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HCI International 2020 – Late Breaking Posters

22nd International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part I

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About this book

This book constitutes the poster papers presented during the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic.

From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as “Late Breaking Work” (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems.

The 62 papers presented in this volume are organized in topical sections as follows: HCI theory, methods and tools; mobile and multimodal interaction; interacting with data, information and knowledge; interaction and intelligence; user experience, emotions and psychophysiological computing.

Table of Contents

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  1. Frontmatter

  2. HCI Theory, Methods and Tools

    1. Frontmatter

    2. How to Think About Third Wave HCI that Questions the Normative Culture in Computer Science?

      Pricila Castelini, Marília Abrahão Amaral
      Abstract
      Think about normative culture in computer science and question it based on third wave Human-Computer Interaction also involves problematizing our culture, our society and us as part of livelihood. The Science, Technology and Society studies that are basing our work by feminists’ optics reveal that there is no way to think about technoscience without thinking about people who are the reason for its existence. Our objective is highlight plural approaches in the computer science graduate courses documents in Brazilian Computer Science and in Bachelor in Information Systems and Computer Engineering from a public institution in Brazil based on feminist theories of Science, Technology and Society. The work results are: a) structural barriers in low women participation; b) gender disparities are not even mentioned in Computer Engineering documents; c) intersection of race, class and gender are present only in Bachelor in Information Systems documents; d) power relations in macro axes reveal intentions of those who create computer science documents in Brazil.
    3. Direct User Behavior Data Leads to Better User Centric Thinking than Role Playing: An Experimental Study on HCI Design Thinking

      Abhishek Dahiya, Jyoti Kumar
      Abstract
      This paper explores the difference in the effects of role-playing and usability testing on the design thinking process of novice designers. While usability testing helps in understanding user mental models by observing user behavior as the user interacts with a system, role-playing relies on a designer’s own perception about the user where the designer him/herself acts as a user. The difference in user research methods that leads to a different understanding of the user might reflect in the design thinking process of a designer while ideating for solutions of an HCI design problem. This paper presents findings from an experimental study done with novice designers to understand the differences in design thinking processes when designers themselves conducted usability tests versus when they designed using role-playing on persona data given to them. The findings suggest that direct observation of user behavior leads to more consideration for users and therefore better user-centered thinking process than the imaginative role-playing.
    4. Moving Beyond Stuck: A Design-Based Approach to Enhancing Minority Tech Startup Launches

      Wanda Eugene, Yerika Jimenez, Ekaterina Muravevskaia, Carmen Lopez-Ramirez, Juan Gilbert
      Abstract
      Given that all of the US-based business owners ranking in the top 10 of the Forbes billionaires list helped found technology-based companies, tech entrepreneurship presents an almost unmatched potential for social mobility for company founders. Unfortunately, Black entrepreneurs in technology-based businesses receive less than 1% of the venture capital in the US. “Stuck from the start,” is the characterization of the situation that Black entrepreneurs find themselves in while navigating the road to entrepreneurship (Myers and Chan 2017). The challenges faced by Black entrepreneurs stem from institutionalized racism (e.g., discriminatory lending), implicit biases, a lack of mentorship or connection to a larger network of business owners/investors (Fairlee and Robb 2008; Robb et al. 2014), a dearth of culturally-relevant curriculum, a lack of technical support, and other characteristics of the current entrepreneurial ecosystem. For the past three years, the Entrepreneurial Diversity in Information Technology (EDIT) has been iteratively refined to address some of the hurdles faced by Black tech startup founders; technical development, culturally-relevant curriculum, and targeted mentorship. With the ultimate goal of developing a scalable and sustainable model that can bring target communities into the tech-based entrepreneurial ecosystem across Florida, to date, EDIT has supported 43 Black founders in starting their entrepreneurship journey and assisted in the development of 25 technology-based startups. In this paper, we discuss the relevant background, the design-based research methodology utilized to refine the program, and the future directions for the program.
    5. Limiting Experience and Cognition by Flexibility, Interaction Design and Cybernetics

      Tore Gulden, Frederick Steier
      Abstract
      In this paper, we discuss how flexibility in interaction design processes may lead to hinder flexibility in user praxis and thus cognition, experience, and behaviour, and for design praxis circuits and functioning, and the meta cognition about the design praxis in relation to meaning, aim, change, and inquiring dimensions of functioning, such as the purpose interaction design serve up against the cause by which they arise. A theoretical discussion of the widespread agile and lean interaction design processes in relation to cybernetic theory and the term flexibility introduced by Bateson is the basis for the discussion.
    6. Exploring the Social Innovation Ecosystem: Case Report and a Brief Literature Review

      Wang Jing
      Abstract
      Traditional institutional logic restricted knowledge spread across organizational boundaries and affects the performance of innovation. This paper, using the beneficial aspects of institutional complexity, Proposes an ecosystem hypothesis to explore how design better promote innovation. At first part, through the cases study and synthesis of more than 100 projects, Proposes an “ecosystem” hypothesis as the theme connecting its common characteristics. The second part, through the literature research, examined its alternative structure of ecosystem, such as business model, platform, value network, knowledge alliance, etc., and proposed ecosystem analytical framework. The third part, Makes a comparative analysis of two cases, summarizes two different types of ecosystem, and deeply explores the mechanism of transformation.
      The design values based on “ecology” focus on activating more actors to participate in collaborative actions to achieve more sustainable social system transformation.
    7. iVIS: Interpretable Interactive Visualization for User Behavior Clusters

      Yieun Kim, Yohan Bae, Junghyun Kim, Yeonghun Nam
      Abstract
      To improve Quality of Experience (QoE) and develop new features, understanding users and making a decision to target specific user groups are important to service providers. Based on the internal interviews, we find that service operators have trouble in identifying user behavior characteristics for numerous services in a short time. To address this challenge, we present iVIS, an interactive visualization system that clusters the user behaviors and visualizes the representative behavior patterns. With iVIS, service providers can interpret the user clusters (e.g., heavy/light users), and drill down to a particular cluster to get details interactively. To evaluate our system, we conduct a case study on the log data from the internal data catalog service which enables researchers to browse and use datasets. We found service operators could rapidly interpret representative user behaviors, and discover new behavior types such as frustrated users (i.e., users who only explored datasets for a while but not use them) or testers (i.e., users who used the service for testing) by refining the clustering results.
    8. Deciphering the Code: Evidence for a Sociometric DNA in Design Thinking Meetings

      Steffi Kohl, Mark P. Graus, Jos G. A. M. Lemmink
      Abstract
      Despite the increased popularity of virtual teams, in-person teamwork remains the dominant way of working. This paper investigates to what extent social signals can be used to infer the work domain of team meetings. It reveals insights into the complex nature of team dynamics, that are not often quantified in literature, during the design thinking process. This was done by using sociometric badges to measure the social interactions of four teams over a three week development cycle. From these interactions we were able to discriminate different modes in the design thinking process used by the teams, indicating that different design thinking modes have different dynamics. Through supervised learning we could predict the modes of Need Finding, Ideation, and Prototyping with F1 scores of 0.76, 0.71, and 0.60 respectively. These performance scores significantly outperformed random baseline models, corresponding to a doubling of F1 score of predicting the positive class, indicating that the models did indeed succeed in predicting design thinking mode. This indicates that wearable social sensors provide useful information in understanding and identifying design thinking modes. These initial findings will serve as a first step towards the development of automated coaches for design thinking teams.
    9. Information Analysis with FlexIA - Reconciling Design Challenges Through User Participation

      Christian Kruse, Daniela Becks, Sebastian Venhuis
      Abstract
      Information analysis is a keystone for successful digitization projects. However, due to the inherent complexity and sheer amount of information, very often fairly aggregated top-down approaches are utilized. In addition, most of the methods treat information objects as appendages of processes and do not reflect the users’ perspectives sufficiently. In this paper, the FlexIA approach for conducting a user-centered information analysis is presented. Methodologically, it is based on the concept of participatory design and the action research approach. After briefly providing information on motivation and research context, the FlexIA method and the FlexIA tool are described. Three major design challenges emanating from heterogeneous user groups, volatile work settings and agile domain contexts are addressed. It is shown, that the participatory design approach is well suited to ensure that the user’s requirements are appropriately taken into account in the method and the tool.
    10. Emblem Recognition: Cultural Coaching Software via Hand Gestures

      Cris Kubli
      Abstract
      Negotiations and casual exchanges that involve different cultures may often lead to misunderstandings and eventually adverse outcomes. These conflicts can be easily avoided if both parties are familiarized with each other’s culture. This paper proposes a novel way of tackling this problem by using computer vision and identifying hand gestures that are particular to a culture. Such gestures, also known as emblems, are used frequently during interaction. There is a certain complexity to emblems, and their identification could provide vital information during communication if recognized accurately. An example for this case is the “thumbs up” gesture, where the thumb is extended while the other fingers are curled up. This gesture, while positive in the West, can be insulting in other countries. The implemented computer vision software was able to detect five distinct hand gestures that had one specific meaning in the United States, as well as other connotations in other countries. This helped inform participants with residency in the United States about additional meanings of familiar hand gestures that are commonly used in North America. The main purpose of culturally-sensitive technology is to help a user get acquainted with socio-cultural particularities of another group. Possible applications are discussed further, such as serving as a cultural interpreter during a diplomatic or business exchange or aiding in cultural sensibility training for tourists traveling to a new country.
    11. Using the Ethical OS Toolkit to Mitigate the Risk of Unintended Consequences

      Mariana Lilley, Anne Currie, Andrew Pyper, Sue Attwood
      Abstract
      Ethical considerations relating to the use of participants’ data are well-established within User Experience (UX) practices. Similarly, there is evidence of a wide understanding of what dark UX patterns are and why these violate ethical principles set out by computing codes such as the ACM Code of Ethics and Professional Conduct. However, frameworks for practitioners to reflect on the possible unintended consequences of their work are less well represented.
      This paper reports on a pilot case study in which the Ethical Operating System (Ethical OS) framework was employed to bring these considerations systematically into UX work. Findings from this pilot study indicate that the use of the Ethical OS Toolkit can reveal potential unintended consequences of UX work that may not have surfaced otherwise, or that would have been recognised much later in the product’s lifecycle. The work is presented as both a means of embedding the toolkit into future practitioners’ education and its potential for supporting practitioners in their practice.
    12. Perception in Human-Computer Symbiosis

      Mohamed Quafafou
      Abstract
      Today computers and more generally smart technology do not take into account the diversity of perception leading to the exclusion of the plurality of representation and decision even if such diversity may play a crucial role in human-computer interaction especially in our small world. We introduce in this paper a conceptual framework developing a bridge between set and perception theories to support computing with perceptions. In this context, human-machine interaction is not only guided by computation but it is also based on human-human interaction through machines and social networks.
    13. HCI Design Education at Hunan University: A Practical Case in Chinese Design Schools

      Hao Tan, Jialing Li
      Abstract
      HCI design education is rapidly developing in China, and HCI design and interaction design are in the process of becoming the main areas of specialty in Chinese design schools. This paper presents an overview of the HCI design education available at the School of Design in Hunan University as a practice case in China. We focus on the HCI design education frameworks, curricula, aspects and features at Hunan University, which lead to challenges and opportunities for our school. We discuss these and outline some of the methodological approaches we employ to deal with them, along with some examples of our education practices.
    14. An Idea of Designer’s Reasoning

      Ye Wang
      Abstract
      In the International Congress on Planning and Design Theory, Horst Rittel supported a widespread dissatisfaction with the ability to design the worlds we live in and the vast scope of entities designed. Through facts and presenting clues, Rittel has an idea of designer’s reasoning that Design is Subjective, a process as formation of judgement. The method of logic is occasional inferences during this process as Rittel believe, a ‘philosophy’ guiding a mode of conduct. Also, the conceivable that emerge during the process had no limits and influenced the understanding and direction of the final design. The human mind is fallible. Designer don’t have choice as Rittel said. A manner problem of reasoning, perhaps. An idea of design reasoning in Rittel’s work seems contrasts sharply with the ideas developed by Moholy-Nagy, Herbert Simon, and Raymond Williams. This article will trace the theme of reasoning across, indicating the points of difference that come with their different perspectives, thereby gaining more knowledge of the idea.
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Title
HCI International 2020 – Late Breaking Posters
Editors
Prof. Constantine Stephanidis
Dr. Margherita Antona
Stavroula Ntoa
Copyright Year
2020
Electronic ISBN
978-3-030-60700-5
Print ISBN
978-3-030-60699-2
DOI
https://doi.org/10.1007/978-3-030-60700-5

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