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

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Toggles, Dollar Signs, and Triangles: How to (In)Effectively Convey Privacy Choices with Icons and Link Texts 切换,美元符号和三角形:如何有效地用图标和链接文本传达隐私选择
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445387
Hana Habib, Yixin Zou, Yaxing Yao, A. Acquisti, L. Cranor, J. Reidenberg, N. Sadeh, F. Schaub
Increasingly, icons are being proposed to concisely convey privacy-related information and choices to users. However, complex privacy concepts can be difficult to communicate. We investigate which icons effectively signal the presence of privacy choices. In a series of user studies, we designed and evaluated icons and accompanying textual descriptions (link texts) conveying choice, opting-out, and sale of personal information — the latter an opt-out mandated by the California Consumer Privacy Act (CCPA). We identified icon-link text pairings that conveyed the presence of privacy choices without creating misconceptions, with a blue stylized toggle icon paired with “Privacy Options” performing best. The two CCPA-mandated link texts (“Do Not Sell My Personal Information” and “Do Not Sell My Info”) accurately communicated the presence of do-not-sell opt-outs with most icons. Our results provide insights for the design of privacy choice indicators and highlight the necessity of incorporating user testing into policy making.
越来越多的图标被用来简洁地向用户传达与隐私相关的信息和选择。然而,复杂的隐私概念可能难以沟通。我们调查哪些图标有效地表明隐私选择的存在。在一系列的用户研究中,我们设计并评估了图标和附带的文本描述(链接文本),传达个人信息的选择、选择退出和销售——后者是加州消费者隐私法案(CCPA)强制要求的选择退出。我们确定了图标链接文本配对,传达了隐私选择的存在,而不会产生误解,蓝色风格的切换图标与“隐私选项”配对表现最好。两个ccpa授权的链接文本(“请勿出售我的个人信息”和“请勿出售我的信息”)用大多数图标准确地传达了不出售选项的存在。我们的研究结果为隐私选择指标的设计提供了见解,并强调了将用户测试纳入政策制定的必要性。
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引用次数: 38
Security Notifications in Static Analysis Tools: Developers’ Attitudes, Comprehension, and Ability to Act on Them 静态分析工具中的安全通知:开发人员的态度、理解和采取行动的能力
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445616
Mohammad Tahaei, Kami Vaniea, K. Beznosov, M. Wolters
Static analysis tools (SATs) have the potential to assist developers in finding and fixing vulnerabilities in the early stages of software development, requiring them to be able to understand and act on tools’ notifications. To understand how helpful such SAT guidance is to developers, we ran an online experiment (N=132) where participants were shown four vulnerable code samples (SQL injection, hard-coded credentials, encryption, and logging sensitive data) along with SAT guidance, and asked to indicate the appropriate fix. Participants had a positive attitude towards both SAT notifications and particularly liked the example solutions and vulnerable code. Seeing SAT notifications also led to more detailed open-ended answers and slightly improved code correction answers. Still, most SAT (SpotBugs 67%, SonarQube 86%) and Control (96%) participants answered at least one code-correction question incorrectly. Prior software development experience, perceived vulnerability severity, and answer confidence all positively impacted answer accuracy.
静态分析工具(sat)有可能帮助开发人员在软件开发的早期阶段发现并修复漏洞,这要求他们能够理解工具的通知并对其采取行动。为了理解这样的SAT指导对开发人员有多大帮助,我们进行了一个在线实验(N=132),向参与者展示了四个易受攻击的代码样本(SQL注入、硬编码凭证、加密和记录敏感数据)以及SAT指导,并要求他们指出适当的修复方法。参与者对SAT通知都持积极态度,尤其喜欢示例解决方案和易受攻击的代码。看到SAT通知也导致了更详细的开放式答案和稍微改进的代码更正答案。尽管如此,大多数SAT参与者(SpotBugs 67%, SonarQube 86%)和Control(96%)至少回答了一个错误的代码更正问题。先前的软件开发经验、感知到的漏洞严重性和回答的信心都对答案的准确性产生了积极的影响。
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引用次数: 19
An Activity Theory Analysis of Search & Rescue Collective Sensemaking and Planning Practices 搜救集体感知与规划实践的活动理论分析
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445272
Sultan A. Alharthi, Nicolas Lalone, H. Sharma, I. Dolgov, Z. Toups
Search and rescue (SAR), a disaster response activity performed to locate and save victims, primarily involves collective sensemaking and planning. SAR responders learn to search and navigate the environment, process information about buildings, and collaboratively plan with maps. We synthesize data from five sources, including field observations and interviews, to understand the informational components of SAR and how information is recorded and communicated. We apply activity theory, uncovering unforeseen factors that are relevant to the design of collaboration systems and training solutions. Through our analysis, we derive design implications to support collaborative information technology and training systems: mixing physical and digital mapping; mixing individual and collective mapping; building for different levels and sources of information; and building for different rules, roles, and activities.
搜索和救援(SAR)是一种用于定位和拯救受害者的灾难响应活动,主要涉及集体感知和规划。SAR响应者学习搜索和导航环境,处理有关建筑物的信息,并与地图协同规划。我们综合了五个来源的数据,包括实地观察和访谈,以了解SAR的信息组成部分以及如何记录和交流信息。我们运用活动理论,发现与协作系统和培训解决方案设计相关的不可预见因素。通过我们的分析,我们得出了支持协作信息技术和培训系统的设计含义:混合物理和数字地图;混合个体和集体映射;针对不同层次和不同来源的信息进行构建;为不同的规则、角色和活动而构建。
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引用次数: 8
We Can Do More to Save Guqin: Design and Evaluate Interactive Systems to Make Guqin More Accessible to the General Public 我们可以做更多的事情来拯救古琴:设计和评估互动系统,使古琴更容易为公众所接受
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445175
Minjing Yu, Meng Zhang, Chun Yu, Xiaoguang Ma, Xing-Dong Yang, Jiawan Zhang
Guqin is a plucked seven-string traditional Chinese musical instrument that exists for over 3,000 years. However, as an Intangible World Cultural Heritage, the inheritance of Guqin and its culture in modern society is in deep danger. According to our study with 1,006 Chinese worldwide, Guqin as an instrument is not well-known and barely accessible. To better promote Guqin, we developed two interactive systems: VirGuqin and MRGuqin. VirGuqin was developed using a low-cost motion tracking device and was tested in a museum. 89% of 308 participants expressed an increase in interest in learning Guqin after using our system. MRGuqin was developed as a mixed reality learning environment to reduce the entry barrier to Guqin, and was tested by 16 participants, allowing them to learn Guqin significantly faster and perform better than the current practice. Our study demonstrates how technology can be used to help the inheritance of this dying art.
古琴是一种七弦的中国传统乐器,已有3000多年的历史。然而,作为世界非物质文化遗产,古琴及其文化在现代社会的传承面临着严重的危机。根据我们对全球1006名中国人的调查,古琴作为一种乐器并不为人所知,也很难接触到。为了更好地推广古琴,我们开发了两个互动系统:VirGuqin和MRGuqin。VirGuqin是使用一种低成本的运动跟踪设备开发的,并在博物馆进行了测试。308名参与者中有89%的人表示,在使用我们的系统后,学习古琴的兴趣增加了。MRGuqin是作为一个混合现实学习环境开发的,以降低古琴的入门门槛,并由16名参与者进行了测试,使他们学习古琴的速度明显更快,表现更好。我们的研究展示了如何利用技术来帮助传承这门垂死的艺术。
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引用次数: 10
Journalistic Source Discovery: Supporting The Identification of News Sources in User Generated Content 新闻来源发现:支持用户生成内容中新闻来源的识别
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445266
Yixue Wang, N. Diakopoulos
Many journalists and newsrooms now incorporate audience contributions in their sourcing practices by leveraging user-generated content (UGC). However, their sourcing needs and practices as they seek information from UGCs are still not deeply understood by researchers or well-supported in tools. This paper first reports the results of a qualitative interview study with nine professional journalists about their UGC sourcing practices, detailing what journalists typically look for in UGCs and elaborating on two UGC sourcing approaches: deep reporting and wide reporting. These findings then inform a human-centered design approach to prototype a UGC sourcing tool for journalists, which enables journalists to interactively filter and rank UGCs based on users’ example content. We evaluate the prototype with nine professional journalists who source UGCs in their daily routines to understand how UGC sourcing practices are enabled and transformed, while also uncovering opportunities for future research and design to support journalistic sourcing practices and sensemaking processes.
许多记者和新闻编辑室现在通过利用用户生成内容(UGC)将受众贡献纳入其采购实践。然而,他们在向教资会寻求信息时的采购需求和做法仍然没有被研究人员深刻理解,也没有得到工具的充分支持。本文首先报告了对九名专业记者进行的关于他们的UGC来源实践的定性访谈研究的结果,详细说明了记者通常在教资会中寻找什么,并详细阐述了两种UGC来源方法:深度报道和广泛报道。这些发现为我们提供了一个以人为本的设计方法,为记者提供UGC来源工具的原型,使记者能够根据用户的示例内容交互式地过滤和排名UGC。我们与9位在日常工作中获取教资会内容的专业记者一起评估了这个原型,以了解如何启用和转变教资会内容的获取实践,同时也发现了未来研究和设计的机会,以支持新闻的获取实践和意义生成过程。
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引用次数: 12
A Design Space Exploration of Worlds in Miniature 微缩世界的设计空间探索
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445098
K. Danyluk, Barrett Ens, B. Jenny, Wesley Willett
Worlds-in-Miniature (WiMs) are interactive worlds within a world and combine the advantages of an input space, a cartographic map, and an overview+detail interface. They have been used across the extended virtuality spectrum for a variety of applications. Building on an analysis of examples of WiMs from the research literature we contribute a design space for WiMs based on seven design dimensions. Further, we expand upon existing definitions of WiMs to provide a definition that applies across the extended reality spectrum. We identify the design dimensions of size-scope-scale, abstraction, geometry, reference frame, links, multiples, and virtuality. Using our framework we describe existing Worlds-in-Miniature from the research literature and reveal unexplored research areas. Finally, we generate new examples of WiMs using our framework to fill some of these gaps. With our findings, we identify opportunities that can guide future research into WiMs.
微缩世界(WiMs)是一个世界中的交互式世界,它结合了输入空间、制图地图和概览+详细界面的优点。它们已在扩展虚拟频谱中用于各种应用程序。基于对研究文献中wm实例的分析,我们提出了一个基于七个设计维度的wm设计空间。此外,我们扩展了wim的现有定义,以提供一个适用于扩展现实范围的定义。我们确定了大小范围、抽象、几何、参考框架、链接、多重和虚拟的设计维度。使用我们的框架,我们从研究文献中描述了现有的微型世界,并揭示了未开发的研究领域。最后,我们使用我们的框架生成wim的新示例,以填补其中的一些空白。根据我们的发现,我们发现了可以指导未来研究WiMs的机会。
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引用次数: 32
Design in Action: Unpacking the Artists’ Role in Performance-Led Research 行动中的设计:解开艺术家在表演主导研究中的角色
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445056
Jakob Tholander, Chiara Rossitto, A. Rostami, Yoshio Ishiguro, Takashi Miyaki, J. Rekimoto
This paper illustrates design work carried out to develop an interactive theater performance. HCI has started to address the challenges of designing interactive performances, as both audience and performers’ experiences are considered and a variety of professional expertise involved. Nevertheless, research has overlooked how such design unfolds in practice, and what role artists play in exploring both the creative opportunities and the challenges associated with interweaving digital technologies. A two-day workshop was conducted to tailor the use of the ChameleonMask, a telepresence technology, within a performance. The analysis highlights the artists’ work to make the mask work while framing, exploring and conceptualizing its use. The discussion outlines the artists’ skills and design expertise, and how they redefine the role of HCI in performance-led research.
本文阐述了为开发交互式剧场表演而进行的设计工作。HCI已经开始解决设计互动表演的挑战,因为观众和表演者的经验都被考虑在内,并涉及到各种专业知识。然而,研究忽略了这种设计如何在实践中展开,以及艺术家在探索与交织的数字技术相关的创造性机会和挑战方面所扮演的角色。举办了为期两天的研讨会,以调整在表演中使用变色龙面具,这是一种远程呈现技术。分析强调了艺术家的工作,使面具工作,同时框架,探索和概念化它的使用。讨论概述了艺术家的技能和设计专业知识,以及他们如何重新定义HCI在以表演为主导的研究中的作用。
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引用次数: 3
It Takes More Than One Hand to Clap: On the Role of ‘Care’ in Maintaining Design Results. 需要多只手来鼓掌:关于“关怀”在维护设计结果中的作用。
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445389
Maximilian Krüger, Anne Weibert, D. Leal, D. Randall, V. Wulf
Within Participatory- and Co-Design projects, the issue of sustainability and maintenance of the co-designed artefacts is a crucial yet largely unresolved issue. In this paper, we look back on four years of work on co-designing tools that assist refugees and migrants in their efforts to settle in Germany, the last of which the project has been independently maintained by our community collaborators. We reflect on the role of pre-existing care practices amongst our community collaborators, and a continued openness throughout the project, that allowed a complex constellation of actors to be involved in its ongoing maintenance and our own, often mundane activities which have contributed to the sustainability of the results. Situating our account within an HCI for Social Justice agenda, we thereby contribute to an ongoing discussion about the sustainability of such activities.
在参与式和协同设计项目中,共同设计的人工制品的可持续性和维护问题是一个至关重要的问题,但在很大程度上尚未解决。在本文中,我们回顾了四年来共同设计帮助难民和移民在德国定居的工具的工作,最后一个项目是由我们的社区合作者独立维护的。我们反思了社区合作者中预先存在的护理实践的作用,以及整个项目的持续开放性,这使得复杂的参与者群体能够参与到项目的持续维护和我们自己的日常活动中,这些活动有助于结果的可持续性。将我们的帐户置于社会正义HCI议程中,因此我们有助于有关此类活动可持续性的持续讨论。
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引用次数: 16
Scraps: Enabling Mobile Capture, Contextualization, and Use of Document Resources 残片:启用移动捕获、上下文化和使用文档资源
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445185
Amanda Swearngin, Shamsi T. Iqbal, V. Poznanski, Mark J. Encarnación, Paul N. Bennett, J. Teevan
People often capture photos or notes from their phones to integrate later into a document. But current mobile capture tools can make this hard, with the captured information ending up fragmented and decontextualized. This paper explores how to help document authors capture, contextualize, and use document-related information. A survey of 66 information workers reveals that document-focused information capture differs from other types of mobile information capture, and that while people capture a broad range of information types while mobile, most document-related capture comes in the form of photos, notes, and bookmarks. Based on this survey we built Scraps, which consists of two parts: 1) a mobile app that makes it easy for people to capture and add context to information from their phone, and 2) a Word sidebar that helps them later link that information to a document on their desktop. In a field study with 11 information workers, we find that Scraps streamlined the process of capturing and using document-related information, and enabled people to focus on writing over integrating captured information.
人们经常从手机上捕捉照片或笔记,以便稍后整合到文档中。但目前的移动捕捉工具可能会使这变得困难,因为捕获的信息最终是碎片化和脱离背景的。本文探讨了如何帮助文档作者捕获、上下文化和使用与文档相关的信息。一项针对66名信息工作者的调查显示,以文档为中心的信息捕获不同于其他类型的移动信息捕获,尽管人们在移动设备上捕获了广泛的信息类型,但大多数与文档相关的捕获以照片、笔记和书签的形式出现。基于这项调查,我们开发了clips,它由两部分组成:1)一个移动应用程序,让人们可以轻松地从手机中获取信息并添加上下文;2)一个Word侧边栏,帮助他们稍后将这些信息链接到桌面上的文档。在对11名信息工作者的实地研究中,我们发现scrap简化了获取和使用与文档相关的信息的过程,使人们能够专注于编写而不是集成所获取的信息。
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引用次数: 6
Pedagogical Agents in Educational VR: An in the Wild Study 教育虚拟现实中的教学代理:一个野外研究
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445760
G. Petersen, Aske Mottelson, G. Makransky
Pedagogical agents are theorized to increase humans’ effort to understand computerized instructions. Despite the pedagogical promises of VR, the usefulness of pedagogical agents in VR remains uncertain. Based on this gap, and inspired by global efforts to advance remote learning during the COVID-19 pandemic, we conducted an educational VR study in-the-wild (N = 161). With a 2 × 2 + 1 between subjects design, we manipulated the appearance and behavior of a virtual museum guide in an exhibition about viruses. Factual and conceptual learning outcomes as well as subjective learning experience measures were collected. In general, participants reported high enjoyment and had significant knowledge acquisition. We found that the agent’s appearance and behavior impacted factual knowledge gain. We also report an interaction effect between behavioral and visual realism for conceptual knowledge gain. Our findings nuance classical multimedia learning theories and provide directions for employing agents in immersive learning environments.
教学代理的理论是为了增加人类理解计算机指令的努力。尽管VR的教学承诺,教学代理在VR中的有用性仍然不确定。基于这一差距,并受到COVID-19大流行期间全球推动远程学习的努力的启发,我们在野外进行了一项教育VR研究(N = 161)。我们采用2 × 2 + 1的主体间设计,操纵虚拟博物馆导览员在病毒展览中的外观和行为。收集了事实性和概念性学习成果以及主观学习经验的测量结果。总的来说,参与者报告了很高的享受和显著的知识获取。我们发现代理人的外表和行为影响事实知识的获得。我们还报告了行为现实主义和视觉现实主义对概念知识获得的相互作用。我们的研究结果与传统的多媒体学习理论有细微差别,并为在沉浸式学习环境中使用代理提供了指导。
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引用次数: 22
期刊
Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
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