our novel approach to user-centered design that centers human rights through different stages of the workshop and actively involves people with dementia in the design process.https://www.youtube.com/watch?v=zNOWBQraEKo
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https://doi.org/10.1145/3411763.3443435
Case StudyOnboarding Materials as Cross-functional Boundary Objects for Developing AI AssistantsCarrie J Cai, Samantha Winter, David Steiner, Lauren Wilcox, Michael TerryDeep neural networks (DNNs) routinely achieve state-of-the-art performance in a wide range of tasks, but it can often be challenging for them to meet end-user needs in practice. This case study reports on the development of human-AI onboarding materials (i.e., training materials for users prior to using an AI) for a DNN-based medical AI Assistant to aid in the grading of prostate cancer. Specifically, we describe how the process of developing these materials changed the team's understanding of end-user requirements, contributing to modifications in the development and assessment of the underlying machine learning model. Importantly, we discovered that onboarding materials served as a useful boundary object for cross-functional teams, uncovering a new way to assess the ML model and specify its end-user requirements. We also present evidence of the utility of the onboarding materials by describing how it affected user strategies and decision-making with AI in a study deployment to pathologists.https://www.youtube.com/watch?v=GeZz-iHuME4https://www.youtube.com/watch?v=Why-P-QJrtE
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https://doi.org/10.1145/3411763.3443436
Case StudyDesigning an Interactive Visualization System for Monitoring Participant Compliance in a Large-Scale, Longitudinal StudyPoorna Talkad Sukumar, Thomas Breideband, Gonzalo J. Martinez, Megan Caruso, Sierra Rose, Cooper Steputis, Sidney D'Mello, Gloria Mark, Aaron StriegelFrequent monitoring of participant compliance is necessary when conducting large-scale, longitudinal studies to ensure that the collected data is of sufficiently high quality. While the need for achieving high compliance has been underscored and there are discussions on incentives and factors affecting compliance, little is shared about the actual processes and tools used for monitoring compliance in such studies. Monitoring participant compliance with respect to multi-modal data can be a tedious process, especially if there are only a few personnel involved. In this case study, we describe the iterative design of an interactive visualization system we developed for monitoring compliance and refined based on changing requirements in an ongoing study. We find that the visualization system, leveraging the digital medium, both facilitates the exploratory tasks of monitoring participant compliance and supports asynchronous collaboration among non-co-located researchers. Our documented requirements for checking participant compliance as well as the design of the visualization system can help inform the compliance-monitoring process in future studies.https://www.youtube.com/watch?v=02PzgAxh08w
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https://doi.org/10.1145/3411763.3443437
Case StudyScaling Up HCI Research: from Clinical Trials to Deployment in the WildLena Mamykina, Arlene Smaldone, Suzanne Bakken, Noemie Elhadad, Elliot G Mitchell, Pooja M. Desai, Matthew Levine, Jonathan Tobin, Andrea Cassells, Patricia Davidson, David Albers, George HripcsakIn this paper, we describe two case studies of research projects that attempt to scale up HCI research beyond traditional small evaluation studies. The first of these projects focused on evaluating an interactive web application for promoting problem-solving in self-management of type 2 diabetes mellitus (T2DM) in a randomized clinical trial; the second one included deployment in the wild of a smartphone app that provided individuals with T2DM with personalized predictions for changes in blood glucose levels in response to meals. We highlight lessons learned during these two projects and describe four different design considerations important for large scale studies. These include designing for longevity, diversity, adoption, and abandonment. We then discuss implications for future research that targets large scale deployment studies.https://www.youtube.com/watch?v=KKhmVMs1eAI
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https://doi.org/10.1145/3411763.3443438
Case StudyTowards Responsible Data Practices in Digital Health: A Case Study of an Open Source Community's JourneyElizabeth L Dunbar, Helen Elizabeth Olsen, Erika Salomon, Shreya Bhatt, Regina Mutuku, Beatrice Wasunna, Jacqueline Edwards, Beth Kolko, Isaac HolemanIn recent years, privacy and data rights have garnered growing attention in public discourse, policy making, and scholarly research. New data protection laws are being rolled out globally to codify data rights and ensure individual control over how personal data is shared and used. This evolving landscape presents several opportunities and challenges for healthcare. In this case study, we outline a design research agenda that emerged from the practical needs of an open source community focused on digital health software for community health in low- and middle-income countries. We situate this case study in the global landscape of data regulations, and the call for responsible data practices that go above and beyond regulatory compliance. We share findings from the formative stages of our multi-stage design process, which include a scoping literature review and a reframing of institutional policies and procedures. A primary contribution of our case study is that it offers an example of the institutional ‘pre-work’ necessary to make sense of the complex data protection landscape, and to chart a path forward for designing software that better supports responsible data practices. This case study also articulates the important role for digital health designers and implementers in operationalizing patient data rights.https://www.youtube.com/watch?v=CfGD0dOh2vQ
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https://doi.org/10.1145/3411763.3443439
Case StudyAssessing the Disturbance from Overcrowding in Outdoor Nature ExperiencesClaudio Pedica, Michelangelo Diamanti, Hannes VilhjálmssonWe present a new device designed for field studies which have the goal of assessing the perception of overcrowding in nature experiences, with a special focus on areas subjected to mass tourism (pre COVID-19). The design of the device resulted from an interdisciplinary approach attempting to mix valuable techniques from User Experience exploratory research, with the typical way of conducting overcrowding investigations in outdoors and wild areas. We began by reframing both nature and overcrowding as experiences and defining overcrowding as a disturbance to the nature experience. This lead to a new idea for a more beneficial investigation of visitor’s perception, which is moment-to-moment and in context. The device supports recording someone's subjective perception of overcrowding in space and time, with minimal task load or distraction from the nature experience. The streamlined design affords only two buttons with competing functionalities: one to signal "there are too many people at the park" and another for "the park is too empty". The device continuously records time, location, and press-down button events, storing everything locally and anonymously, within the boundaries of European GDPR. We applied our method to a field study at the Þingvellir National Park in Iceland, both a protected area and a UNESCO World Heritage. We then analyzed the collected data and visualized where and when the visitors reported overcrowding. Initial results indicate that by complementing traditional questionnaires with moment-to-moment self-reporting, we could successfully estimate the disturbance from overcrowding over time and place, thus producing a deeper insight into the quality of the experience than questionnaires alone. Our results also speak of some intrinsic qualities of the outdoor infrastructure. The outcome has the potential to make park managers, designers, landscape architects and rangers more capable of understanding the complex interrelation between infrastructure and visitor flow, thus contributing towards the goals of a long-term sustainable management of the area.https://www.youtube.com/watch?v=byMkqp9OYQM
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https://doi.org/10.1145/3411763.3443440
Case StudyRedesigning Human-Robot Interaction in Response to Robot Failures: a Participatory Design MethodologyLeimin Tian, Pamela Carreno-Medrano, Aimee Allen, Shanti Sumartojo, Michael Mintrom, Enrique Coronado Zuniga, Gentiane Venture, Elizabeth Croft, Dana KulicPeople are increasingly encountering robots in public spaces. To increase the robustness of such in-the-wild robotic applications and to achieve their designed outcomes, existing research focuses on improving the technical reliability of robots and identifying effective strategies to prevent or recover from technical failures. However, in human-robot interaction (HRI), a user's perception of a robot failure may not necessarily relate to technical issues. We focus on understanding users' perception of robot behaviours and interactions within the context of a public space. In our exploratory study using a novel participatory design methodology, participants designed robot behaviours for applications in public spaces, and tested their design both in a simulator and on the physical robot. We investigate how participants' perception and expectations change during this iterative participatory prototyping process, especially when the robot exhibits erratic or unexpected behaviours. Our work provides insights on users' perception of robot failures, and how users' design of robot behaviours shifts as they observe the robot within the spatial and social context.https://www.youtube.com/watch?v=uOVWqg6DcQ4https://www.youtube.com/watch?v=ndk4sE3A8-M
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https://doi.org/10.1145/3411763.3443441
Case StudyTowards Explainable AI: Assessing the Usefulness and Impact of Added Explainability Features in Legal Document SummarizationMilda Norkute, Nadja Herger, Leszek Michalak, Andrew Mulder, Sally GaoThis study tested two different approaches for adding an explainability feature to the implementation of a legal text summarization solution based on a Deep Learning (DL) model. Both approaches aimed to show the reviewers where the summary originated from by highlighting portions of the source text document. The participants had to review summaries generated by the DL model with two different types of text highlights and with no highlights at all. The study found that participants were significantly faster in completing the task with highlights based on attention scores from the DL model, but not with highlights based on a source attribution method, a model-agnostic formula that compares the source text and summary to identify overlapping language. The participants also reported increased trust in the DL model and expressed a preference for the attention highlights over the other type of highlights. This is because the attention highlights had more use cases, for example, the participants were able to use them to enrich the machine-generated summary. The findings of this study provide insights into the benefits and the challenges of selecting suitable mechanisms to provide explainability for DL models in the summarization task.https://www.youtube.com/watch?v=9zZLmi8Wrmohttps://www.youtube.com/watch?v=bhAk_Wx7Rv8
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https://doi.org/10.1145/3411763.3443442
Case StudyThe Challenges in Modeling Human Performance in 3D Space with Fitts' LawEleftherios Triantafyllidis, Zhibin LiWith the rapid growth in virtual reality technologies, object interaction is becoming increasingly more immersive, elucidating human perception and leading to promising directions towards evaluating human performance under different settings. This spike in technological growth exponentially increased the need for a human performance metric in 3D space. Fitts' law is perhaps the most widely used human prediction model in HCI history attempting to capture human movement in lower dimensions. Despite the collective effort towards deriving an advanced extension of a 3D human performance model based on Fitts' law, a standardized metric is still missing. Moreover, most of the extensions to date assume or limit their findings to certain settings, effectively disregarding important variables that are fundamental to 3D object interaction. In this review, we investigate and analyze the most prominent extensions of Fitts' law and compare their characteristics pinpointing to potentially important aspects for deriving a higher-dimensional performance model. Lastly, we mention the complexities, frontiers as well as potential challenges that may lay ahead.https://www.youtube.com/watch?v=p_3Whju4f4Mhttps://www.youtube.com/watch?v=5prePvFcZOQ
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https://doi.org/10.1145/3411763.3443443
Case StudyDesigning SciberPunks as Future Personas for More than Human DesignAnnika Wolff, Antti Knutas, Anne Pässilä, Jon Lautala, Lasse Kantola, Teija VainioIn this case study we describe the evolution of a new method for creating future personas, called SciberPunks, for use in sustainable city design scenarios. SciberPunks channel the voice of the environment and have special abilities for feeling and expressing data, such as the ability to taste it, or communicate it through living tattoos on the skin. The aim was to examine how environmental data could act as a bridge between people and nature, to encourage empathy towards 'more-than-human' perspectives. We engaged 5 participants in activities designed to lead them through a process of engaging with information and data in the process of building their personas. The activities utilised arts-based methods as we were interested in the experiential aspects of engaging with data and how we might foster creative and sensory experiences with it. Activities included drawing, writing and performing and were framed by a single story that took participants on a journey through time: past, present and future. Activities took place online, due to COVID-19. Overall, participants produced 5 characters, including a shaman, a shape-shifter and a fairy, all with special skills for connecting to nature and/or to each other.https://www.youtube.com/watch?v=mwNiFZ188rQ
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https://doi.org/10.1145/3411763.3443444
Case StudyTransitioning to Remote User-Centered Design Activities in the Emergency Medical Field During a PandemicAngela Mastrianni, Leah Kulp, Aleksandra SarcevicDuring the COVID-19 pandemic, we had to transition our user-centered research and design activities in the emergency medical domain of trauma resuscitation from in-person settings to online environments. This transition required that we replicate the in-person interactions remotely while maintaining the critical social connection and the exchange of ideas with medical providers. In this paper, we describe how we designed and conducted four user-centered design activities from our homes: participatory design workshops, near-live simulation sessions, usability evaluation sessions, and interviews and design walkthroughs. We discuss the differences we observed in our interactions with participants in remote sessions, as well as the differences in the interactions among the research team members. From this experience, we draw several lessons and outline the best practices for remotely conducting user-centered design activities that have been traditionally held in person.https://www.youtube.com/watch?v=HLhMD98QgzI
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https://doi.org/10.1145/3411763.3443445
Case StudyFacilitating Remote Design Thinking Workshops in Healthcare: the Case of Contouring in Radiation OncologyMatin Yarmand, Chen Chen, Danilo Gasques, James D. Murphy, Nadir WeibelCo-location matters, especially when running collaborative design thinking workshops.
What if participation cannot occur in person? How can we conduct these workshops remotely? Based on guidelines of the Wallet project that provides a framework for in-person design thinking workshops, we present the first experiences of facilitating 2 remote design workshops with radiation oncology faculty and residents. We report the logistics and tool support decisions for the first workshop, evaluate and adjust our approach for the second workshop, and present the 3 lessons learned: incorporating schedule flexibility, prioritizing technology familiarity, and integrating communication channels.
https://www.youtube.com/watch?v=y0XRs91Q-v0
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https://doi.org/10.1145/3411763.3443446
Case StudyFrom the Curtain to Kansas: Conducting Wizard-of-Oz Studies in the WildElliot G Mitchell, Lena MamykinaConversational agents have been touted for their potential to support individuals over time as health coaches or personal assistants, but have yet to live up to this potential. Wizard-of-oz (WOz) methods enable researchers to test early prototypes of conversational applications before they are fully implemented, with a human “wizard” filling in the gaps in functionality. Current WOz methods, however, are more commonly used for studies in a lab setting, rather than deployment studies, which more accurately capture users’ interactions in-the-wild. We argue for the need for WOz methods for deployment studies that address key challenges, namely the need for easy-to-prototype technology that works reliably in the wild, as well as the user’s expectations for 24/7 availability. We describe an initial approach that begins to address these challenges, as well as the insights gleaned from a two-week WOz study of t2.coach, a conversational agent health coach for diabetes self-management. We argue that the findings from our WOz study could not have been identified from a lab usability study with the same prototype, and the need for the research community to further develop methods for WOz deployment studies.https://www.youtube.com/watch?v=rLsW8EDakMU