Featured Researches

Human Computer Interaction

Contrastive analysis for scatter plot-based representations of dimensionality reduction

Exploring multidimensional datasets is a ubiquitous part of the ones working with data, where interpreting clusters is one of the main tasks. These multidimensional datasets are usually encoded using scatter-plots representations, where spatial proximity encodes similarity among data samples. In the literature, techniques try to understand the scatter plot organization by visualizing the importance of the features for clusters definition with interaction and layout enrichment strategies. However, the approaches used to interpret dimensionality reduction usually do not differentiate clusters well, which hampers analysis where the focus is to understand the differences among clusters. This paper introduces a methodology to visually explore multidimensional datasets and interpret clusters' formation based on the contrastive analysis. We also introduce a bipartite graph to visually interpret and explore the relationship between the statistical variables used to understand how the attributes influenced cluster formation. Our methodology is validated through case studies. We explore a multivariate dataset of patients with vertebral problems and two document collections, one related to news articles and other related to tweets about COVID-19 symptoms. Finally, we also validate our approach through quantitative results to demonstrate how it can be robust enough to support multidimensional analysis.

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Human Computer Interaction

Conversations On Multimodal Input Design With Older Adults

Multimodal input systems can help bridge the wide range of physical abilities found in older generations. After conducting a survey/interview session with a group of older adults at an assisted living community we believe that gesture and speech should be the main inputs for that system. Additionally, collaborative design of new systems was found to be useful for facilitating conversations around input design with this demographic.

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Human Computer Interaction

Covert Embodied Choice: Decision-Making and the Limits of Privacy Under Biometric Surveillance

Algorithms engineered to leverage rich behavioral and biometric data to predict individual attributes and actions continue to permeate public and private life. A fundamental risk may emerge from misconceptions about the sensitivity of such data, as well as the agency of individuals to protect their privacy when fine-grained (and possibly involuntary) behavior is tracked. In this work, we examine how individuals adjust their behavior when incentivized to avoid the algorithmic prediction of their intent. We present results from a virtual reality task in which gaze, movement, and other physiological signals are tracked. Participants are asked to decide which card to select without an algorithmic adversary anticipating their choice. We find that while participants use a variety of strategies, data collected remains highly predictive of choice (80% accuracy). Additionally, a significant portion of participants became more predictable despite efforts to obfuscate, possibly indicating mistaken priors about the dynamics of algorithmic prediction.

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Human Computer Interaction

Creepy Technology: What Is It and How Do You Measure It?

Interactive technologies are getting closer to our bodies and permeate the infrastructure of our homes. While such technologies offer many benefits, they can also cause an initial feeling of unease in users. It is important for Human-Computer Interaction to manage first impressions and avoid designing technologies that appear creepy. To that end, we developed the Perceived Creepiness of Technology Scale (PCTS), which measures how creepy a technology appears to a user in an initial encounter with a new artefact. The scale was developed based on past work on creepiness and a set of ten focus groups conducted with users from diverse backgrounds. We followed a structured process of analytically developing and validating the scale. The PCTS is designed to enable designers and researchers to quickly compare interactive technologies and ensure that they do not design technologies that produce initial feelings of creepiness in users.

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Human Computer Interaction

CrowDEA: Multi-view Idea Prioritization with Crowds

Given a set of ideas collected from crowds with regard to an open-ended question, how can we organize and prioritize them in order to determine the preferred ones based on preference comparisons by crowd evaluators? As there are diverse latent criteria for the value of an idea, multiple ideas can be considered as "the best". In addition, evaluators can have different preference criteria, and their comparison results often disagree. In this paper, we propose an analysis method for obtaining a subset of ideas, which we call frontier ideas, that are the best in terms of at least one latent evaluation criterion. We propose an approach, called CrowDEA, which estimates the embeddings of the ideas in the multiple-criteria preference space, the best viewpoint for each idea, and preference criterion for each evaluator, to obtain a set of frontier ideas. Experimental results using real datasets containing numerous ideas or designs demonstrate that the proposed approach can effectively prioritize ideas from multiple viewpoints, thereby detecting frontier ideas. The embeddings of ideas learned by the proposed approach provide a visualization that facilitates observation of the frontier ideas. In addition, the proposed approach prioritizes ideas from a wider variety of viewpoints, whereas the baselines tend to use to the same viewpoints; it can also handle various viewpoints and prioritize ideas in situations where only a limited number of evaluators or labels are available.

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Human Computer Interaction

Cyber-Human System for Remote Collaborators

With the increasing ubiquity of technology in our daily lives, the complexity of our environment and the mechanisms required to function have also increased exponentially. Failure of any of the mechanical and digital devices that we rely on can be extremely disruptive. At times, the presence of an expert is needed to analyze, troubleshoot, and fix the problem. The increased demand and rapidly evolving mechanisms have led to an insufficient amount of skilled workers, thus resulting in long waiting times for consumers, and correspondingly high prices for expert services. We assert that performing a repair task with the guidance of experts from any geographical location provides an appropriate solution to the growing demand for handyman skills. This paper proposes an innovative mechanism for two geographically separated people to collaborate on a physical task. It also offers novel methods to analyze the efficiency of a collaboration system and a collaboration protocol through complexity indices. Using the innovative Collaborative Appliance for Remote-help (CARE) and with the support of a remote expert, fifty-nine subjects with minimal or no prior mechanical knowledge were able to elevate a car for replacing a tire; in a second experiment, thirty subjects with minimal or no prior plumbing knowledge were able to change the cartridge of a faucet. In both cases, average times were close to standard average repair times, and more importantly, both tasks were completed with total accuracy. Our experiments and results show that one can use the developed mechanism and methods for expanding the protocols for a variety of home, vehicle, and appliance repairs and installations.

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Human Computer Interaction

Dark Patterns and the Legal Requirements of Consent Banners: An Interaction Criticism Perspective

User engagement with data privacy and security through consent banners has become a ubiquitous part of interacting with internet services. While previous work has addressed consent banners from either interaction design, legal, and ethics-focused perspectives, little research addresses the connections among multiple disciplinary approaches, including tensions and opportunities that transcend disciplinary boundaries. In this paper, we draw together perspectives and commentary from HCI, design, privacy and data protection, and legal research communities, using the language and strategies of "dark patterns" to perform an interaction criticism reading of three different types of consent banners. Our analysis builds upon designer, interface, user, and social context lenses to raise tensions and synergies that arise together in complex, contingent, and conflicting ways in the act of designing consent banners. We conclude with opportunities for transdisciplinary dialogue across legal, ethical, computer science, and interactive systems scholarship to translate matters of ethical concern into public policy.

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Human Computer Interaction

Data Engagement Reconsidered: A Study of Automatic Stress Tracking Technology in Use

In today's fast-paced world, stress has become a growing health concern. While more automatic stress tracking technologies have recently become available on wearable or mobile devices, there is still a limited understanding of how they are actually used in everyday life. This paper presents an empirical study of automatic stress-tracking technologies in use in China, based on semi-structured interviews with 17 users. The study highlights three challenges of stress-tracking data engagement that prevent effective technology usage: the lack of immediate awareness, the lack of pre-required knowledge, and the lack of corresponding communal support. Drawing on the stress-tracking practices uncovered in the study, we bring these issues to the fore, and unpack assumptions embedded in related works on self-tracking and how data engagement is approached. We end by calling for a reconsideration of data engagement as part of self-tracking practices with technologies rather than simply looking at the user interface.

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Human Computer Interaction

Data Requests and Scenarios for Data Design of Unobserved Events in Corona-related Confusion Using TEEDA

Due to the global violence of the novel coronavirus, various industries have been affected and the breakdown between systems has been apparent. To understand and overcome the phenomenon related to this unprecedented crisis caused by the coronavirus infectious disease (COVID-19), the importance of data exchange and sharing across fields has gained social attention. In this study, we use the interactive platform called treasuring every encounter of data affairs (TEEDA) to externalize data requests from data users, which is a tool to exchange not only the information on data that can be provided but also the call for data, what data users want and for what purpose. Further, we analyze the characteristics of missing data in the corona-related confusion stemming from both the data requests and the providable data obtained in the workshop. We also create three scenarios for the data design of unobserved events focusing on variables.

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Human Computer Interaction

Data Visceralization: Enabling Deeper Understanding of Data Using Virtual Reality

A fundamental part of data visualization is transforming data to map abstract information onto visual attributes. While this abstraction is a powerful basis for data visualization, the connection between the representation and the original underlying data (i.e., what the quantities and measurements actually correspond with in reality) can be lost. On the other hand, virtual reality (VR) is being increasingly used to represent real and abstract models as natural experiences to users. In this work, we explore the potential of using VR to help restore the basic understanding of units and measures that are often abstracted away in data visualization in an approach we call data visceralization. By building VR prototypes as design probes, we identify key themes and factors for data visceralization. We do this first through a critical reflection by the authors, then by involving external participants. We find that data visceralization is an engaging way of understanding the qualitative aspects of physical measures and their real-life form, which complements analytical and quantitative understanding commonly gained from data visualization. However, data visceralization is most effective when there is a one-to-one mapping between data and representation, with transformations such as scaling affecting this understanding. We conclude with a discussion of future directions for data visceralization.

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