Karola Marky, Marie-Laure Zollinger, Peter B. Roenne, P. Ryan, Tim Grube, K. Kunze
{"title":"Investigating Usability and User Experience of Individually Verifiable Internet Voting Schemes","authors":"Karola Marky, Marie-Laure Zollinger, Peter B. Roenne, P. Ryan, Tim Grube, K. Kunze","doi":"10.1145/3459604","DOIUrl":"https://doi.org/10.1145/3459604","url":null,"abstract":"Internet voting can afford more inclusive and inexpensive elections. The flip side is that the integrity of the election can be compromised by adversarial attacks and malfunctioning voting infrastructure. Individual verifiability aims to protect against such risks by letting voters verify that their votes are correctly registered in the electronic ballot box. Therefore, voters need to carry out additional tasks making human factors crucial for security. In this article, we establish a categorization of individually verifiable Internet voting schemes based on voter interactions. For each category in our proposed categorization, we evaluate a voting scheme in a user study with a total of 100 participants. In our study, we assessed usability, user experience, trust, and further qualitative data to gain deeper insights into voting schemes. Based on our results, we conclude with recommendations for developers and policymakers to inform the choices and design of individually verifiable Internet voting schemes.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125719466","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}
Haojian Jin, Hong Shen, Mayank Jain, Swarun Kumar, Jason I. Hong
{"title":"Lean Privacy Review: Collecting Users’ Privacy Concerns of Data Practices at a Low Cost","authors":"Haojian Jin, Hong Shen, Mayank Jain, Swarun Kumar, Jason I. Hong","doi":"10.1145/3463910","DOIUrl":"https://doi.org/10.1145/3463910","url":null,"abstract":"Today, industry practitioners (e.g., data scientists, developers, product managers) rely on formal privacy reviews (a combination of user interviews, privacy risk assessments, etc.) in identifying potential customer acceptance issues with their organization’s data practices. However, this process is slow and expensive, and practitioners often have to make ad-hoc privacy-related decisions with little actual feedback from users. We introduce Lean Privacy Review (LPR), a fast, cheap, and easy-to-access method to help practitioners collect direct feedback from users through the proxy of crowd workers in the early stages of design. LPR takes a proposed data practice, quickly breaks it down into smaller parts, generates a set of questionnaire surveys, solicits users’ opinions, and summarizes those opinions in a compact form for practitioners to use. By doing so, LPR can help uncover the range and magnitude of different privacy concerns actual people have at a small fraction of the cost and wait-time for a formal review. We evaluated LPR using 12 real-world data practices with 240 crowd users and 24 data practitioners. Our results show that (1) the discovery of privacy concerns saturates as the number of evaluators exceeds 14 participants, which takes around 5.5 hours to complete (i.e., latency) and costs 3.7 hours of total crowd work ( $80 in our experiments); and (2) LPR finds 89% of privacy concerns identified by data practitioners as well as 139% additional privacy concerns that practitioners are not aware of, at a 6% estimated false alarm rate.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114148296","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}
{"title":"An Exploration of Freehand Crossing Selection in Head-Mounted Augmented Reality","authors":"Stephen Uzor, P. Kristensson","doi":"10.1145/3462546","DOIUrl":"https://doi.org/10.1145/3462546","url":null,"abstract":"Crossing, or goal crossing, has proven useful in various selection scenarios, including pen, mouse, touch, and virtual reality (VR). However, crossing has not been exploited for freehand selection using augmented reality head-mounted displays (AR HMDs). Using the HoloLens, we explore freehand crossing for selection and compare it to the state-of-the-art “gaze and commit” (head gaze) method. We report on three studies investigating freehand crossing in multiple use cases. The first study shows that crossing outperforms head gaze in selection scenarios of varying target arrangements. The second explores crossing, head gaze, and hand pointing in radial menu and dynamic interface scenarios. The third explores crossing as a function carrier for a variety of basic interaction functions in a drawing application. This work builds on existing knowledge on the goal-crossing paradigm by demonstrating its potential as a useful interaction method in 3D AR HMD interfaces.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126361155","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}
Giulio Jacucci, Pedram Daee, T. Vuong, S. Andolina, Khalil Klouche, Mats Sjöberg, Tuukka Ruotsalo, Samuel Kaski
{"title":"Entity Recommendation for Everyday Digital Tasks","authors":"Giulio Jacucci, Pedram Daee, T. Vuong, S. Andolina, Khalil Klouche, Mats Sjöberg, Tuukka Ruotsalo, Samuel Kaski","doi":"10.1145/3458919","DOIUrl":"https://doi.org/10.1145/3458919","url":null,"abstract":"Recommender systems can support everyday digital tasks by retrieving and recommending useful information contextually. This is becoming increasingly relevant in services and operating systems. Previous research often focuses on specific recommendation tasks with data captured from interactions with an individual application. The quality of recommendations is also often evaluated addressing only computational measures of accuracy, without investigating the usefulness of recommendations in realistic tasks. The aim of this work is to synthesize the research in this area through a novel approach by (1) demonstrating comprehensive digital activity monitoring, (2) introducing entity-based computing and interaction, and (3) investigating the previously overlooked usefulness of entity recommendations and their actual impact on user behavior in real tasks. The methodology exploits context from screen frames recorded every 2 seconds to recommend information entities related to the current task. We embodied this methodology in an interactive system and investigated the relevance and influence of the recommended entities in a study with participants resuming their real-world tasks after a 14-day monitoring phase. Results show that the recommendations allowed participants to find more relevant entities than in a control without the system. In addition, the recommended entities were also used in the actual tasks. In the discussion, we reflect on a research agenda for entity recommendation in context, revisiting comprehensive monitoring to include the physical world, considering entities as actionable recommendations, capturing drifting intent and routines, and considering explainability and transparency of recommendations, ethics, and ownership of data.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126630420","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}
Bob R. Schadenberg, D. Reidsma, V. Evers, Daniel P. Davison, Jamy J. Li, D. Heylen, Carlos Neves, P. Alvito, Jie Shen, M. Pantic, Björn Schuller, N. Cummins, Vlad Olaru, C. Sminchisescu, Snezana Babovic Dimitrijevic, Suncica Petrovic, A. Baranger, Alria Williams, A. Alcorn, E. Pellicano
{"title":"Predictable Robots for Autistic Children—Variance in Robot Behaviour, Idiosyncrasies in Autistic Children’s Characteristics, and Child–Robot Engagement","authors":"Bob R. Schadenberg, D. Reidsma, V. Evers, Daniel P. Davison, Jamy J. Li, D. Heylen, Carlos Neves, P. Alvito, Jie Shen, M. Pantic, Björn Schuller, N. Cummins, Vlad Olaru, C. Sminchisescu, Snezana Babovic Dimitrijevic, Suncica Petrovic, A. Baranger, Alria Williams, A. Alcorn, E. Pellicano","doi":"10.1145/3468849","DOIUrl":"https://doi.org/10.1145/3468849","url":null,"abstract":"Predictability is important to autistic individuals, and robots have been suggested to meet this need as they can be programmed to be predictable, as well as elicit social interaction. The effectiveness of robot-assisted interventions designed for social skill learning presumably depends on the interplay between robot predictability, engagement in learning, and the individual differences between different autistic children. To better understand this interplay, we report on a study where 24 autistic children participated in a robot-assisted intervention. We manipulated the variance in the robot’s behaviour as a way to vary predictability, and measured the children’s behavioural engagement, visual attention, as well as their individual factors. We found that the children will continue engaging in the activity behaviourally, but may start to pay less visual attention over time to activity-relevant locations when the robot is less predictable. Instead, they increasingly start to look away from the activity. Ultimately, this could negatively influence learning, in particular for tasks with a visual component. Furthermore, severity of autistic features and expressive language ability had a significant impact on behavioural engagement. We consider our results as preliminary evidence that robot predictability is an important factor for keeping children in a state where learning can occur.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130790319","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}
{"title":"“Citizens Too”: Safety Setting Collaboration Among Older Adults with Memory Concerns","authors":"Nora Mcdonald, Helena M. Mentis","doi":"10.1145/3465217","DOIUrl":"https://doi.org/10.1145/3465217","url":null,"abstract":"Designing technologies that support the cybersecurity of older adults with memory concerns involves wrestling with an uncomfortable paradox between surveillance and independence and the close collaboration of couples. This research captures the interactions between older adult couples where one or both have memory concerns—a primary feature of cognitive decline—as they make decisions on how to safeguard their online activities using a Safety Setting probe we designed, and over the course of several informal interviews and a diary study. Throughout, couples demonstrated a collaborative mentality to which we apply a frame of citizenship in opensource collaboration, specifically (a) histories of participation, (b) lower barriers to participation, and (c) maintaining ongoing contribution. In this metaphor of collaborative enterprise, one partner (or member of the couple) may be the service provider and the other may be the participant, but at varying moments, they may switch roles while still maintaining a collaborative focus on preserving shared assets and freedom on the internet. We conclude with a discussion of what this service provider-contributor mentality means for empowerment through citizenship, and implications for vulnerable populations’ cybersecurity.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130933359","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}
Sultan A. Alharthi, G. Raptis, C. Katsini, I. Dolgov, L. Nacke, P. Dugas
{"title":"Investigating the Effects of Individual Cognitive Styles on Collaborative Gameplay","authors":"Sultan A. Alharthi, G. Raptis, C. Katsini, I. Dolgov, L. Nacke, P. Dugas","doi":"10.1145/3445792","DOIUrl":"https://doi.org/10.1145/3445792","url":null,"abstract":"In multiplayer collaborative games, players need to coordinate their actions and synchronize their efforts effectively to succeed as a team; thus, individual differences can impact teamwork and gameplay. This article investigates the effects of cognitive styles on teams engaged in collaborative gaming activities. Fifty-four individuals took part in a mixed-methods user study; they were classified as field-dependent (FD) or independent (FI) based on a field-dependent–independent (FD-I) cognitive-style-elicitation instrument. Three groups of teams were formed, based on the cognitive style of each team member: FD-FD, FD-FI, and FI-FI. We examined collaborative gameplay in terms of team performance, cognitive load, communication, and player experience. The analysis revealed that FD-I cognitive style affected the performance and mental load of teams. We expect the findings to provide useful insights on understanding how cognitive styles influence collaborative gameplay.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114203522","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}
A. A. Khan, Joshua Newn, Ryan M. Kelly, Namrata Srivastava, J. Bailey, Eduardo Velloso
{"title":"GAVIN","authors":"A. A. Khan, Joshua Newn, Ryan M. Kelly, Namrata Srivastava, J. Bailey, Eduardo Velloso","doi":"10.1145/3453988","DOIUrl":"https://doi.org/10.1145/3453988","url":null,"abstract":"Annotation is an effective reading strategy people often undertake while interacting with digital text. It involves highlighting pieces of text and making notes about them. Annotating while reading in a desktop environment is considered trivial but, in a mobile setting where people read while hand-holding devices, the task of highlighting and typing notes on a mobile display is challenging. In this article, we introduce GAVIN, a gaze-assisted voice note-taking application, which enables readers to seamlessly take voice notes on digital documents by implicitly anchoring them to text passages. We first conducted a contextual enquiry focusing on participants’ note-taking practices on digital documents. Using these findings, we propose a method which leverages eye-tracking and machine learning techniques to annotate voice notes with reference text passages. To evaluate our approach, we recruited 32 participants performing voice note-taking. Following, we trained a classifier on the data collected to predict text passage where participants made voice notes. Lastly, we employed the classifier to built GAVIN and conducted a user study to demonstrate the feasibility of the system. This research demonstrates the feasibility of using gaze as a resource for implicit anchoring of voice notes, enabling the design of systems that allow users to record voice notes with minimal effort and high accuracy.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114708247","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}
{"title":"Co-design Techniques for and with Children based on Physical Theatre Practice to promote Embodied Awareness","authors":"Marie-Monique Schaper, N. Parés","doi":"10.1145/3450446","DOIUrl":"https://doi.org/10.1145/3450446","url":null,"abstract":"Research in Full-Body Interaction suggests the benefits of activities based on using embodied resources to strengthen the sensorimotor, cognitive and socio-emotional aspects of the user experience. However, scholars in this field have been often primarily concerned with the comprehension of and design for the user's mind. Little attention has been drawn on its connection to the bodily experience. The scarcity of adequate co-design methods with and for children to raise an awareness of their body during design risks of deriving interaction design decisions only from the perspective of adult designers. In this article, we present our research on novel co-design techniques to elicit children's embodied awareness. These techniques were analysed in the context of a design workshop series with a local theatre school. For the analysis, we used the Think4EmCoDe research framework, a tool to foreground key aspects of an embodied co-design technique for children. Results indicate the benefits of techniques based on physical theatre practice that (1) help children understand their body and space as mediators of ideas and meaning making processes; (2) allow them to incorporate the specific features of Full-Body Interaction in their co-design.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130929832","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}
Katie Salen Tekinbas, Krithika Jagannath, Ulrik Lyngs, P. Slovák
{"title":"Designing for Youth-Centered Moderation and Community Governance in Minecraft","authors":"Katie Salen Tekinbas, Krithika Jagannath, Ulrik Lyngs, P. Slovák","doi":"10.1145/3450290","DOIUrl":"https://doi.org/10.1145/3450290","url":null,"abstract":"Online settings have been suggested as viable sites for youth to develop social, emotional, and technical skills that can positively shape their behavior online. However, little work has been done to understand how online governance structures might support (or hinder) such learning. Using mixed-methods research, we report findings from a 2-year, in-the-wild study of 8–13 year olds on a custom multiplayer Minecraft server. The two-part study focuses on the design of youth-centered models of community governance drawn from evidence-based offline practices in the prevention and learning sciences. Preliminary results point to a set of socio-technical design approaches shaping player behavior while also supporting youth interest in Minecraft-like online environments. More broadly, the findings suggest an alternative vision of youth’s capacity for ownership and control of mechanisms shaping the culture and climate of their online communities: managing player behavior while challenging current norms around adult control and surveillance of youth activity.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"373 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134291798","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}