Bonnie Chinh, Himanshu Zade, A. Ganji, Cecilia R. Aragon
The process of qualitative coding often involves multiple coders coding the same data to ensure reliable codes and a consistent understanding of the codebook. One aspect of qualitative coding includes resolving disagreements, where coders discuss differences in coding to reach a consensus. We conduct a case study to evaluate four strategies of disagreement resolution and understand their impact on the coding process. We find that an open discussion and the n-ary tree metric lead coders to focus more on the disagreement of a particular data instance, whereas kappa values and Code Wizard direct coders to compare code definitions. We discuss opportunities for using different strategies at different stages of the coding process for more effective disagreement resolution.
{"title":"Ways of Qualitative Coding: A Case Study of Four Strategies for Resolving Disagreements","authors":"Bonnie Chinh, Himanshu Zade, A. Ganji, Cecilia R. Aragon","doi":"10.1145/3290607.3312879","DOIUrl":"https://doi.org/10.1145/3290607.3312879","url":null,"abstract":"The process of qualitative coding often involves multiple coders coding the same data to ensure reliable codes and a consistent understanding of the codebook. One aspect of qualitative coding includes resolving disagreements, where coders discuss differences in coding to reach a consensus. We conduct a case study to evaluate four strategies of disagreement resolution and understand their impact on the coding process. We find that an open discussion and the n-ary tree metric lead coders to focus more on the disagreement of a particular data instance, whereas kappa values and Code Wizard direct coders to compare code definitions. We discuss opportunities for using different strategies at different stages of the coding process for more effective disagreement resolution.","PeriodicalId":389485,"journal":{"name":"Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems","volume":"110 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131018648","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Freehand sketching is a valuable process, input, output, and tool, often used by people to communicate and express ideas, as well as document, explore and describe concepts between researcher, user, or client. Sketches are fast, easy to create, and - by varying their fidelity - can be used in all areas of HCI. Sketching in HCI will explore and demonstrate themes around sketching in HCI with the aim of producing tangible outputs. Attendees will leave the course with the confidence to engage actively with sketching on an everyday basis in their research practice.
{"title":"Sketching in HCI: Hands-on Course of Sketching Techniques","authors":"Makayla M. Lewis, M. Sturdee, Nicolai Marquardt","doi":"10.1145/3290607.3298805","DOIUrl":"https://doi.org/10.1145/3290607.3298805","url":null,"abstract":"Freehand sketching is a valuable process, input, output, and tool, often used by people to communicate and express ideas, as well as document, explore and describe concepts between researcher, user, or client. Sketches are fast, easy to create, and - by varying their fidelity - can be used in all areas of HCI. Sketching in HCI will explore and demonstrate themes around sketching in HCI with the aim of producing tangible outputs. Attendees will leave the course with the confidence to engage actively with sketching on an everyday basis in their research practice.","PeriodicalId":389485,"journal":{"name":"Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127878747","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This project aims to develop a voice training application for transgender people. Voice training is typically conducted by a speech therapist, and consists of personalized sessions that support individuals in changing their voices (such as modifying pitch, resonance, or speech patterns). The reasons why people may pursue voice training are varied, but often includes discomfort with voice being misaligned with gender identity. Training with a speech therapist may be inaccessible due to health disparities; thus, a technological solution, as I propose in my research, is necessary. This project will address existing constraints to design a novel voice training application in partnership with community members, using a participatory research methodology and combining the fields of speech science, feminist and queer theory, and HCI.
{"title":"Bridging Social Critique and Design: Building a Health Informatics Tool for Transgender Voice","authors":"Alex A. Ahmed","doi":"10.1145/3290607.3299077","DOIUrl":"https://doi.org/10.1145/3290607.3299077","url":null,"abstract":"This project aims to develop a voice training application for transgender people. Voice training is typically conducted by a speech therapist, and consists of personalized sessions that support individuals in changing their voices (such as modifying pitch, resonance, or speech patterns). The reasons why people may pursue voice training are varied, but often includes discomfort with voice being misaligned with gender identity. Training with a speech therapist may be inaccessible due to health disparities; thus, a technological solution, as I propose in my research, is necessary. This project will address existing constraints to design a novel voice training application in partnership with community members, using a participatory research methodology and combining the fields of speech science, feminist and queer theory, and HCI.","PeriodicalId":389485,"journal":{"name":"Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129033772","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jiwon Kang, Minsung Lee, Eunil Park, Minsam Ko, Munyoung Lee, Jinyoung Han
As the K-pop industry has been rapidly expanded, the strength of the K-pop fandoms is under the spotlight. In particular, the collaborations among fandoms for mutually supporting their artists have contributed to the success of the K-pop artists. This paper investigates the current practice of the fandom collaborations in K-pop. To this end, we first introduce the notion of the 'fandom collaboration network' that represents the collaborations among K-pop fandoms. By collecting and analyzing a large-scale fandom activity data from DCinside, we investigate (i) to what extent fandom collaboration is prevalent in K-pop, (ii) how fandoms collaborate with other fandoms, and (iii) what fandoms play more roles in fandom collaboration than others. We find that K-pop fandoms actively collaborate with other fandoms for mutually supporting their artists. By analyzing the structural properties of the fandom collaboration network, we show the fandom collaboration is basically based on the reciprocity. However, we also show that the amount of collaborations between the two fandoms is often unfair. Among all the active fandoms in our data, we find that there a small number of fandoms who play significant roles in fandom collaborations in K-pop. We believe our work can provide important insight for K-pop stakeholders such as fans, agencies, artists, marketers, and broadcasting companies.
{"title":"Alliance for My Idol: Analyzing the K-pop Fandom Collaboration Network","authors":"Jiwon Kang, Minsung Lee, Eunil Park, Minsam Ko, Munyoung Lee, Jinyoung Han","doi":"10.1145/3290607.3312906","DOIUrl":"https://doi.org/10.1145/3290607.3312906","url":null,"abstract":"As the K-pop industry has been rapidly expanded, the strength of the K-pop fandoms is under the spotlight. In particular, the collaborations among fandoms for mutually supporting their artists have contributed to the success of the K-pop artists. This paper investigates the current practice of the fandom collaborations in K-pop. To this end, we first introduce the notion of the 'fandom collaboration network' that represents the collaborations among K-pop fandoms. By collecting and analyzing a large-scale fandom activity data from DCinside, we investigate (i) to what extent fandom collaboration is prevalent in K-pop, (ii) how fandoms collaborate with other fandoms, and (iii) what fandoms play more roles in fandom collaboration than others. We find that K-pop fandoms actively collaborate with other fandoms for mutually supporting their artists. By analyzing the structural properties of the fandom collaboration network, we show the fandom collaboration is basically based on the reciprocity. However, we also show that the amount of collaborations between the two fandoms is often unfair. Among all the active fandoms in our data, we find that there a small number of fandoms who play significant roles in fandom collaborations in K-pop. We believe our work can provide important insight for K-pop stakeholders such as fans, agencies, artists, marketers, and broadcasting companies.","PeriodicalId":389485,"journal":{"name":"Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128800574","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
One of the critiques of personas is that the underlying data that they are based on may stale, requiring further rounds of data collection. However, we could find no empirical evidence for this criticism. In this research, we collect monthly demographic data over a two-year period for a large online content publisher and generate fifteen personas each month following an identical algorithmic approach. We then compare the sets of personas month-over-month, year-over-year, and over the whole two-year period. Findings show that there is an average 18.7% change in personas monthly, a 23.3% change yearly, and a 47% change over the entire period. Findings support the critique that personas do change over time and also highlight that changes in the underlying data can occur within a relatively short period. The implication is that organizations using personas should employ ongoing data collection to detect possible persona changes.
{"title":"Personas Changing Over Time: Analyzing Variations of Data-Driven Personas During a Two-Year Period","authors":"Soon-Gyo Jung, Joni O. Salminen, B. Jansen","doi":"10.1145/3290607.3312955","DOIUrl":"https://doi.org/10.1145/3290607.3312955","url":null,"abstract":"One of the critiques of personas is that the underlying data that they are based on may stale, requiring further rounds of data collection. However, we could find no empirical evidence for this criticism. In this research, we collect monthly demographic data over a two-year period for a large online content publisher and generate fifteen personas each month following an identical algorithmic approach. We then compare the sets of personas month-over-month, year-over-year, and over the whole two-year period. Findings show that there is an average 18.7% change in personas monthly, a 23.3% change yearly, and a 47% change over the entire period. Findings support the critique that personas do change over time and also highlight that changes in the underlying data can occur within a relatively short period. The implication is that organizations using personas should employ ongoing data collection to detect possible persona changes.","PeriodicalId":389485,"journal":{"name":"Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128862027","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Finding and maintaining the right level of challenge with respect to the individual abilities of players has long been in the focus of game user research (GUR) and game development (GD). The right difficulty balance is usually considered a prerequisite for motivation and a good player experience. Dynamic difficulty adjustment (DDA) aims to tailor difficulty balance to individual players, but most deployments are limited to heuristically adjusting a small number of high-level difficulty parameters and require manual tuning over iterative development steps. Informing both GUR and GD, we compare an approach based on deep player behavior models which are trained automatically to match a given player and can encode complex behaviors to more traditional strategies for determining non-player character actions. Our findings indicate that deep learning has great potential in DDA.
{"title":"Deep Player Behavior Models: Evaluating a Novel Take on Dynamic Difficulty Adjustment","authors":"Johannes Pfau, Jan David Smeddinck, R. Malaka","doi":"10.1145/3290607.3312899","DOIUrl":"https://doi.org/10.1145/3290607.3312899","url":null,"abstract":"Finding and maintaining the right level of challenge with respect to the individual abilities of players has long been in the focus of game user research (GUR) and game development (GD). The right difficulty balance is usually considered a prerequisite for motivation and a good player experience. Dynamic difficulty adjustment (DDA) aims to tailor difficulty balance to individual players, but most deployments are limited to heuristically adjusting a small number of high-level difficulty parameters and require manual tuning over iterative development steps. Informing both GUR and GD, we compare an approach based on deep player behavior models which are trained automatically to match a given player and can encode complex behaviors to more traditional strategies for determining non-player character actions. Our findings indicate that deep learning has great potential in DDA.","PeriodicalId":389485,"journal":{"name":"Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126658446","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This research aims to utilize an output method for zero energy pop-up fabrication using chemical inflation as a technique for instant, hardware-free shape change. By applying state-changing techniques as a medium for material activation, we provide a framework for a two-part assembly process starting from the manufacturing side whereby a rigid structural body is given its form, through to the user side, where the form potential of a soft structure is activated and the structure becomes complete. To demonstrate this technique, we created two use cases: firstly, a compression material for emergency response, and secondly a self-inflating packaging system. This paper provides details on the auto-inflation process as well as the corresponding digital tool for the design of pneumatic materials. The results show the efficiency of using zero energy auto-inflatable structures for both medical applications and packaging. This rapidly deployable inflatable kit starts from the assumption that every product can provide its own contribution by responding in the best way to a specific application.
{"title":"Auto-Inflatables: Chemical Inflation for Pop-Up Fabrication","authors":"Penelope Webb, V. Sumini, Amos Golan, H. Ishii","doi":"10.1145/3290607.3312860","DOIUrl":"https://doi.org/10.1145/3290607.3312860","url":null,"abstract":"This research aims to utilize an output method for zero energy pop-up fabrication using chemical inflation as a technique for instant, hardware-free shape change. By applying state-changing techniques as a medium for material activation, we provide a framework for a two-part assembly process starting from the manufacturing side whereby a rigid structural body is given its form, through to the user side, where the form potential of a soft structure is activated and the structure becomes complete. To demonstrate this technique, we created two use cases: firstly, a compression material for emergency response, and secondly a self-inflating packaging system. This paper provides details on the auto-inflation process as well as the corresponding digital tool for the design of pneumatic materials. The results show the efficiency of using zero energy auto-inflatable structures for both medical applications and packaging. This rapidly deployable inflatable kit starts from the assumption that every product can provide its own contribution by responding in the best way to a specific application.","PeriodicalId":389485,"journal":{"name":"Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123260810","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper presents a method for hands-on creation of data comics in a workshop context and includes a description of the results, lessons learned and future improvements. Data comics is a promising format for data-driven storytelling, leveraging the power of data visualization and visual storytelling with comics. However, authoring data comics requires a diverse range of skills that are both creative and analytical. Our workshop is aimed at developing a blue-print for future workshops and reflecting on challenges and potential improvements. Within a 3-week assignment for an illustration class, we ran three 3-hour sessions. Our design was informed by the experiences of previous data-comics workshops. Results show the creative potential of data comics. Challenges to learn from the workshop include the stages to introduce data visualizations and journalistic narratives, the structuring of stories and the method of developing iterations of comic drafts. We close by reflecting on these challenges and how they can inform future improvements and adaptations.
{"title":"Teaching Data Visualization and Storytelling with Data Comic Workshops","authors":"Zezhong Wang, H. Dingwall, Benjamin Bach","doi":"10.1145/3290607.3299043","DOIUrl":"https://doi.org/10.1145/3290607.3299043","url":null,"abstract":"This paper presents a method for hands-on creation of data comics in a workshop context and includes a description of the results, lessons learned and future improvements. Data comics is a promising format for data-driven storytelling, leveraging the power of data visualization and visual storytelling with comics. However, authoring data comics requires a diverse range of skills that are both creative and analytical. Our workshop is aimed at developing a blue-print for future workshops and reflecting on challenges and potential improvements. Within a 3-week assignment for an illustration class, we ran three 3-hour sessions. Our design was informed by the experiences of previous data-comics workshops. Results show the creative potential of data comics. Challenges to learn from the workshop include the stages to introduce data visualizations and journalistic narratives, the structuring of stories and the method of developing iterations of comic drafts. We close by reflecting on these challenges and how they can inform future improvements and adaptations.","PeriodicalId":389485,"journal":{"name":"Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123295298","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
UI design rules and guidelines are not simple recipes. Applying them effectively requires determining rule applicability and precedence and balancing trade-offs when rules compete. By understanding the underlying psychology, designers and evaluators enhance their ability to apply design rules. This two-part (160-minute) course explains that psychology.
{"title":"Designing with the Mind in Mind: The Psychological Basis for UI Design Guidelines","authors":"Jeff A. Johnson","doi":"10.1145/3290607.3298802","DOIUrl":"https://doi.org/10.1145/3290607.3298802","url":null,"abstract":"UI design rules and guidelines are not simple recipes. Applying them effectively requires determining rule applicability and precedence and balancing trade-offs when rules compete. By understanding the underlying psychology, designers and evaluators enhance their ability to apply design rules. This two-part (160-minute) course explains that psychology.","PeriodicalId":389485,"journal":{"name":"Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126307777","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alzheimer's disease (AD), the most common type of dementia, is characterised by gradual memory loss. There is an increasing global research effort into strategies for early clinic-based diagnosis at the stage where patients present with mild memory problems. Initiating treatment at this stage would slow the progression of the condition and enable more years of good quality life. This paper presents the ongoing development of an augmented reality system using HoloLens that is designed to test an early onset of Alzheimer's disease. The most important aspects in the early AD diagnostics are the symptoms that appear to be connected with early memory loss, in particular spatial memory. The ability to store and retrieve the memory of a particular event involving an association between items such as the place and the object properties is incorporated in a game environment.
{"title":"Augmented Reality for Early Alzheimer's Disease Diagnosis","authors":"A. Vovk, Ameera X. Patel, D. Chan","doi":"10.1145/3290607.3313007","DOIUrl":"https://doi.org/10.1145/3290607.3313007","url":null,"abstract":"Alzheimer's disease (AD), the most common type of dementia, is characterised by gradual memory loss. There is an increasing global research effort into strategies for early clinic-based diagnosis at the stage where patients present with mild memory problems. Initiating treatment at this stage would slow the progression of the condition and enable more years of good quality life. This paper presents the ongoing development of an augmented reality system using HoloLens that is designed to test an early onset of Alzheimer's disease. The most important aspects in the early AD diagnostics are the symptoms that appear to be connected with early memory loss, in particular spatial memory. The ability to store and retrieve the memory of a particular event involving an association between items such as the place and the object properties is incorporated in a game environment.","PeriodicalId":389485,"journal":{"name":"Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126754631","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}