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Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems最新文献

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Evaluating Pan and Zoom Timelines and Sliders 评估平移和缩放时间线和滑块
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300786
Michail Schwab, Sicheng Hao, O. Vitek, J. Tompkin, Jeff Huang, M. Borkin
Pan and zoom timelines and sliders help us navigate large time series data. However, designing efficient interactions can be difficult. We study pan and zoom methods via crowd-sourced experiments on mobile and computer devices, asking which designs and interactions provide faster target acquisition. We find that visual context should be limited for low-distance navigation, but added for far-distance navigation; that timelines should be oriented along the longer axis, especially on mobile; and that, as compared to default techniques, double click, hold, and rub zoom appear to scale worse with task difficulty, whereas brush and especially ortho zoom seem to scale better. Software and data used in this research are available as open source.
平移和缩放时间线和滑块帮助我们浏览大型时间序列数据。然而,设计有效的交互是很困难的。我们通过手机和计算机设备上的众包实验来研究平移和缩放方法,询问哪种设计和交互能够更快地获取目标。我们发现,在低距离导航中,视觉环境应该被限制,而在远距离导航中,视觉环境应该被增加;时间线应该沿着较长的轴进行调整,尤其是在移动设备上;而且,与默认技术相比,双击、按住和摩擦缩放似乎在任务难度中表现得更差,而笔刷缩放,尤其是正射影缩放似乎表现得更好。本研究中使用的软件和数据都是开源的。
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引用次数: 21
Search as News Curator: The Role of Google in Shaping Attention to News Information 搜索作为新闻管理员:谷歌在塑造对新闻信息的关注中的作用
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300683
Daniel Trielli, N. Diakopoulos
This paper presents an algorithm audit of the Google Top Stories box, a prominent component of search engine results and powerful driver of traffic to news publishers. As such, it is important in shaping user attention towards news outlets and topics. By analyzing the number of appearances of news article links we contribute a series of novel analyses that provide an in-depth characterization of news source diversity and its implications for attention via Google search. We present results indicating a considerable degree of source concentration (with variation among search terms), a slight exaggeration in the ideological skew of news in comparison to a baseline, and a quantification of how the presentation of items translates into traffic and attention for publishers. We contribute insights that underscore the power that Google wields in exposing users to diverse news information, and raise important questions and opportunities for future work on algorithmic news curation.
本文提出了一种算法审计的谷歌热门故事框,一个突出的组成部分的搜索引擎结果和强大的驱动程序的流量新闻出版商。因此,它在塑造用户对新闻媒体和话题的关注方面非常重要。通过分析新闻文章链接的出现数量,我们提供了一系列新颖的分析,这些分析提供了新闻来源多样性的深入特征及其通过谷歌搜索对注意力的影响。我们给出的结果表明了相当程度的来源集中(在搜索词之间存在差异),与基线相比,新闻的意识形态偏差略有夸大,并且量化了项目的呈现如何转化为流量和发布者的关注。我们提供的见解强调了谷歌在向用户展示各种新闻信息方面所拥有的力量,并为未来的算法新闻策划工作提出了重要的问题和机会。
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引用次数: 80
Virtual Showdown: An Accessible Virtual Reality Game with Scaffolds for Youth with Visual Impairments 虚拟摊牌:一个可访问的虚拟现实游戏与脚手架的青少年有视觉障碍
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300371
Ryan Wedoff, Lindsay E Ball, Amelia Wang, Yi Xuan Khoo, L. Lieberman, Kyle Rector
Virtual Reality (VR) is a growing source of entertainment, but people who are visually impaired have not been effectively included. Audio cues are motivated as a complement to visuals, making experiences more immersive, but are not a primary cue. To address this, we implemented a VR game called Virtual Showdown. We based Virtual Showdown on an accessible real-world game called Showdown, where people use their hearing to locate and hit a ball against an opponent. Further, we developed Verbal and Verbal/Vibration Scaffolds to teach people how to play Virtual Showdown. We assessed the acceptability of Virtual Showdown and compared our scaffolds in an empirical study with 34 youth who are visually impaired. Thirty-three participants wanted to play Virtual Showdown again, and we learned that participants scored higher with the Verbal Scaffold or if they had prior Showdown experience. Our empirical findings inform the design of future accessible VR experiences.
虚拟现实(VR)是一种日益增长的娱乐来源,但视障人士并没有被有效地包括在内。音频线索是视觉效果的补充,使体验更具沉浸感,但不是主要线索。为了解决这个问题,我们执行了一款名为《Virtual摊牌》的VR游戏。我们基于一款名为《摊牌》的现实世界游戏制作了《虚拟摊牌》,在这款游戏中,玩家可以利用听觉定位并击球对抗对手。此外,我们开发了Verbal和Verbal/Vibration Scaffolds来教人们如何玩Virtual摊牌。我们评估了虚拟摊牌的可接受性,并在34名视障青少年的实证研究中比较了我们的支架。33名参与者想要再次玩《Virtual摊牌》,我们了解到,有过Verbal Scaffold或之前有过《摊牌》经验的参与者得分更高。我们的实证研究结果为未来无障碍VR体验的设计提供了信息。
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引用次数: 42
#HandsOffMyADA # HandsOffMyADA
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300757
Brooke E. Auxier, C. Buntain, Paul T. Jaeger, J. Golbeck, Hernisa Kacorri
Twitter continues to be used increasingly for communication related advocacy, activism, and social change. This is also the case for the disability community. In light of the recently proposed ADA Education and Reform in the United States, we investigate factors for effectiveness of sharing or retweeting messages about topics affecting the rights of people with disabilities. We perform a multifaceted study of the #HandsOffMyADA campaign against the proposed H.R.620 bill to: (1) explore how communication via Twitter compares to previous disability rights movements; (2) characterize the campaign in terms of hashtags, user groups, and content such as accessible multimedia that contribute to dissemination of campaign messages; (3) identify major themes in tweets and responses, and their variation among user groups; and (4) understand how the disability community mobilized for this campaign compared to previous Twitter initiatives.
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引用次数: 11
Practitioners Teaching Data Science in Industry and Academia: Expectations, Workflows, and Challenges 在工业界和学术界教授数据科学的实践者:期望、工作流程和挑战
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300493
Sean Kross, Philip J. Guo
Data science has been growing in prominence across both academia and industry, but there is still little formal consensus about how to teach it. Many people who currently teach data science are practitioners such as computational researchers in academia or data scientists in industry. To understand how these practitioner-instructors pass their knowledge onto novices and how that contrasts with teaching more traditional forms of programming, we interviewed 20 data scientists who teach in settings ranging from small-group workshops to large online courses. We found that: 1) they must empathize with a diverse array of student backgrounds and expectations, 2) they teach technical workflows that integrate authentic practices surrounding code, data, and communication, 3) they face challenges involving authenticity versus abstraction in software setup, finding and curating pedagogically-relevant datasets, and acclimating students to live with uncertainty in data analysis. These findings can point the way toward better tools for data science education and help bring data literacy to more people around the world.
数据科学在学术界和产业界都越来越受重视,但关于如何教授数据科学,目前还没有什么正式的共识。目前许多教授数据科学的人都是实践者,比如学术界的计算研究人员或工业界的数据科学家。为了了解这些实践性讲师是如何将他们的知识传授给新手的,以及这与教授更传统的编程形式有何不同,我们采访了20位数据科学家,他们在从小组研讨会到大型在线课程的各种环境中授课。我们发现:1)他们必须理解不同的学生背景和期望,2)他们教授技术工作流程,整合围绕代码、数据和通信的真实实践,3)他们在软件设置中面临真实性与抽象的挑战,寻找和管理与教学相关的数据集,并使学生适应数据分析中的不确定性。这些发现可以为数据科学教育指明更好的工具,并帮助将数据素养带给世界各地的更多人。
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引用次数: 58
ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup 健身器与私人教练:评估一个整体的,沉浸式的,适应性的健身游戏设置
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300318
A. Martin-Niedecken, Katja Rogers, Laia Turmo Vidal, Elisa D. Mekler, Elena Márquez Segura
Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scenario following a holistic design approach. To contribute to this topic and as a proof-of-concept, we designed the ExerCube, an adaptive fitness game setup. We evaluated participants' multi-sensory and bodily experiences with a non-adaptive and an adaptive ExerCube version and compared them with personal training to reveal insights to inform the next iteration of the ExerCube. Regarding flow, enjoyment and motivation, the ExerCube is on par with personal training. Results further reveal differences in perception of exertion, types and quality of movement, social factors, feedback, and audio experiences. Finally, we derive considerations for future research and development directions in holistic fitness game setups.
如今,许多有趣的健身解决方案都以游戏优先或健身优先的设计为特色;几乎没有一个能充分结合这两个领域。因此,现有的应用和评估往往缺乏对吸引力和有效性的关注,这应该根据整体设计方法在身体、控制器和游戏场景的层面上加以解决。为了对这一主题做出贡献,并作为概念验证,我们设计了一个自适应健身游戏设置。我们用非适应性和适应性健身器评估了参与者的多感官和身体体验,并将其与个人训练进行比较,以揭示对健身器下一次迭代的见解。在心流、享受和动力方面,健身器与个人训练不相上下。结果进一步揭示了运动感知、运动类型和质量、社会因素、反馈和音频体验的差异。最后,对未来整体健身游戏设置的研究和发展方向进行了思考。
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引用次数: 44
Causeway: Scaling Situated Learning with Micro-Role Hierarchies Causeway:用微观角色层级扩展情境学习
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300304
David T. Lee, Emily S. Hamedian, G. Wolff, Amy Liu
While educational technologies such as MOOCs have helped scale content-based learning, scaling situated learning is still challenging. The time it takes to define a real-world project and to mentor learners is often prohibitive, especially given the limited contributions that novices are able to make. This paper introduces micro-role hierarchies, a form of coordination that integrates workflows and hierarchies to help short-term novices predictably contribute to complex projects. Individuals contribute through micro-roles, small experiential assignments taking roughly 2 hours. These micro-roles support execution of the desired work process, but also sequence into learning pathways, resulting in a learning dynamic similar to moving up an organizational hierarchy. We demonstrate micro-role hierarchies through Causeway, a platform for learning web development while building websites for nonprofits. We carry out a proof-of-concept study in which learners built static websites for refugee resettlement agencies in 2 hour long roles.
虽然像mooc这样的教育技术有助于扩展基于内容的学习,但扩展情境学习仍然具有挑战性。定义一个现实世界的项目和指导学习者所花费的时间通常是令人望而却步的,特别是考虑到新手能够做出的有限贡献。本文介绍了微观角色层次结构,这是一种集成工作流和层次结构的协调形式,可以帮助短期新手可预测地为复杂项目做出贡献。个人通过微角色做出贡献,小型的体验任务大约需要2个小时。这些微观角色支持所需工作流程的执行,但也按顺序进入学习路径,从而产生类似于组织层次结构向上移动的学习动态。我们通过Causeway展示了微观角色层次,Causeway是一个学习网络开发的平台,同时为非营利组织建立网站。我们开展了一项概念验证研究,在该研究中,学习者在2小时长的角色中为难民安置机构建立静态网站。
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引用次数: 5
Pay Attention, Please: Formal Language Improves Attention in Volunteer and Paid Online Experiments 请注意:正式语言在志愿者和付费在线实验中提高了注意力
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300478
Tal August, Katharina Reinecke
Participant engagement in online studies is key to collecting reliable data, yet achieving it remains an often discussed challenge in the research community. One factor that might impact engagement is the formality of language used to communicate with participants throughout the study. Prior work has found that language formality can convey social cues and power hierarchies, affecting people's responses and actions. We explore how formality influences engagement, measured by attention, dropout, time spent on the study and participant performance, in an online study with 369 participants on Mechanical Turk (paid) and LabintheWild (volunteer). Formal language improves participant attention compared to using casual language in both paid and volunteer conditions, but does not affect dropout, time spent, or participant performance. We suggest using more formal language in studies containing complex tasks where fully reading instructions is especially important. We also highlight trade-offs that different recruitment incentives provide in online experimentation.
参与者参与在线研究是收集可靠数据的关键,但如何实现这一点仍然是研究界经常讨论的挑战。影响参与度的一个因素可能是在整个研究过程中与参与者交流时使用的语言的正式性。先前的研究发现,语言形式可以传达社会线索和权力等级,影响人们的反应和行动。我们在Mechanical Turk(付费)和LabintheWild(志愿者)上对369名参与者进行了一项在线研究,探讨了形式如何影响参与度,通过注意力、辍学率、研究花费的时间和参与者的表现来衡量。与使用非正式语言相比,正式语言在有偿和志愿条件下都能提高参与者的注意力,但对退学、花费的时间或参与者的表现没有影响。我们建议在包含复杂任务的研究中使用更正式的语言,其中完整阅读说明尤为重要。我们还强调了不同的招聘激励在在线实验中提供的权衡。
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引用次数: 14
PeerLens
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300864
Meng Xia, Mingfei Sun, Huan Wei, Qing Chen, Yong Wang, Lei Shi, Huamin Qu, Xiaojuan Ma
Online question pools like LeetCode provide hands-on exercises of skills and knowledge. However, due to the large volume of questions and the intent of hiding the tested knowledge behind them, many users find it hard to decide where to start or how to proceed based on their goals and performance. To overcome these limitations, we present PeerLens, an interactive visual analysis system that enables peer-inspired learning path planning. PeerLens can recommend a customized, adaptable sequence of practice questions to individual learners, based on the exercise history of other users in a similar learning scenario. We propose a new way to model the learning path by submission types and a novel visual design to facilitate the understanding and planning of the learning path. We conducted a within-subject experiment to assess the efficacy and usefulness of PeerLens in comparison with two baseline systems. Experiment results show that users are more confident in arranging their learning path via PeerLens and find it more informative and intuitive.
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引用次数: 4
HeatCraft: Designing Playful Experiences with Ingestible Sensors via Localized Thermal Stimuli 热工艺:通过局部热刺激设计可消化传感器的有趣体验
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300806
Zhuying Li, Yan Wang, Wei Wang, Weikang Chen, Ti Hoang, S. Greuter, F. Mueller
Ingestible sensors are pill-like sensors that people swallow mainly for medical purposes. We propose that ingestible sensors also offer unique opportunities to facilitate intriguing bodily experiences in a playful manner. To explore this, we present "HeatCraft", a two-player system that translates the user's body temperature measured by an ingestible sensor to localized thermal stimuli delivered through a waist belt equipped with heating pads. We conducted a study with 16 participants. The study revealed three design themes (Integration of body and technology, Integration of internal body and outside world, and Integration of play and life) along with some open challenges. In summary, this work contributes knowledge to the future design of playful experiences with ingestible sensors.
可食用传感器是一种药丸状的传感器,人们吞下它主要是为了医疗目的。我们认为,可摄取的传感器也提供了独特的机会,以有趣的方式促进有趣的身体体验。为了探索这一点,我们提出了“HeatCraft”,这是一个双人系统,可以将用户的体温通过可摄入的传感器转换为局部热刺激,通过配备加热垫的腰带传递。我们对16名参与者进行了一项研究。研究揭示了三个设计主题(身体与技术的融合、身体内部与外部世界的融合、游戏与生活的融合)以及一些开放的挑战。总之,这项工作为未来设计可食用传感器的游戏体验提供了知识。
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引用次数: 17
期刊
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
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