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Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems最新文献

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Voicemoji: Emoji Entry Using Voice for Visually Impaired People Voicemoji:为视障人士使用语音的表情符号条目
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445338
M. Zhang, Ruolin Wang, Xuhai Xu, Qisheng Li, Ather Sharif, J. Wobbrock
Keyboard-based emoji entry can be challenging for people with visual impairments: users have to sequentially navigate emoji lists using screen readers to find their desired emojis, which is a slow and tedious process. In this work, we explore the design and benefits of emoji entry with speech input, a popular text entry method among people with visual impairments. After conducting interviews to understand blind or low vision (BLV) users’ current emoji input experiences, we developed Voicemoji, which (1) outputs relevant emojis in response to voice commands, and (2) provides context-sensitive emoji suggestions through speech output. We also conducted a multi-stage evaluation study with six BLV participants from the United States and six BLV participants from China, finding that Voicemoji significantly reduced entry time by 91.2% and was preferred by all participants over the Apple iOS keyboard. Based on our findings, we present Voicemoji as a feasible solution for voice-based emoji entry.
对于有视觉障碍的人来说,基于键盘的表情符号输入可能是一个挑战:用户必须使用屏幕阅读器按顺序浏览表情符号列表以找到他们想要的表情符号,这是一个缓慢而乏味的过程。在这项工作中,我们探索了带有语音输入的表情符号输入的设计和好处,这是一种在视觉障碍人群中流行的文本输入方法。通过访谈了解盲人或低视力(BLV)用户目前的表情输入体验,我们开发了Voicemoji,它(1)根据语音命令输出相关的表情,(2)通过语音输出提供上下文敏感的表情建议。我们还对来自美国的6名BLV参与者和来自中国的6名BLV参与者进行了多阶段评估研究,发现Voicemoji显著减少了91.2%的输入时间,并且比苹果iOS键盘更受所有参与者的青睐。基于我们的研究结果,我们提出了Voicemoji作为基于语音的表情符号输入的可行解决方案。
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引用次数: 12
Avatar-Mediated Communication in Social VR: An In-depth Exploration of Older Adult Interaction in an Emerging Communication Platform 社交虚拟现实中以化身为媒介的交流:一个新兴交流平台中老年人互动的深入探索
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445752
Steven Baker, Jenny Waycott, Romina Carrasco, Ryan M. Kelly, Anthony John Jones, Jack Lilley, B. Dow, F. Batchelor, Thuong N. Hoang, F. Vetere
While 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.
虽然人工智能研究人员已经开始为老年人设计个性化的虚拟现实体验,但对社交虚拟现实使用的研究却很有限,社交虚拟现实是指用户在虚拟环境中通过化身进行互动。化身媒介通信(AMC)是社交虚拟现实体验的重要组成部分,但老年用户对AMC的体验了解甚少。我们与16位老年人进行了为期5个月的研究,评估共同设计的社交VR原型。结果表明,社交VR中的AMC被视为支持内向用户表达自我的媒介,并被视为在讨论敏感话题时提供优势。我们的研究为老年人如何看待社交VR中的AMC作为一种交流媒介提供了新的见解,根据我们的研究结果,我们提出了六个设计反思,强调了可以采取的步骤,以确保社交VR中的AMC能够满足老年用户的交流需求。
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引用次数: 28
Perspectives of Bioartists and Community Lab Organizers on Working with Living Organisms 生物艺术家和社区实验室组织者与活生物体合作的观点
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445060
S. N. Asgarali-Hoffman, Foad Hamidi
There is increasing interest within the HCI community about working with living organisms in the design of interactive systems. Bioartists and community lab participants have worked with living organisms for decades. Their motivations for doing so include artistic expression, design innovation, and activism. We interviewed 12 artists, community lab organizers, and researchers who work with or facilitate work with living organisms. Participants expressed perspectives on working with living organisms and described bioart as an effective practice for engaging and informing the public, fostering transdisciplinary collaborations, and facilitating inspiration and learning from organic processes. They also discussed questions of agency and consent, among other ethical issues in this context. Based on our findings, we present future directions to investigate the potential of hybrid living media interfaces to engage and educate human users, open up possibilities for transdisciplinary collaborations, and participate in ethical dialogues on emerging technologies in a new way.
在人机交互社区中,人们对在交互系统的设计中与生物体一起工作越来越感兴趣。几十年来,生物艺术家和社区实验室的参与者一直在研究生物体。他们这样做的动机包括艺术表达、设计创新和行动主义。我们采访了12位艺术家、社区实验室组织者和研究人员,他们与生物体一起工作或促进与生物体一起工作。与会者表达了与生物体合作的观点,并将生物艺术描述为参与和告知公众、促进跨学科合作、促进灵感和从有机过程中学习的有效实践。他们还讨论了代理和同意的问题,以及这方面的其他伦理问题。基于我们的研究结果,我们提出了未来的方向,以调查混合生活媒体界面的潜力,以吸引和教育人类用户,开辟跨学科合作的可能性,并以一种新的方式参与新兴技术的伦理对话。
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引用次数: 7
“I Can’t Reply with That”: Characterizing Problematic Email Reply Suggestions “我不能回复”:描述有问题的邮件回复建议
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445557
Ronald E. Robertson, Alexandra Olteanu, Fernando Diaz, Milad Shokouhi, P. Bailey
In email interfaces, providing users with reply suggestions may simplify or accelerate correspondence. While the “success” of such systems is typically quantified using the number of suggestions selected by users, this ignores the impact of social context, which can change how suggestions are perceived. To address this, we developed a mixed-methods framework involving qualitative interviews and crowdsourced experiments to characterize problematic email reply suggestions. Our interviews revealed issues with over-positive, dissonant, cultural, and gender-assuming replies, as well as contextual politeness. In our experiments, crowdworkers assessed email scenarios that we generated and systematically controlled, showing that contextual factors like social ties and the presence of salutations impacts users’ perceptions of email correspondence. These assessments created a novel dataset of human-authored corrections for problematic email replies. Our study highlights the social complexity of providing suggestions for email correspondence, raising issues that may apply to all social messaging systems.
在电子邮件界面中,为用户提供回复建议可以简化或加快通信。虽然这类系统的“成功”通常是通过用户选择的建议数量来量化的,但这忽略了社会背景的影响,而社会背景可能会改变建议的感知方式。为了解决这个问题,我们开发了一个混合方法框架,包括定性访谈和众包实验,以表征有问题的电子邮件回复建议。我们的采访揭示了过度积极、不和谐、文化和性别假设的回答以及上下文礼貌的问题。在我们的实验中,众包工作者评估了我们生成并系统控制的电子邮件场景,结果显示,社会关系和称呼等背景因素会影响用户对电子邮件通信的看法。这些评估为有问题的电子邮件回复创建了一个新的人工更正数据集。我们的研究强调了为电子邮件通信提供建议的社会复杂性,提出了可能适用于所有社交信息系统的问题。
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引用次数: 16
CapContact CapContact
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445621
Paul Streli, Christian Holz
Touch input is dominantly detected using mutual-capacitance sensing, which measures the proximity of close-by objects that change the electric field between the sensor lines. The exponential drop-off in intensities with growing distance enables software to detect touch events, but does not reveal true contact areas. In this paper, we introduce CapContact, a novel method to precisely infer the contact area between the user’s finger and the surface from a single capacitive image. At 8 × super-resolution, our convolutional neural network generates refined touch masks from 16-bit capacitive images as input, which can even discriminate adjacent touches that are not distinguishable with existing methods. We trained and evaluated our method using supervised learning on data from 10 participants who performed touch gestures. Our capture apparatus integrates optical touch sensing to obtain ground-truth contact through high-resolution frustrated total internal reflection. We compare our method with a baseline using bicubic upsampling as well as the ground truth from FTIR images. We separately evaluate our method’s performance in discriminating adjacent touches. CapContact successfully separated closely adjacent touch contacts in 494 of 570 cases (87%) compared to the baseline’s 43 of 570 cases (8%). Importantly, we demonstrate that our method accurately performs even at half of the sensing resolution at twice the grid-line pitch across the same surface area, challenging the current industry-wide standard of a ∼ 4 mm sensing pitch. We conclude this paper with implications for capacitive touch sensing in general and for touch-input accuracy in particular.
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引用次数: 9
Buying the ‘Right’ Thing: Designing Food Recommender Systems with Critical Consumers 购买“正确”的东西:为挑剔的消费者设计食物推荐系统
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445264
Dennis Lawo, Thomas Neifer, Margarita Esau, G. Stevens
Critical consumerism is complex as ethical values are difficult to negotiate, appropriate products are hard to find, and product information is overwhelming. Although recommender systems offer solutions to reduce such complexity, current designs are not appropriate for niche practices and use non-personalized intransparent ethics. To support critical consumption, we conducted a design case study on a personalized food recommender system. Therefore, we first conducted an empirical pre-study with 24 consumers to understand value negotiations and current practices, co-designed the recommender system, and finally evaluated it in a real-world trial with ten consumers. Our findings show how recommender systems can support the negotiation of ethical values within the context of consumption practices, reduce the complexity of finding products and stores, and strengthen consumers. In addition to providing implications for the design to support critical consumption practices, we critically reflect on the scope of such recommender systems and its appropriation.
批判消费主义是复杂的,因为道德价值观难以协商,合适的产品很难找到,产品信息铺天盖地。虽然推荐系统提供了减少这种复杂性的解决方案,但目前的设计不适合利基实践,并且使用了非个性化的、不透明的道德规范。为了支持关键消费,我们对个性化食品推荐系统进行了设计案例研究。因此,我们首先对24位消费者进行了实证预研究,以了解价值谈判和当前的做法,共同设计了推荐系统,最后在10位消费者的真实世界试验中对其进行了评估。我们的研究结果表明,推荐系统可以在消费实践的背景下支持道德价值观的协商,减少寻找产品和商店的复杂性,并加强消费者。除了为支持关键消费实践的设计提供启示外,我们还批判性地反思了此类推荐系统的范围及其拨款。
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引用次数: 12
Data as Delight: Eating data 数据就是快乐:吃数据
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445218
F. Mueller, Tim Dwyer, Sarah Goodwin, K. Marriott, Jialin Deng, H. Phan, Jionghao Lin, Kun-Ting Chen, Yan Wang, R. A. Khot
The HCI community has a rich history of finding new ways to engage people with data beyond the screen. With our work, we aim to expand the scope of how interaction design can engage people, arguing that “eating data” has the potential to allow people to experience “data as delight”. With reference to prior work and our design research findings, we discuss the advantages and the challenges of this approach to integrating data and food. We then identify four themes to guide the design of engagements with data through food: food form, food commensality, food ephemerality, and emotional response to food. Within these design themes, we articulate twelve insights for interaction designers to use when working on serving data as delight.
HCI社区在寻找新方法让人们接触屏幕之外的数据方面有着丰富的历史。通过我们的工作,我们的目标是扩大交互设计如何吸引人们的范围,认为“吃数据”有可能让人们体验到“数据的乐趣”。参考之前的工作和我们的设计研究成果,我们讨论了这种整合数据和食物的方法的优势和挑战。然后,我们确定了四个主题来指导通过食物与数据互动的设计:食物形式、食物共栖性、食物短暂性和对食物的情感反应。在这些设计主题中,我们为交互设计师提供了12条见解,供他们在为数据服务时使用。
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引用次数: 17
Tele-Immersive Improv: Effects of Immersive Visualisations on Rehearsing and Performing Theatre Online 远程沉浸式即兴表演:沉浸式可视化对在线剧院排练和表演的影响
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445310
Boyd Branch, Christos Efstratiou, Piotr Wojciech Mirowski, K. Mathewson, P. Allain
Performers acutely need but lack tools to remotely rehearse and create live theatre, particularly due to global restrictions on social interactions during the Covid-19 pandemic. No studies, however, have heretofore examined how remote video-collaboration affects performance. This paper presents the findings of a field study with 16 domain experts over six weeks investigating how tele-immersion affects the rehearsal and performance of improvisational theatre. To conduct the study, an original media server was developed for co-locating remote performers into shared virtual 3D environments which were accessed through popular video conferencing software. The results of this qualitative study indicate that tele-immersive environments uniquely provide performers with a strong sense of co- presence, feelings of physical connection, and an increased ability to enter the social-flow states required for improvisational theatre. Based on our observations, we put forward design recommendations for video collaboration tools tailored to the unique demands of live performance.
表演者迫切需要但缺乏远程排练和创作现场戏剧的工具,特别是由于Covid-19大流行期间全球对社交互动的限制。然而,到目前为止,还没有研究调查远程视频协作如何影响表现。本文介绍了16位领域专家在六周内进行的实地研究的结果,调查了远程沉浸如何影响即兴戏剧的排练和表演。为了进行这项研究,我们开发了一个原始的媒体服务器,用于将远程表演者安置在共享的虚拟3D环境中,这些环境可以通过流行的视频会议软件访问。本定性研究的结果表明,远程沉浸式环境独特地为表演者提供了强烈的共同存在感,身体联系感,以及进入即兴戏剧所需的社会流状态的能力增强。根据我们的观察,我们提出了针对现场表演的独特需求量身定制的视频协作工具的设计建议。
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引用次数: 6
Enhancing the Composition Task in Text Entry Studies: Eliciting Difficult Text and Improving Error Rate Calculation 加强文本输入研究中的作文任务:引出困难文本,改进错误率计算
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445199
Dylan Gaines, P. Kristensson, K. Vertanen
Participants in text entry studies usually copy phrases or compose novel messages. A composition task mimics actual user behavior and can allow researchers to better understand how a system might perform in reality. A problem with composition is that participants may gravitate towards writing simple text, that is, text containing only common words. Such simple text is insufficient to explore all factors governing a text entry method, such as its error correction features. We contribute to enhancing composition tasks in two ways. First, we show participants can modulate the difficulty of their compositions based on simple instructions. While it took more time to compose difficult messages, they were longer, had more difficult words, and resulted in more use of error correction features. Second, we compare two methods for obtaining a participant’s intended text, comparing both methods with a previously proposed crowdsourced judging procedure. We found participant-supplied references were more accurate.
文本输入研究的参与者通常会复制短语或撰写新颖的信息。合成任务模拟实际的用户行为,可以让研究人员更好地理解系统在现实中的表现。作文的一个问题是,参与者可能倾向于写简单的文本,即只包含常见单词的文本。这样简单的文本不足以探讨控制文本输入方法的所有因素,例如它的纠错功能。我们通过两种方式增强了组合任务。首先,我们展示了参与者可以根据简单的指令调整他们作文的难度。虽然写复杂的信息要花更多的时间,但它们更长,有更多的困难单词,并且需要更多的纠错功能。其次,我们比较了获取参与者预期文本的两种方法,并将这两种方法与先前提出的众包评判程序进行了比较。我们发现参与者提供的参考文献更准确。
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引用次数: 7
Standing in the Way of Control: A Call to Action to Prevent Abuse through Better Design of Smart Technologies 站在控制之路:呼吁采取行动,通过更好的智能技术设计防止滥用
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445114
Dana Mckay, Charlynn Miller
Smart home technologies, designed to make our lives easier by controlling our homes with the click of a button, can also be key drivers of inequity and abuse. In this paper, we use a series of case studies drawn from the literature, news media, from online forums to demonstrate how smart home technology can be used to monitor and control intimate partners (and by extension other family members). We demonstrate that the very features of these technologies that aford convenience are the same ones that facilitate monitoring, control and abuse. This is a departure from the existing HCI literature on abuse, which has predominantly focused on the use of mobile phones and social media, and addressed stalking, harassment and revenge pornography. We position the smart home as a mediator of coercive control and call on the HCI community to better understand this type of abuse and design technologies to prevent, rather than facilitate it.
智能家居技术旨在通过点击一个按钮来控制我们的家,使我们的生活更轻松,但它也可能成为不平等和滥用的主要驱动因素。在本文中,我们从文献、新闻媒体和在线论坛中提取了一系列案例研究,以展示智能家居技术如何用于监控亲密伴侣(以及其他家庭成员)。我们表明,这些提供便利的技术的特点正是促进监测、控制和滥用的特点。这与现有的关于虐待的HCI文献有所不同,这些文献主要关注手机和社交媒体的使用,以及跟踪、骚扰和报复性色情。我们将智能家居定位为强制控制的中介,并呼吁HCI社区更好地理解这种类型的滥用,并设计技术来防止而不是促进它。
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引用次数: 11
期刊
Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
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