We are very pleased to welcome you to CHI 2018 in Montreal, Canada! This year, the theme is Engage. Our hope is that over the next six days, you engage with technology and world-class research, engage in discussions with your community of designers, researchers, students, and practitioners, and-most of all-that you engage with CHI!
The engage theme informed our planning and we are excited to present a vibrant program for you to experience. In 2018, we are celebrating the 50th anniversary of Doug Englebart's Mother of all Demos. To celebrate and honour this historic event, we are hosting the CHI Expo-a reception on Monday night that will give you the opportunity to engage with the technology of the future, as presented by your colleagues. We are also excited to present the CHI2018 Art Exhibition in association with La SAT . Much of the virtual and mixed-reality art can be seen in the Exhibit Hall; however, please attend the reception on Wednesday night at La SAT to experience the impressive Satosphere-a 360 digital dome environment with artworks that explores immersion. This year, we are launching the inaugural CHI Game Jam and Science Jam, where participants can engage with mentors and peers in a two-day frenzy of activity and excitement. We are also bringing back the plenary Video Showcase session on Wednesday afternoon.
We are thrilled with our dynamic keynote speakers, who each bring unique perspectives to our theme. Christian Rudder (author of Dataclysm) opens CHI with his insights on what data from the dating site he co-founded (OkCupid) reveals about human behaviour. Sue Gardner (former executive director of Wikimedia Foundation, cochair of the campaign to pardon Edward Snowden) closes CHI by discussing her desire to ensure that everybody in the world has access to the information they want and need. And Choir! Choir! Choir! leads us in a plenary session on Tuesday afternoon on achieving creativity through shared vulnerability.
Additionally, we broadened the scope of who can engage with CHI content. We are pleased to launch the first-ever CHI with live-streaming of every paper session. Live-streaming paper presentations allows our authors to reach a diverse audience that includes the friends, family, and colleagues who have supported the presented research, but are unable to attend. We support people with disabilities or travel restrictions to remotely attend through telepresence robots. We are offering onsite childcare that helps people with caregiving responsibilities attend CHI. We also have several initiatives to support diversity, inclusion, and accessibility including a nursing mother's room, genderneutral bathrooms, badge pronouns, and a dedicated blackout (desensitization) room. Tiohtia:ke, (Montreal) is historically known as a gathering place for many First Nations, and we wish for our attendees to carry this spirit of connection into how we engage with each other at CHI 2018.
We present a system designed to enable learners of a foreign language to read materials that are personally interesting to them from the web and practice vocabulary with interactive exercises based on their past readings. We report on the results of ...
Physical controls are widely used by professionals such as sound engineers or aircraft pilots. In particular knobs and sliders are the most prevalent in such interfaces. They have advantages over touchscreen GUIs, especially when users require quick and ...
With virtual reality head-mounted displays rapidly becoming accessible to mass audiences, there is growing interest in new forms of natural input techniques to enhance immersion and engagement for players. Research has explored physiological input for ...
The potential of narrative-rich games to impact emotions, attitudes, and behavior brings with it exciting opportunities and implications within both entertainment and serious game contexts. However, effects are not always consistent, potentially due to ...
Today's transportation systems and technologies have the potential to transform the ways individuals acquire resources from their social networks and environments. However, it is unclear what types of resources can be acquired and how technology could ...
Virtual reality (VR) is resurging in popularity with the advancement of low-cost hardware and more realistic graphics. How might this technology help others? That is, to increase mental well-being? The ultimate VR might look like lucid dreaming, the ...
There have been many large-scale investigations of users' mobile app launch behaviour, but all have been conducted on Android, even though recent reports suggest iPhones account for a third of all smartphones in use. We report on the first large-scale ...
Entering text is one of the most common tasks when interacting with computing systems. Virtual Reality (VR) presents a challenge as neither the user's hands nor the physical input devices are directly visible. Hence, conventional desktop peripherals are ...
Children living with visual impairments (VIs) are increasingly educated in mainstream rather than special schools. But knowledge about the challenges they face in inclusive schooling environments and how to design technology to overcome them remains ...
This paper presents a review of intrinsic motivation in player modeling, with a focus on simulation-based game testing. Modern AI agents can learn to win many games; from a game testing perspective, a remaining research problem is how to model the ...
Qualitative researchers perform an important and painstaking data annotation process known as coding. However, much of the process can be tedious and repetitive, becoming prohibitive for large datasets. Could coding be partially automated, and should it ...
In remote collaboration, gaze visualizations are designed to display where collaborators are looking in a shared visual space. This type of gaze-based intervention can improve coordination, however researchers have yet to fully explore different gaze ...
Smartwatches have a large potential to support everyday activities. However, their potential as assistive technologies in inclusive academic environments is unclear. To investigate how smartwatches can support students with intellectual and ...
There is a growing emphasis on designing with people with diverse health experiences rather than designing for them. Yet, collaborative design becomes difficult when working with individuals with health conditions (e.g., stroke, cancer, abuse, ...
In India, women represent 45% of total computer science enrollment in universities, almost three times the rate in the United States, where it is 17%. At the same time, women make up an estimated 25-30% of the HCI community in India, half the rate in ...
The latest generations of smartphones with built-in AR capabilities enable a new class of mobile apps that merge digital and real-world content depending on a user's task, context, and preference. But even experienced mobile app designers face ...
We contribute SurfaceConstellations, a modular hardware platform for linking multiple mobile devices to easily create novel cross-device workspace environments. Our platform combines the advantages of multi-monitor workspaces and multi-surface ...
Do patterns of growth and stabilization found in large peer production systems such as Wikipedia occur in other communities? This study assesses the generalizability of Halfaker et al.'s influential 2013 paper on "The Rise and Decline of an Open ...
Paired role-play is a common collaborative activity in language learning classrooms, adding meaning and cultural context to the learning process. This is complemented by teachers' immediate and explicit feedback. Interactive tools that provide explicit ...
Despite the divisive nature of abortion within the Republic of Ireland and Northern Ireland, where access to safe, legal abortion is severely restricted, effecting legislative reform demands widespread public support. In light of a building pro-choice ...
We investigate a speculative future in which we celebrate happiness by capturing laughter and representing it in tangible forms. We explored technologies for capturing naturally occurring laughter as well as various physical representations of it. For ...
People often enjoy sharing outdoor activities together such as walking and hiking. However, when family and friends are separated by distance it can be difficult if not impossible to share such activities. We explore this design space by investigating ...
Touchscreens are the most successful input method for smartphones. Despite their flexibility, touch input is limited to the location of taps and gestures. We present PalmTouch, an additional input modality that differentiates between touches of fingers ...
A core aim for designing constructionist learning systems and toolkits is enabling "wide walls"-a metaphor used to describe supporting a diverse range of creative outcomes. Ensuring that a broad design space is afforded to learners by a toolkit is a ...
While recent research has emphasized the importance of understanding the lived experience of personal tracking, very little is known about the everyday coordination between tracker use and the surrounding environment. We combine behavioral data from ...
Mixed Reality systems combine physical and digital worlds, with great potential for the future of HCI. It is possible to design systems that support flexible degrees of virtuality by combining complementary technologies. In order for such systems to ...
Successful human interactions are based on becoming aware of other's emotion and making adaptations accordingly. However, understanding emotion is a complex task that has generated countless debates among researchers over the past decades. The abstract ...
In the past, human proxemics research has poorly predicted human robot interaction distances. This paper presents three studies on drone gestures to acknowledge human presence and clarify suitable acknowledging distances. We evaluated four drone ...
A new wave of collaborative robots designed to work alongside humans is bringing the automation historically seen in large-scale industrial settings to new, diverse contexts. However, the ability to program these machines often requires years of ...
This paper presents Rolling-Menu, a technique for selecting toolbar items, based on the use of roll gestures with a multidimensional device, the Roly-Poly Mouse (RPM). Rolling-Menu reduces object-command transition, resulting in a better integration ...
With respect to collaborative physical tasks, gaze and gestures play significant roles when referring to physical objects. In video-mediated communication, however, such nonverbal cues become "ineffectual" when they are presented via a 2D monitor, ...
This paper presents Dream Lens, an interactive visual analysis tool for exploring and visualizing large-scale generative design datasets. Unlike traditional computer aided design, where users create a single model, with generative design, users specify ...
This paper privileges visual contributions-original images and referenced materials-nearly as much as text. As such, it follows a trend towards pictorials and image intensive papers elsewhere in SIGCHI venues that have yet to find acceptance in the CHI ...
This paper examines how data-driven performance monitoring technologies affect the work of telecommunications field engineers. As a mobile workforce, this occupational group rely on an array of smartphone applications to plan, manage and report on their ...
In this paper we propose that game design strategies and theories can be useful tools for supporting the design of innovative socio-technical systems aimed at supporting social co-presence. We support this proposal with an annotated portfolio of a ...
Learning games now play a role in both formal and informal learning, including foundational skills such as literacy. While feedback is recognised as a key pedagogical dimension of these games, particularly in early learning, there has been no research ...
With the proliferation of flexible displays and the advances in smart materials, it is now possible to create interactive devices that are not only flexible but can reconfigure into any shape on demand. Several Human Computer Interaction (HCI) and ...
We explore the role of digital media in supporting intergenerational interactions between people with dementia and young people. Though meaningful social interaction is integral to quality of life in dementia, initiating conversation with a person with ...
In the so called 'post-truth' era, characterized by a loss of public trust in various institutions, and the rise of 'fake news' disseminated via the internet and social media, individuals may face uncertainty about the veracity of information available, ...
Data-driven decision-making consequential to individuals raises important questions of accountability and justice. Indeed, European law provides individuals limited rights to 'meaningful information about the logic' behind significant, autonomous ...
Input on the skin is emerging as an interaction style. At CHI 2012, Coyle and colleagues identified an increase in the sense of agency (SoA) as one benefit of skin input. However, their study only compared skin input to button presses and has not, to ...
About 17% of the worldwide CO2-emissions can be ascribed to road transportation. Using information systems (IS)-enabled feedback has shown to be very efficient in promoting a less fuel-consuming driving style. Today, in-car IS that provide feedback on ...
This paper presents novel and effective methods for teaching about topography--or shape of terrain--and assessing 3-dimensional spatial learning using tangibles. We used Tangible Landscape--a tangible interface for geospatial modeling--to teach multiple ...
Contemporary scientific media production requires a complex socio-technical infrastructure we call the "Media Production Pipeline" (MPP). Media professionals engage with researchers along the MPP to disseminate science news to the lay public. However, ...
Thermal comfort in shared workplaces is often contested and impacts productivity, wellbeing, and energy use. Yet, subjective and situated comfort experiences are rarely captured and engaged with. In this paper, we explore roles for digital surveys in ...
People of color comprise a large proportion of the US player base, yet are systematically and grossly underrepresented in digital games. We constructed a survey to assess if players perceive this underrepresentation, how they experience these ...
Telemedicine can potentially transform healthcare delivery in low-resource environments by enabling extension of medical knowledge to remote locations, thus enhancing the efficiency and effectiveness of the larger healthcare infrastructure. However, ...
We introduce BIGFile, a new fast file retrieval technique based on the Bayesian Information Gain framework. BIGFile provides interface shortcuts to assist the user in navigating to a desired target (file or folder). BIGFile's split interface combines a ...
Studying technology use in unstable and life-threatening conditions can help highlight assumptions of use built into technologies and foreground contradictions in the design of devices and services. This paper provides an account of how soldiers, ...
While video has become a widely adopted medium for online learning, existing video players provide limited support for navigation and learning. It is difficult to locate parts of the video that are linked to specific concepts. Also, most video players ...
We present Qetch, a tool where users freely sketch patterns on a scale-less canvas to query time series data without specifying query length or amplitude. We study how humans sketch time series patterns --- humans preserve visually salient perceptual ...
We describe the design of a novel mobile phone-based application for loan management in a resource-constrained setting. In this setting, a social enterprise manages auto-rickshaw loans for drivers, taking charge of collections. The design was informed ...
Prescription glasses are used by many people as a simple, and even fashionable way, to correct refractive problems of the eye. However, there are other visual impairments that cannot be treated with an optical lens in conventional glasses. In this work ...
We are interested in increasing the ability of groups to collaborate efficiently by leveraging new advances in AI and Conversational Agent (CA) technology. Given the longstanding debate on the necessity of embodiment for CAs, bringing them to groups ...
We present a study to examine one's learning and processing capacity of broadband tactile information, such as that derived from speech. In Study 1, we tested a user's capability to recognize tactile locations and movements on the forearm in the ...
Most smartphone apps collect and share information with various first and third parties; yet, such data collection practices remain largely unbeknownst to, and outside the control of, end-users. In this paper, we seek to understand the potential for ...
In this paper, we propose to use facial electrical stimulation to control maximal voluntary contraction (MVC) of the upper limbs. The method is based on a body mechanism in which the contraction of the masseter muscles enhances MVC of the limb muscles. ...
In the paper we describe an exploration into the design of an authoring tool to support the creation of multimedia stories. We explicitly targeted children with no reading or writing skills and their educators. Children in this age group often enjoy ...
People from nearly every country are now learning computer programming, yet the majority of programming languages, libraries, documentation, and instructional materials are in English. What barriers do non-native English speakers face when learning from ...
We introduce the Ambient Birdhouse, a novel IoT design for the home that seeks to encourage awareness and discovery of birds outside. People increasingly have routines and technologies that disconnect them from nature. Moreover birds are hard to come to ...
Mental health disorders are a leading cause of disability worldwide. Although evidence-based psychotherapy is effective, engagement from such programs can be low. Mobile apps have the potential to help engage and support people in their therapy. We ...
Application-centric computing dominates human-computer interactions, yet the concept of an application is ambiguous and the impact of its ubiquity underexplored. We unpack "the application" through the lens of non-standard knowledge work: freelance, ...
Digital Gastronomy (DG) is a culinary concept that enhances traditional cooking with new HCI capabilities, rather than replacing the chef with an autonomous machine. Preliminary projects demonstrate implementation of DG via the deployment of digital ...
Many studies conducted in non-virtual activities have shown that flow significantly influences performance, yet studies in virtual activities often reveal only a weak association. This paper begins by building a theoretical explanatory model, and then ...
Self-care technologies have been influenced by medical values and models. One of the values that was acritically incorporated was that self-care was medicalised, and, as a result, technologies were designed to afford use with clinicians and fit ...
We present EDITalk, a novel voice-based, eyes-free word processing interface. We used a Wizard-of-Oz elicitation study to investigate the viability of eyes-free word processing in the mobile context and to elicit user requirements for such scenarios. ...
Automated tools are increasingly being used to generate highly engaging concept maps as an aid to strategic planning and other decision-making tasks. Unless stakeholders can understand the principles of the underlying layout process, however, we have ...
This paper presents insights from a collaboration with cycling advocates and local authorities to consider how HCI can open productive spaces for citizens to contribute to the realization of social goals. We worked with members of a walking and cycling ...
While the proliferation of mobile devices has rendered mobile notifications ubiquitous, researchers are only slowly beginning to understand how these technologies affect everyday social interactions. In particular, the negative social influence of ...
We present APPropriate -- a novel mobile design to allow users to temporarily annex any Android device for their own use. APPropriate is a small, cheap storage pod, designed to be easily carried in a pocket or hidden within clothing. Its purpose is ...
Exergames commonly use low to moderate intensity exercise protocols. Their effectiveness in implementing high intensity protocols remains uncertain. We propose a method for improving performance while maintaining intrinsic motivation in high intensity ...
Paper-based fabrication techniques offer powerful opportunities to prototype new technological interfaces. Typically, paper-based interfaces are either static mockups or require integration with sensors to provide real-time interactivity. The latter can ...
Addressing calls in Sustainable HCI to scale up our work in HCI targeting sustainability, and the current knowledge gap of how to do this practically, we here present a qualitative study of 10 sustainability-oriented community organizations that are ...
Prototyping devices with kinetic mechanisms, such as automata and robots, has become common in physical computing projects. However, mechanism design in the early-concept exploration phase is challenging, due to the dynamic and unpredictable ...
Computational approaches to text analysis are useful in understanding aspects of online interaction, such as opinions and subjectivity in text. Yet, recent studies have identified various forms of bias in language-based models, raising concerns about ...
Suicide is the second leading cause of death among young adults but the challenges of preventing suicide are significant because the signs often seem invisible. Research has shown that clinicians are not able to reliably predict when someone is at ...
Chatbot has become an important solution to rapidly increasing customer care demands on social media in recent years. However, current work on chatbot for customer care ignores a key to impact user experience - tones. In this work, we create a novel ...
The experience of grief and death is an inevitable part of life. Grief, a natural response to death, can be a challenging and emotionally taxing journey. Bereaved individuals often feel lost in a fog, unaware of resources available to them and unsure of ...
The scatterplot matrix (SPLOM) is a commonly used technique for visualizing multiclass multivariate data. However, multiclass SPLOMs have issues with overdraw (overlapping points), and most existing techniques for alleviating overdraw focus on ...
The effects of Facebook on academic performance have attracted both public and scholarly attention. Prior research found that Facebook use is linked to poor academic performance, suggesting that Facebook distracts students from studying. These studies, ...
In the era of ubiquitous computing, people expect applications to work across different devices. To provide a seamless user experience it is therefore crucial that interfaces and interactions are consistent across different device types. In this paper, ...
One of the many challenges of becoming a parent is the shift in one's social life. As HCI researchers have begun to investigate the intersection of sociotechnical system design and parenthood, they have also sought to understand how parents' social ...
Algorithms increasingly mediate how work is evaluated in a wide variety of work settings. Drawing on our interviews with 15 Airbnb hosts, we explore the impact of algorithmic evaluation on users and their work practices in the context of Airbnb. Our ...
Clinical practice is heavily reliant on the use of unstructured text to document patient stories due to its expressive and flexible nature. However, a physician's capacity to recover information from text for clinical overview is severely affected when ...
We describe the design of SelfReflector an internet-connected mirror that uses online facial recognition to estimate your age and play music from when it thinks you were 14 years old. The mirror was created for a specific shop (SPeX PisTOls optical ...
Sharing family stories is an integral aspect of how families remember together and build a sense of connection. Yet, when generations in families are separated by large geographic and temporal distances, the everyday taken-for-granted processes of ...
Although cost-effective at-home blood pressure monitors are available, a complementary mobile solution can ease the burden of measuring BP at critical points throughout the day. In this work, we developed and evaluated a smartphone-based BP monitoring ...
Interacting with media and games is a challenging user experience on smartwatches due to their small screens. We propose using lateral force feedback to enhance these experiences. When virtual objects on the smartwatch display visually collide or push ...
We propose a system, called ExtVision, to augment visual experiences by generating and projecting context-images onto the periphery of the television or computer screen. A peripheral projection of the context-image is one of the most effective ...
In this paper, we present two methods to substitute motion effects using vibrotactile effects in order to improve the 4D experiences of viewers. This work was motivated by the needs of more affordable 4D systems for individual users. Our sensory ...
Drivers use nonverbal cues such as vehicle speed, eye gaze, and hand gestures to communicate awareness and intent to pedestrians. Conversely, in autonomous vehicles, drivers can be distracted or absent, leaving pedestrians to infer awareness and intent ...
With a seemingly endless stream of tasks, on-demand labor markets appear to offer workers flexibility in when and how much they work. This research argues that platforms afford workers far less flexibility than widely believed. A large part of the "...
Biosensing displays, increasingly enrolled in emotional reflection, promise authoritative insight by presenting users' emotions as discrete categories. Rather than machines interpreting emotions, we sought to explore an alternative with emotional ...
Advertisers develop algorithms to select the most relevant advertisements for users. However, the opacity of these algorithms, along with their potential for violating user privacy, has decreased user trust and preference in behavioral advertising. To ...
Every day people rely on navigation systems when exploring unknown urban areas. Many navigation systems use multimodal feedback like visual, auditory or tactile cues. Although other systems exist, users mostly rely on a visual navigation using their ...
Understanding social-emotional behaviors in storytelling interactions plays a critical role in the development of interactive educational technologies for children. A challenge when designing for such interactions using technology like social robots, ...
Persuasive gameful systems are effective tools for motivating behaviour change. Research has shown that tailoring these systems to individuals can increase their efficacy; however, there is little knowledge on how to personalize them. We conducted a ...
A common objective for context-aware computing systems is to predict how user interfaces impact user performance regarding their cognitive capabilities. Existing approaches such as questionnaires or pupil dilation measurements either only allow for ...
FingerPing is a novel sensing technique that can recognize various fine-grained hand poses by analyzing acoustic resonance features. A surface-transducer mounted on a thumb ring injects acoustic chirps (20Hz to 6,000Hz) to the body. Four receivers ...
Slanted framing in news article titles induce bias and influence recall. While recent studies found that viewers focus extensively on titles when reading visualizations, the impact of titles in visualization remains underexplored. We study frames in ...
A virtual keyboard takes a large portion of precious screen real estate. We have investigated whether an invisible keyboard is a feasible design option, how to support it, and how well it performs. Our study showed users could correctly recall relative ...
Calls for heightened consideration of fairness and accountability in algorithmically-informed public decisions-like taxation, justice, and child protection-are now commonplace. How might designers support such human values? We interviewed 27 public ...
We present PEP (Printed Electronic Papercrafts), a set of design and fabrication techniques to integrate electronic based interactivities into printed papercrafts via 3D sculpting. We explore the design space of PEP, integrating four functions into 3D ...
There is a growing interest in HCI research studying technology for citizen engagement in civic issues. We are now seeing issues around technologies for empowerment and participation, long discussed in HCI literature, appropriated and formalised in ...
Most studies of executive function (EF) in Autism Spectrum Disorder (ASD) focus on cognitive information processing, emphasizing less the social interaction deficits core to ASD. We designed a mobile game that uses social and nonsocial stimuli to assess ...
As conversational agents and digital assistants become increasingly pervasive, understanding their synthetic speech becomes increasingly important. Simultaneously, speech synthesis is becoming more sophisticated and manipulable, providing the ...
Touch interactions are now ubiquitous, but few tools are available to help designers quickly prototype touch interfaces and predict their performance. For rapid prototyping, most applications only support visual design. For predictive modelling, tools ...
We present a mobile system that enhances mixed reality experiences and games with force feedback by means of electrical muscle stimulation (EMS). The benefit of our approach is that it adds physical forces while keeping the users' hands free to interact ...
The Internet of Things (IoT) promises to enable applications that foster a more efficient, sustainable, and healthy way of life. If end-users are to take full advantage of these developments we foresee the need for future IoT systems and services to ...
Contemporary choreographers often interact directly with dancers when exploring their ideas, but lack adequate tools for capturing and documenting their work. Although our first study of choreographers and dancers revealed diverse strategies for ...
A growing number of people are working as part of on-line crowd work. Crowd work is often thought to be low wage work. However, we know little about the wage distribution in practice and what causes low/high earnings in this setting. We recorded 2,676 ...
Humans can perceive tactile sensation through multimodal stimuli. To demonstrate realistic pseudo tactile sensation for the users, a tactile display is needed that can provide multiple tactile stimuli. In this paper, we have explicated a novel printed ...
For cooking professionals and culinary students, understanding cooking instructions is an essential yet demanding task. Common tasks include categorizing different approaches to cooking a dish and identifying usage patterns of particular ingredients or ...
Recently, HCI scholars have started questioning the relationship between computing and political economy, with both general analyses of such relationships, and specific design cases describing design interventions. This paper contributes to this stream ...
Advances in mobile and wireless technologies provide new possibilities for supporting K-12 learning activities that can be spatially distributed in the classroom, for example in jointly investigating a scientific phenomenon. Such technologies have an ...
Music loops are seamlessly repeatable segments of music that can be used for music composition as well as backing tracks for media such as videos, webpages, and games. They are regularly used by both professional musicians as well as novices with very ...
Developing interactive systems often involves a large set of callback functions for handling user interaction, which makes it challenging to manage UI behaviors, create descriptive documentation, and track code revisions. We developed Doppio, a tool ...
Despite the additional protection it affords, two-factor authentication (2FA) adoption reportedly remains low. To better understand 2FA adoption and its barriers, we observed the deployment of a 2FA system at Carnegie Mellon University (CMU). We explore ...
This study used both quantitative and qualitative data to assess whether a High Immersion viewing platform (virtual reality headset) elicits stronger feelings of narrative engagement and empathy compared to a Low Immersion platform (smartphone) when ...
Blockchain is an emerging infrastructural technology that is proposed to fundamentally transform the ways in which people transact, trust, collaborate, organize and identify themselves. In this paper, we construct a typology of emerging blockchain ...
From an accessibility perspective, voice-controlled, home-based intelligent personal assistants (IPAs) have the potential to greatly expand speech interaction beyond dictation and screen reader output. To examine the accessibility of off-the-shelf IPAs (...
Including haptic feedback in current consumer VR applications is frequently challenging, since technical possibilities to create haptic feedback in consumer-grade VR are limited. While most systems include and make use of the possibility to create ...
User experience (UX) evaluation is a growing field with diverse approaches. To understand the development since previous meta-review efforts, we conducted a state-of-the-art review of UX evaluation techniques with special attention to the triangulation ...
Designing wearable technology that supports physical and social engagement in a collocated setting is challenging. In this research, we reached out to an expert community of crafters of social experiences: larpers (live action role players). Larpers and ...
Our work links hybrid practices from biology, fine arts, and design in a studio setting to support materially-oriented engagement with biotechnology. Using autoethnographic methods, we present our two-year process of converting an HCI studio into a BSL-...
Devising strategies to engage the public in discussions around the design and development of technology is critical to building a future that works for everyone. This paper presents a novel case study, an immersive theater experience, "Quantified Self," ...
We propose CatAR, a novel stereoscopic augmented reality (AR) cataract surgery training system. It provides dexterous instrument tracking ability using a specially designed infrared optical system with 2 cameras and 1 reflective marker. The tracking ...
Despite gaining traction in North America, live streaming has not reached the popularity it has in China, where live- streaming has a tremendous impact on the social behaviors of users. To better understand this socio-technological phenomenon, we ...
Real-time crowdsourcing has made it possible to solve problems that are beyond the scope of artificial intelligence (AI) within a matter of seconds, rather than hours or days with traditional crowdsourcing techniques. While this has led to an increase ...
Text messaging-based conversational systems, popularly called chatbots, have seen massive growth lately. Recent work on evaluating chatbots has found that there exists a mismatch between the chatbot's state of understanding (also called context) and the ...
Proponents of data-driven policing strategies claim that it makes policing organizations more effective, efficient, and accountable and has the potential to address some policing social criticisms (e.g. racial bias, lack of accountability and training). ...
We describe our experience of working with blind and visually impaired people to create interactive art objects that are personal to them, through a participatory making process using electronic textiles (e-textiles) and hands-on crafting techniques. ...
More than a decade into Sustainable HCI (SHCI) research, the community is still struggling to converge on a shared understanding of sustainability and HCI's role in addressing it. We think this is largely a positive sign, reflective of maturity; yet, ...
Design recommendations for notifications are typically based on user performance and subjective feedback. In comparison, there has been surprisingly little research on how designed notifications might be processed by the brain for the information they ...
Today, most conversational agents are limited to simple tasks supported by standalone commands, such as getting directions or scheduling an appointment. To support more complex tasks, agents must be able to generalize from and combine the commands they ...
On live streams, viewers can support streamers through various methods ranging from well-wishing text messages to money. In this study (N=230) we surveyed viewers who had given money to a streamer. We identified six motivations for why they gave money ...
This paper reports the design and first evaluations of new digital support for journalists to discover and examine crea-tive angles on news stories under development. The support integrated creative news search algorithms, interactive crea-tive sparks ...
Teens with complex chronic illnesses have difficulty understanding and articulating symptoms such as pain and emotional distress. Yet, symptom communication plays a central role in clinical care and illness management. To understand how design can help ...
Text selection on touch devices can be a difficult task for users. Letters and words are often too small to select directly, and the enhanced interaction techniques provided by the OS -- magnifiers, selection handles, and methods for selecting at the ...
Artificial subtle expressions (ASEs) are machine-like expressions used to convey a system's confidence level to users intuitively. So far, auditory ASEs using beep sounds, visual ASEs using LEDs, and motion ASEs using robot movements have been ...
The goal of a visualization system is to facilitate dataset-driven insight discovery. But what if the insights are spurious? Features or patterns in visualizations can be perceived as relevant insights, even though they may arise from noise. We often ...
Ride-sharing can potentially address transportation challenges such as traffic congestion and air pollution by letting drivers share their cars unused capacity with a number of passengers. However, even though multiple ride-sharing services exist and ...
Solidarity organizations in Europe are committed to building a more socially just society through a better configuration of democracy, politics and economy. In this paper, we describe our efforts to contribute to the socio-political designed innovation ...
Designing mobile applications for breastfeeding mothers can be challenging; creating spaces to foster co-design -- when a mother's primary focus is on her child rather than on design activities - is even more so. In this paper we discuss the development ...
Research on virtual reality (VR) has studied users' experience of immersion, presence, simulator sickness, and learning effects. However, the momentary experience of exiting VR and transitioning back to the real-world is not well understood. Do users ...
Patient-generated data, such as data from wearable fitness trackers and smartphone apps, are viewed as a valuable information source towards personalised healthcare. However, studies in specific clinical settings have revealed diverse barriers to their ...
A crucial aspect of virtual gaming experiences is the avatar: the player's virtual self-representation. While research has demonstrated benefits to using self-similar avatars in some virtual experiences, such avatars sometimes produce a more negative ...
Rhythm is the first musical concept deaf people learn in music classes. However, hearing loss limits the amount of information that allows a deaf person to evaluate his or her performance and stay in sync with other musicians. In this paper, we ...
Walking trajectories have been used to understand how users interact with public displays. However, it has not yet been studied how displaying them in-situ could affect users' awareness about others' presence and activities. We present the study of an ...
Smartwatches are always-available, provide quick access to information in a mobile setting, and can collect continuous health and fitness data. However, the small interaction space of these wearables may pose challenges for people with upper body motor ...
Gender equality between mothers and fathers is critical for the social and economic wellbeing of children, mothers, and families. Over the past 50 years, gender roles have begun to converge, with mothers doing more work outside of the home and fathers ...
As we move toward commercial usage of ubiquitous computing and augmented reality, it is important to think about how computing should communicate with us when it is distributed in our environment. This paper proposes that qualitative indexical ...
While user participation is central to HCI, co-inquiry takes this further by having participants direct and control research from conceptualisation to completion. We describe a co-inquiry, conducted over 16 months with a Parkinson's support group. We ...
Humans represent one of the most persistent vulnerabilities in many computing systems. Since human users are independent agents who make their own choices, closing these vulnerabilities means persuading users to make different choices. Focusing on one ...
Much of what a user sees browsing the internet, from ads to search results, is targeted or personalized by algorithms that have made inferences about that user. Prior work has documented that users find such targeting simultaneously useful and creepy. ...
The tendency to believe and act on others' misinformation is documented in much prior work. This paper focuses on inaccuracy blindness, the tendency to take a collaborator's poor information at face value, which reduces problem-solving success. We draw ...
Most hospitals make efforts to provide socio-emotional support for patients and their families during care. In order to expand the service provided by certified child life specialists, we created a social robot and a virtual avatar that augment part of ...
Low-cost fabrication machines (e.g., 3D printers) offer the promise of creating custom-designed objects by a range of users. To maximize performance, generative design methods such as topology optimization can automatically optimize properties of a ...
PolarTrack is a novel camera-based approach to detecting and tracking mobile devices inside the capture volume. In PolarTrack, a polarization filter continuously rotates in front of an off-the-shelf color camera, which causes the displays of observed ...
Millions of homes worldwide enjoy access to digital content and services through smart speakers such as Amazon's Echo and Google's Home. Promotional materials and users' own videos typically show homes that have many well-resourced rooms, with good ...
To successfully function within a team, students must develop a range of skills for communication, organization, and conflict resolution. For students on the autism spectrum, these skills mirror the social, communicative, and cognitive experiences that ...
Understanding team communication and collaboration patterns is critical for improving work efficiency in organizations. This paper presents an interactive visualization system, T-Cal, that supports the analysis of conversation data from modern team ...
Haptic devices allow a more immersive experience with Virtual and Augmented Reality. However, for a wider range of usage they need to be miniaturized while maintaining the quality of haptic feedback. In this study, we used two kinds of human sensory ...
Motivated by the need to support those managing chronic pain, we report on the iterative design, development, and evaluation of Keppi, a novel pressure-based tangible user interface (TUI) for the self-report of pain intensity. In-lab studies with 28 ...
For those with chronic conditions, such as Type 1 diabetes, smartphone apps offer the promise of an affordable, convenient, and personalized disease management tool. However, despite significant academic research and commercial development in this area, ...
Interface designers often use screenshot images of example designs as building blocks for new designs. Since images are unstructured and hard to edit, designers typically reconstruct screenshots with vector graphics tools in order to reuse or edit parts ...
The number of sensors in our surroundings that provide the same information steadily increases. Since sensing is prone to errors, sensors may disagree. For example, a GPS-based tracker on the phone and a sensor on the bike wheel may provide discrepant ...
Organizers of online groups often struggle to recruit members who can most effectively carry out the group's activities and remain part of the group over time. In a study of a sample of 30,000 new editors belonging to 1,054 English WikiProjects, we ...
Despite widespread interest in civic technologies, empowering neighbourhoods to take advantage of these technologies in their local area remains challenging. This paper presents findings from the Ardler Inventors project, which aimed to understand how ...
To press a button, a finger must push down and pull up with the right force and timing. How the motor system succeeds in button-pressing, in spite of neural noise and lacking direct access to the mechanism of the button, is poorly understood. This paper ...
Critical to social human-robot interaction is a robot's emotional richness, expressed within the parameters of its physical display. While emotion arousal is straightforward to convey, human valence (positivity) evaluations are famously ambiguous, ...
Historically, tattoos have been perceived as a mark of deviant behavior from the perspective of Western medicine. However, cancer survivor tattoos are one of many strategies used to recover from the trauma of cancer diagnosis and treatment. In this ...
Conversational programmers represent a class of learners who are not required to write any code, yet try to learn programming to improve their participation in technical conversations. We carried out interviews with 23 conversational programmers to ...
Web browser warnings should help protect people from malware, phishing, and network attacks. Adhering to warnings keeps people safer online. Recent improvements in warning design have raised adherence rates, but they could still be higher. And prior ...
We believe that wearables and movement are perfect fit for enhancing tabletop role-playing (TTRPG) experience, since they can provide embodied interaction, are perceived as character-costumes, enhance ludic properties and increase the connectedness to ...
Despite indications that recreational virtual reality (VR) experiences could be beneficial for people with dementia, this area remains unexplored in contrast to the body of work on neurological rehabilitation through VR in dementia. With recreational VR ...
We present Project Zanzibar: a flexible mat that can locate, uniquely identify and communicate with tangible objects placed on its surface, as well as sense a user's touch and hover hand gestures. We describe the underlying technical contributions: ...
We introduce the racing auditory display (RAD), an audio-based user interface that allows players who are blind to play the same types of racing games that sighted players can play with an efficiency and sense of control that are similar to what sighted ...
With a growing call for an increased emphasis on computing in school curricula, there is a need to make computing accessible to a diversity of learners. One potential approach is to extend the use of physical toolkits, which have been found to encourage ...
Accessing images online is often difficult for users with vision impairments. This population relies on text descriptions of images that vary based on website authors' accessibility practices. Where one author might provide a descriptive caption for an ...
Interactive storybooks, such as those available on the iPad, offer multiple ways to convey a story, mostly through visual, textual and audio content. How to effectively deliver this combination of content so that it supports positive social and ...
We present the results of an exploration to understand the accessibility of smartphone photography for people with motor impairments. We surveyed forty-six people and interviewed twelve people about capturing, editing, and sharing photographs on ...
When an object is interposed between a touch surface and a finger/touch pen, the change in impedance caused by the object can be measured by the driver software. This phenomenon has been used to develop new interaction techniques. Unlike previous works ...
For telepresence to support the richness of multiparty conversations, it is important to convey motion parallax and stereoscopy without head-worn apparatus. TeleHuman2 is a "hologrammatic" telepresence system that conveys full-body 3D video of ...
Parents use mobile monitoring software to observe and restrict their children's activities in order to minimize the risks associated with Internet-enabled mobile devices. As children are stakeholders in such technologies, recent research has called for ...
Translation environments offer various translation aids to support professional translators. However, translation aids typically provide only limited justification for the translation suggestions they propose. In this paper we present Intellingo, a ...
We present a new handheld haptic device, Thor's Hammer, which uses propeller propulsion to generate ungrounded, 3-DOF force feedback. Thor's Hammer has six motors and propellers that generates strong thrusts of air without the need for physical ...
Road congestion, air pollution and sustainability are increasingly important in major cities. We look to understand how last-mile deliveries in the parcel sector are impacting our roads. Using formative field work and quantitative analysis of ...
We explore web programming as a new paradigm for programmatic 3D modeling. Most existing approaches subscribe to the imperative programming paradigm. While useful, there exists a gulf of evaluation between procedural steps and the intended structure. We ...
We present ForceBoard, a pressure-based input technique that enables text entry by subtle finger motion. To enter text, users apply pressure to control a multi-letter-wide sliding cursor on a one-dimensional keyboard with alphabetical ordering, and ...
Selecting an item of interest on smartwatches can be tedious and time-consuming as it involves a series of swipe and tap actions. We present PageFlip, a novel method that combines into a single action multiple touch operations such as command invocation ...
We present Inpher, a virtual reality system for setting physical properties of virtual objects using mid-air interaction. Users simply grasp virtual objects and mimic their desired physical movement. The physical properties required to fulfill that ...
This paper describes the Making Core Memory project, a design inquiry into the invisible work that went into assem-bling core memory, an early form of computer information storage initially woven by hand. Drawing on feminist tradi-tions of situated ...
Programmers must draw explicit connections between their code and runtime state to properly assess the correctness of their programs. However, debugging tools often decouple the program state from the source code and require explicitly invoked views to ...
As display environments become larger and more diverse - now often encompassing multiple walls and room surfaces - it is becoming more common that users must find and manipulate digital artifacts not directly in front of them. There is little ...
Interest in critical scholarship that engages with the complexity of user experience (UX) practice is rapidly expanding, yet the vocabulary for describing and assessing criticality in practice is currently lacking. In this paper, we outline and explore ...
As a rule, user interface designers work iteratively. Over the course of a project, they repeatedly gather feedback, typically through in-person meetings, and update their designs accordingly. Through formative work, we find that design software tools ...
This paper examines the opportunities and issues that arise in designing technologies to support low-income rural women in Bangladesh. Through a qualitative, empirical study with 90 participants, we reveal systemic everyday challenges that women face ...
Modern mobile apps aim to provide personalized services without appearing intrusive. A common strategy is to let the user initiate the service request (e.g., "click here to receive coupons for your favorite products"), a practice known as ?overt ...
Type 2 Diabetes Mellitus (T2DM) is a common chronic condition that requires management of one's lifestyle, including nutrition. Critically, patients often lack a clear understanding of how everyday meals impact their blood glucose. New predictive ...
Previous work has shown that large high resolution displays (LHRDs) can enhance collaboration between users. As LHRDs allow free movement in front of the screen, an understanding of movement behavior is required to build successful interfaces for these ...
Continuous tracking young children's development is important for parents because early detection of developmental delay can lead to better treatment through early intervention. Screening tests, often based on questions answered by a parent, are used to ...
The Sense of Agency (SoA) refers to our capability to control our own actions and influence the world around us. Recent research in HCI has been investigating SoA to provide users an instinctive sense of "I did that" as opposed to "the system did that". ...
Smart-rings are ideal for subtle and always-available haptic notifications due to their direct contact with the skin. Previous researchers have highlighted the feasibility of haptic technology in smart-rings and their promise in delivering noticeable ...
Users have accumulated years of personal data in cloud storage, creating potential privacy and security risks. This agglomeration includes files retained or shared with others simply out of momentum, rather than intention. We presented 100 online-survey ...
Passive or actuated physical props can provide haptic feedback, leading to a satisfying sense of presence and realism in virtual reality. However, the mismatch between the physical and virtual surfaces (boundaries) can diminish user experience. Haptic ...
This paper examines the sense of presence, attitude change, perspective-taking, and usability of a split-sphere, first-person perspective 360 degree video about gender inequality, in which people can choose to watch the narrative from the male or female ...
Graphical displays are a typical means for conveying awareness information in groupware systems to help users track joint activities, but are not ideal when vision is constrained. Understanding how people maintain awareness through non-visual means is ...
Many recent studies have explored user-defined interactions for touch and gesture-based systems through end-user elicitation. While these studies have facilitated the user-end of the human-computer dialogue, the subsequent design of gesture ...
Laypeople are frequently exposed to unfamiliar numbers published by journalists, social media users, and algorithms. These figures can be difficult for readers to comprehend, especially when they are extreme in magnitude or contain unfamiliar units. ...
Optimism and positivity permeate discourses of smart interactive network technologies. Yet we do not have to look too far or too deep to find anxieties knotting up on the horizon and festering below the network's glistening surface. This paper ...
Grandparents and grandchildren that live apart often rely on communication technologies, such as messengers, video conferencing, and phone calls for maintaining relationships. While some of these systems are challenging for grandparents, others are less ...
Basic numerical competencies developed in kindergarten form the foundations of math achievement. This indicates the importance of early interventions in the case of numerical difficulties. Building on research on math manipulatives and tangible ...
Evaluations of technological artifacts in HCI4D contexts are known to suffer from high levels of participant response bias---where participants only provide positive feedback that they think will please the researcher. This paper describes a practical, ...
Children with insufficient exposure to language during critical developmental periods in infancy are at risk for cognitive, language, and social deficits [55]. This is especially difficult for deaf infants, as more than 90% are born to hearing parents ...
We introduce a mobile app for collecting in-the-wild data, including sensor measurements and self-reported labels describing people's behavioral context (e.g., driving, eating, in class, shower). Labeled data is necessary for developing context-...
In recent years, online education's reach and scale have increased through new platforms for large and small online courses. However, these platforms often rely on impoverished modalities, which provide limited support for participation in social ...
This paper investigates bias in coverage between Western and Arab media on Twitter after the November 2015 Beirut and Paris terror attacks. Using two Twitter datasets covering each attack, we investigate how Western and Arab media differed in coverage ...
Researchers in HCI have typically relied on face to face (FtF) methods for recruitment and data collection in their research with people living with HIV, whereas social scientists have adopted computer-mediated approaches to address concerns about data ...
Proper ergonomics improves productivity and reduces risks for injuries such as tendinosis, tension neck syndrome, and back injuries. Despite having ergonomics standards and guidelines for computer usage since the 1980s, injuries due to poor ergonomics ...
This paper explores a design experiment concerning the development of a personalised and engaging wearable fall detection device customised for care home residents. The design experiment focuses on a start-up company's design process, which utilises a ...
In recent years, microblogging platforms have not only become an important communication channel for the game industry to generate and uphold audience interest but also a rich resource for gauging player opinion. In this paper we use data gathered from ...
We introduce the concept of Veritaps: a communication layer to help users identify truths and lies in mobile input. Existing lie detection research typically uses features not suitable for the breadth of mobile interaction. We explore the feasibility of ...
How should an AI-based explanation system explain an agent's complex behavior to ordinary end users who have no background in AI? Answering this question is an active research area, for if an AI-based explanation system could effectively explain ...
The Urban Heat Island Effect (UHI) is a phenomenon whereby cities tend to be hotter than suburbs. We frame the UHI as a "wicked problem" that poses a range of economic, healthcare, and social challenges. Our paper examines how different stakeholders ...
Advances in sensing technologies allow for using the forearm as a touch surface to give input to off-skin displays. However, it is unclear how users perceive the mapping between an on-skin input area and an off-skin display area. We empirically describe ...
The design of personal health informatics tools has traditionally been explored in self-monitoring and behavior change. There is an unmet opportunity to leverage self- tracking of individuals and study diseases and health conditions to learn patterns ...
The extensive Wikipedia literature has largely considered Wikipedia in isolation, outside of the context of its broader Internet ecosystem. Very recent research has demonstrated the significance of this limitation, identifying critical relationships ...
Speech has become an increasingly common means of text input, from smartphones and smartwatches to voice-based intelligent personal assistants. However, reviewing the recognized text to identify and correct errors is a challenge when no visual feedback ...
We report on the design, premiere and public evaluation of a multifaceted audience interface for a complex non-linear musical performance called Climb! which is particularly suited to being experienced more than once. This interface is designed to ...
We present a printed paper actuator as a low cost, reversible and electrical actuation and sensing method. This is a novel but easily accessible enabling technology that expands upon the library of actuation-sensing materials in HCI. By integrating ...
It is no secret that users have difficulty choosing and remembering strong passwords, especially when asked to choose different passwords across different accounts. While research has shed light on password weaknesses and reuse, less is known about user ...
The activation point of a button is defined as the depth at which it invokes a make signal. Regular buttons are activated during the downward stroke, which occurs within the first 20 ms of a press. The remaining portion, which can be as long as 80 ms, ...
Mental wellness is a desirable health outcome for students. However, current personal informatics systems do not adequately support students in creating concrete mental health-related goals and turning them into actionable plans. In this paper, we ...
We contribute to the intersection of multilingualism and human-computer interaction (HCI) with our investigation of language preferences in the context of the interface design of interactive systems. Through interview data collected from avid smartphone ...
In this paper, we work to inform the growing space of Digital Civics with a qualitative study of community engagement practices across the breadth of municipal departments and agencies in a large US city. We conducted 34 inter-views across 15 different ...
Prior work has shown that intelligent user interfaces (IUIs) that use modalities such as speech, gesture, and writing pose challenges for children due to their developing cognitive and motor skills. Research has focused on improving recognition and ...
The emergence of fake news, as well as filter bubbles and echo chambers, has precipitated renewed attention upon the ways in which news is consumed, shared and reflected and commented upon. While online news comments sections offer space for pluralist ...
In the same way that we experience the real-world through a range of senses, experiencing a virtual environment through multiple sensory modalities may augment both our presence within a scenario and our reaction to it. In this paper, we present Season ...
Streakiness refers to observed tendency towards consecutive appearances of particular patterns. In video games, streakiness is oftentimes inevitable, where a player keeps winning or losing for a short period. However, the phenomenon remains understudied ...
We present the Robotic Modeling Assistant (RoMA), an interactive fabrication system providing a fast, precise, hands-on and in-situ modeling experience. As a designer creates a new model using RoMA AR CAD editor, features are constructed concurrently by ...
Using existing APIs properly is a key challenge in programming, given that libraries and APIs are increasing in number and complexity. Programmers often search for online code examples in Q&A forums and read tutorials and blog posts to learn how to use ...
Local community ties are an important social resource, but research shows that these ties have been declining. The social significance of location information offers an opportunity address this decline and support local community building. Through this ...
Advances in artificial intelligence, sensors and big data management have far-reaching societal impacts. As these systems augment our everyday lives, it becomes increasing-ly important for people to understand them and remain in control. We investigate ...
Detecting anomalous events of a particular area in a timely manner is an important task. Geo-tagged social media data are useful resource for this task; however, the abundance of everyday language in them makes this task still challenging. To address ...
Framed within the theoretical lens of positive and negative security, this paper presents a study of newcomers to Sweden and the roles of mobile phones in the establishment of a new life. Using creative engagement methods through a series of workshops, ...
This paper describes an eighteen-month ethnography of timber framing at a tiny house construction program in Port Townsend, Washington. This case exposes the intricate, ongoing processes that define a project where people learn to imagine, create, and ...
Communication platforms have struggled to provide effective tools for people facing harassment online. We conducted interviews with 18 recipients of online harassment to understand their strategies for coping, finding that they often resorted to asking ...
Digital data, from texts to files and mobile applications, has become a pervasive component of our society. With seemingly unlimited storage in the cloud at their disposal, how do people approach data preservation, deciding what to keep and discard? We ...
In recent years, the entity--component--system pattern has become a fundamental feature of the software architectures of game-development environments such as Unity and Unreal, which are used extensively in developing 3D user interfaces. In these ...
Atomic interactions in touch interfaces, like tap, drag, and flick, are well understood in terms of interaction design, but less is known about their physical performance characteristics. We carried out a study to gather baseline data about finger pitch ...
Procedural art, or art made with programming, suggests opportunities to extend traditional arts like painting and drawing; however, this potential is limited by tools that conflict with manual practices. Programming languages present learning barriers ...
Knowledge workers experience many interruptions during their work day. Especially when they happen at inopportune moments, interruptions can incur high costs, cause time loss and frustration. Knowing a person's interruptibility allows optimizing the ...
To date, developmental needs and abilities of children under 4 years old have been insufficiently taken into account at the early stages of technology design. Bekker and Antle [6] created developmentally situated design (DSD) cards as a design tool to ...
The wide availability of body-sensing technologies (such as Nintendo Wii and Microsoft Kinect) has the potential to bring full-body interaction to the masses, but the design of hand gestures and body movements that can be easily discovered by the users ...
"How common is interactive visualization on the web?" "What is the most popular visualization design?" "How prevalent are pie charts really?" These questions intimate the role of interactive visualization in the real (online) world. In this paper, we ...
Multiplayer online games, such as Minecraft, have the potential to be powerful sites for youth learning, but can be plagued by inter-personal conflicts. This brings the need for online moderation. However, only very little is known about the practices ...
Conventionally, keys on a physical keyboard have only two states: "released'' and "pressed''. As such, various techniques, such as hotkeys, are designed to enhance the keyboard expressiveness. Realizing that user inevitably perform touch actions during ...
As highlighted in recent work on remix in online content creation communities, people commonly take and appropriate digital content for new activities. Less is known, however, about how people repurpose digital content as part of work. We report ...
An essential goal of quantitative color encoding is the accurate mapping of perceptual dimensions of color to the logical structure of data. Prior research identifies weaknesses of 'rainbow' colormaps and advocates for ramping in luminance, while recent ...
Stereoscopic display is a standard display mode for virtual reality environments. Typical 3D projection provides only a single stereoscopic video stream; thus co-located users cannot correctly perceive the virtual scene based on their own position and ...
In our study (N=2189), we divided participants into 6 badge conditions: 1) Role model badges (e.g., Einstein), 2) Personal interest badges (e.g., Movies), 3) Achievement badges (e.g., "Code King"), 4) Choice, 5) Choice with badges always visible, and 6) ...
Recent advances in technology have allowed users to experience an illusory feeling of full body ownership of a virtual avatar. Such virtual embodiment has the power to elicit perceptual, behavioral or cognitive changes related to oneself, however, its ...
Although a light becomes an important design element, there are little techniques available to explore shapes and light effects in early design stages. We present c.light, a design tool that consists of a set of modules and a mobile application for ...
We investigate stroking motions through successive objects with styli. There are several promising models for stroking motions, such as crossing tasks, which require endpoint accuracy of a stroke, or steering tasks, which require continuous accuracy ...
Computational systems and objects are becoming increasingly closely integrated with our daily activities. Ubiquitous and pervasive computing first identified the emerging challenges of studying technology used on-the-move and in widely varied contexts. ...
As cryptocurrencies gain popularity and credibility, marketplaces for cryptocurrencies are growing in importance. Understanding the dynamics of these markets can help to assess how viable the cryptocurrnency ecosystem is and how design choices affect ...
Examples provide a source of inspiration for creating designs, but can they help improve the feedback process? Supplementing design feedback with examples could help recipients see issues clearly, identify concrete steps for improvement, and integrate ...
We investigate self-perception in social media through the lens of personality theory. Two mixed-methods studies involving 148 participants examine if people self-report different personality traits in social media compared with their offline traits. We ...
Year | Submitted | Accepted | Rate |
---|---|---|---|
CHI '19 | 2,958 | 703 | 24% |
CHI '18 | 2,590 | 666 | 26% |
CHI '17 | 2,400 | 600 | 25% |
CHI '16 | 2,435 | 565 | 23% |
CHI '15 | 2,120 | 486 | 23% |
CHI '14 | 2,043 | 465 | 23% |
CHI '13 | 1,963 | 392 | 20% |
CHI '09 | 1,130 | 277 | 25% |
CHI '07 | 840 | 182 | 22% |
CHI '05 | 372 | 93 | 25% |
CHI '03 | 468 | 75 | 16% |
CHI '02 | 414 | 61 | 15% |
CHI '01 | 352 | 69 | 20% |
CHI '00 | 336 | 72 | 21% |
CHI '99 | 312 | 78 | 25% |
CHI '98 | 351 | 81 | 23% |
CHI '97 | 234 | 55 | 24% |
CHI '96 | 256 | 55 | 21% |
CHI '94 | 263 | 70 | 27% |
CHI '93 | 330 | 62 | 19% |
CHI '92 | 216 | 67 | 31% |
CHI '91 | 240 | 56 | 23% |
CHI '90 | 260 | 47 | 18% |
CHI '89 | 199 | 54 | 27% |
CHI '88 | 187 | 39 | 21% |
CHI '87 | 166 | 46 | 28% |
CHI '86 | 122 | 47 | 39% |
CHI '85 | 170 | 35 | 21% |
CHI '83 | 176 | 59 | 34% |
CHI '82 | 165 | 75 | 45% |
Overall | 24,068 | 5,632 | 23% |